
Cyberpunk 2077 Cyberpsycho Sighting Locations and Fight Tips
Where to find all 17 Cyberpsycho Sighting gigs, how each psycho fights, how to take them alive, and what Regina pays.
Regina Jones is the closest thing Night City has to a fixer with a conscience. She's an ex-journalist, she runs Watson, and she's got a private war going against cyberpsychosis. Her whole angle: most of these people were nobodies until the chrome ate their brains, so somebody should drag them in for treatment instead of shooting them full of holes. That somebody is you. The job's called Psycho Killer, there are 17 of these mini-bosses scattered across the city and the Badlands, and the payouts add up to a hair under €$90,000. Each fight has its own gimmick, so it pays to bring the right tools.
Where Cyberpsycho Gigs Unlock
The whole thing starts with a phone call. Finish The Ripperdoc (plus the little Jackie chat during The Ride) and Regina rings you up with the tracker job Psycho Killer. From that point the sightings show up as gigs in your journal, same as anything else a fixer hands you.
You can't reach all of them right away, though. Early on, Night City is on lockdown and you're stuck in Watson, so only that district's six sightings are live. Five of them are Act 1 jobs: Lt. Mower, Six Feet Under, and Where the Bodies Hit the Floor in Northside, plus Ticket to the Major Leagues in Little China. Demons of War in Kabuki is the lone holdout - it stays hidden until The Pickup is done. The sixth, Bloody Ritual over in Northside, is the picky one. It wants the Act 2 job Playing for Time finished, and it only triggers between 8PM and 5AM in-game. Show up at noon and nothing's there.
Then the story does its thing, the city opens up, and the other 11 come online. Two have extra gates: The Wasteland in the Badlands waits until Life During Wartime (Panam's questline), and Lex Talionis in Pacifica holds out until you're around Transmission. The rest just need you to wander close.
That's the real catch, actually. There's no map marker until you physically get near a sighting. Drive into the neighborhood, Regina calls, and the search zone drops. Your journal also slaps a difficulty tag on each fight, and it's honest about it. A "High" tag at level 12 goes badly. Come back later.
Here's the full set, plus what each one pays:
| Sighting | Where | Target | Regina pays | | --- | --- | --- | --- | | Ticket to the Major Leagues | Watson, Little China | Alec Johnson | €$2,300 | | Demons of War | Watson, Kabuki | Matt Liaw | €$4,050 | | Lt. Mower | Watson, Kabuki | Lt. Mower | €$4,050 | | Six Feet Under | Watson, Northside | Lely Hein | €$2,900 | | Where the Bodies Hit the Floor | Watson, Northside | Ellis Carter | €$2,900 | | Bloody Ritual | Watson, Northside | Zaria Hughes | €$2,900 | | Smoke on the Water | Pacifica, Coastview | Diego Ramirez | €$5,400 | | Lex Talionis | Pacifica, Coastview | Ben "Spaceboy" DeBaillon | €$5,400 | | The Wasteland | Badlands, Rocky Ridge | Euralio Alma | €$5,400 | | Second Chances | Badlands, far east | Zion Wylde | €$5,400 | | House on a Hill | Badlands, Rocky Ridge | Russell Greene | €$5,400 | | Discount Doc | Santo Domingo, Rancho Coronado | Chase Coley | €$5,800 | | Under the Bridge | Santo Domingo, Arroyo | Tamara Cosby | €$6,650 | | On Deaf Ears | City Center, Downtown | Cedric Muller | €$7,770 | | Phantom of Night City | City Center, Corpo Plaza | Norio Akuhara | €$7,770 | | Seaside Cafe | Heywood, Wellsprings | Dao Hyunh | €$7,950 | | Letter of the Law | Heywood, Wellsprings | Gaston Phillips | €$7,950 |
Every one of them closes out the same way. Drop the psycho, loot the body for a shard (sometimes there's a computer to read too), and text the info to Regina. Skip the looting and the gig just sits there half-finished.
Best Weapons for Each Fight
Before any gun talk: scan everything. Every psycho has a profile, and half these fights are won before the first shot because you spotted the mines, turrets, or drones first. Quicksave too. Several of these bosses can delete you in two hits.
Smart weapons
Half the roster sprints, dodges, or blinks around the arena, which makes aimed fire a headache. Smart weapons fix that, since the bullets do the chasing. That's gold against the melee crowd - Ellis Carter, Zaria Hughes, Norio Akuhara - because you can backpedal the whole time and still connect. You need a SmartLink in your wrist to use them, and Regina's gig literally named The Gig pays one out for free once The Heist is behind you.
