Set Me Free
A Phantom Liberty side job for Cyberpunk 2077: an AI from beyond the Blackwall hires V to steal a chip out of the Luxor High Spa. How you accomplish this is up to you.
Overview
Something on the other side of the Blackwall has been shouting over the wall for fifty years, and it has finally found someone desperate enough to listen. It calls itself W*****-M***. It wants a chip out of the Luxor, an old Biotechnica spa the Voodoo Boys turned into a fortress. In return it offers V a long shot at the one problem nobody else can touch- the tangled mess that is his psyche.
Set Me Free is a full side job, with three prep quests you take in any order, a heist you can plan your own way, and an escape that changes with the plan. All in, there are almost 300 ways to run the job, before accounting for builds or heat level!
- Plan it your way: pick a safehouse, a getaway (your own car, a stolen Militech car, a Delamain cab, or on foot), a route to klepping the necessary cyberware, and how much recon to do. Your choices here affect job cost, payout, enemy spawns, and more.
- Every botch is remembered: a hidden Heat mechanic tracks Voodoo Boy paranoia, which grows with each mistake and makes the Luxor a tougher vault to crack.
- Valuable Rewards: W-M's generous offer to look at the web of code in your brain can be focused on almost anything, plus a piece of cyberware with a price of its own...
- Subtle and impactful map changes: leap off of towers into pools of chemical sludge, intercept corpo hit-squads, and run off a VBD tail in a pulse-pounding escape.
- Classic Cyberpunk Feel: enjoy the stylings and easter eggs of classic cyberpunk media, from literature to the game itself
Requirements and installation
You need Cyberpunk 2077 with Phantom Liberty and four framework mods, each at a version current for your game patch.
Cyber Engine Tweaks (CET): runs the job's script
ArchiveXL: loads the journal, the texts and the added world pieces (the pool, the stairs, the rooftop props)
TweakXL: adds the job's items: the WM Hardline and its effects