Tech weapons
Tech weapons charge up and shoot straight through cover, and psycho arenas are made of cover. Diego Ramirez at the end of the Pacifica pier hides behind vending booths for the entire fight; a charged tech rifle does not care. Dao Hyunh jumps onto a glass roof at around 40% health and clearly thinks she's safe up there. She is not. That roof is exactly what charged tech shots were built for.
Shotguns and snipers
The big armored types (more on them in a bit) want burst damage up close once their shield drops, and that's shotgun country. For openers, nothing beats a sniper rifle. Matt Liaw up on the unfinished highway carries one, and he will one-shot you if you try trading fire at his elevation - either out-snipe him from atop the containers or sneak up the left edge of the road. Zion Wylde is a pure sniper duel on a windmill platform, so bring your own scope or suffer. Russell Greene's farm is crawling with laser mines, two drones, and turrets, so clear all of that from range before you go anywhere near his garage. The back fence has a hole in it; the main gate is a minefield.
Quickhacks are weapons here
Honestly, the strongest gun in these fights might be your cyberdeck:
- Cyberware Malfunction shuts down the warp-and-cloak crowd. It breaks Lt. Mower's camo and stops the blink-dashers mid-zip.
- Weapon Malfunction makes gun users helpless for a few seconds. Liaw loses his sniper, Chase Coley's cannon goes quiet, Tamara Cosby stops shooting.
- Cripple Movement turns sprinters into pedestrians. If a psycho is faster than you (most are), this is the answer.
- Short Circuit instantly pops the battery on the two exoskeleton bosses, which takes their shields down with it.
- System Collapse is the crown jewel. It's an Ultimate-tier quickhack that costs 28 RAM, uploads in about a second, and knocks a target out cold without a sound. Non-lethal by design. Netrunner vendors sell it once your Intelligence build is far enough along.
One warning: Suicide, Overheat, and Contagion are lethal. Great for melting a health bar, terrible for the final blow if Regina wants her psychos breathing.
Grenades
EMP grenades shut off Mower's cloak, fry Spaceboy's robot guards, and stagger the exoskeleton pair. Flashbangs buy free hits on the chargers. Frags punish anything standing next to a red explosive tank, and Euralio Alma's junkyard camp is full of them.
Countering Berserk and Sandevistan Users
Sort the 17 into two buckets and these fights get way simpler. (A couple of netrunner weirdos fit neither bucket - they're at the end.)
The Sandevistan crowd
Lt. Mower is the textbook case. She runs Optical Camo plus a Sandevistan, confirmed flat out - she blurs, vanishes, and crosses the arena in a blink. A half-dozen others pull the same stunt without the label: Zaria Hughes, Ellis Carter, Diego Ramirez, Gaston Phillips, and Dao Hyunh all warp or dash around like their Sandy never turns off.
How do you fight that? Pretty simple once you know the tricks:
- Break line of sight. The dash needs a target. Duck behind cover and they burn the speed for nothing.
- Dodge sideways, never backwards. They close forward distance way faster than you can retreat.
- Open with Cyberware Malfunction. No warp, no camo, just a regular angry person walking at you.
- Punish the recovery. After a long dash there's a beat where they reset. That's your burst window.
- Run your own Sandevistan. Slow the world down and their blink becomes a light jog.
Mower adds her own twist: her broken chrome electrifies the water flooding her arena, ticking damage every second you stand in it. Fight from the dry slopes at the edges and make her come to you.
The berserk-style tanks
Euralio Alma and Chase Coley both wear exoskeletons with a big tower shield that eats everything you fire at it. The battery on their back is the weak point. Short Circuit pops it from range, or flank the big lug and shoot it, and the shield dies with it. Then it's a fair shotgun fight. Alma hits like a truck at range too, so hug the trailers in his junkyard. Coley's clinic backyard is tiny and cramped, and most people just fight him from the clinic roof where he can't reach them.
Cedric Muller is the other berserk-flavored nightmare. Hurt him enough and he heals himself back to full, then charges. He can leap at you across the parking garage floor, so keep cars and crates between you, save your Weapon Malfunction for that shotgun of his, and burst him in the windows between rushes. Alec Johnson flips from machine gunner to Gorilla Arms brawler below half health, too. Don't try to out-punch him unless you brought your own Berserk.
The netrunner weirdos
Ben "Spaceboy" DeBaillon barely fights for himself. His garage in Pacifica is guarded by two robots and two drones - handle them from the doorway with EMPs or hacks, then walk in. He folds fast once his bots are down. Tamara Cosby under the Arroyo overpass hacks back, and standing in the open trading bullets with a netrunner is how you lose that fight. Rush her with a shotgun. Kill the two turrets over the camp before you start, or grab the Turret Tamer perk and flip them to your side for three minutes, which is deeply funny.
Non-Lethal Takedown Requirements
Regina wants these people breathing. The gig pays the same whether the psycho wakes up in a clinic or a body bag, so you're never out eddies - but her final sit-down with you reflects your body count, and a clean 17-for-17 run gets the warm version where she talks about getting them actual therapy. So what does it take to keep them alive?
The non-lethal toolkit
- Blunt melee knocks enemies out instead of killing them. Baseball bats, Gorilla Arms (they scale with Body), all of it. This is the simplest path: chip them down with anything, finish with blunt swings.
- The Pax weapon mod turns any gun non-lethal. It costs you 10% damage in combat at Tier 1, and that penalty shrinks at higher tiers and disappears at Tier 5. Outside of combat it's a 20% damage boost, so stealth openers actually hit harder with it. One trap: shooting an already-unconscious target with a Pax gun kills them. Stop firing when they drop.
- Stealth takedowns work on several of these. Matt Liaw and Lely Hein both patrol away from backup and can be grabbed before the fight even starts.
- System Collapse is a clean knockout - silent, untraceable, non-lethal. On most psychos it just ends the conversation.
The chip-and-switch method
The classic move: burn the health bar down with your real weapons, then land the last hit with something non-lethal. Two things wreck this plan. Damage over time is one - a bleed, burn, or poison ticking after you "switched" still kills, so skip Overheat and Contagion entirely on clean runs. Headshots are the other: torsos survive way more often than heads. Aim center mass for the finisher. (Players love clearing these fights with the game's infamous joke blunt weapon, which feels very on-brand for Night City.)
Also off the table for clean runs: running anyone over, exploding barrels, the mines all over Letter of the Law and House on a Hill, turrets, and the Suicide quickhack. If a psycho dies by accident anyway, no need to panic - text Regina the shard info regardless. The gig completes, she pays out, she's just quietly disappointed in you.
Worth knowing: the alive-at-all-costs rule is about the psycho. The regular enemies hanging around (Coley's guard, Akuhara's Tyger Claws buddies) don't change her payout, so handle those however you like. Robots and drones definitely don't count.
Rewards and Regina Payouts
What each gig pays
Every sighting pays out the moment you text Regina the info: the eddies from the table above, plus 300 XP and a few hundred street cred each. The street cred matters more than it sounds, because Regina's bigger gigs start flowing once your cred climbs, and Watson's six sightings are clustered close enough to clear in a single evening.
Add it all up and the 17 payouts total €$89,990. That's the whole prize pool. There's no giant completion bonus check at the end - the per-gig money is the money. Watson's six are the smallest payouts (€$19,100 combined) but the easiest fights, while the four City Center and Heywood gigs pay €$7,770 to €$7,950 apiece.
The completion package
Finish all 17 and Regina calls you in for a face-to-face. Her mood depends on how many psychos lived. Since patch 2.11, the completion reward is gear rather than cash, and it's genuinely decent:
- The Chrome Compressor, an iconic operating system that grants up to +70 Cyberware Capacity. Capacity is the big choke point on endgame builds, so this is a wanted item, not vendor trash (it normally comes from Dogtown airdrops if you have Phantom Liberty).
- A Pax mod. Fitting, since you just spent 17 gigs learning why Pax exists.
- A Cyberware Capacity Shard and a stack of crafting components.
- The Trauma Team armor-weave tactical vest, which was the classic reward before 2.11 reworked things.
Two catches. If you finished Psycho Killer back before patch 2.11, the new loot sits in a weapon crate by Regina - swing by and grab it. And there's a lingering bug (still being reported on 2.3) where the Chrome Compressor sometimes just doesn't drop, which is a bitter pill for a completion prize. Keep a save from before the final hand-in if you care about that slot.
You also pop the I Am The Law achievement, a bronze worth 20G, for clearing all 17. It's the only achievement tied to the questline, so trophy hunters get theirs either way.
So the smart play: sweep Watson's six early while the story's still young, bank the quick €$19,100, and save the downtown €$7,700+ gigs for when your build can survive Gaston Phillips' mineyard. The capacity-boosting trinket at the end is a nice capstone, but that €$90,000 in gig payouts along the way is the real reason to hunt psychos.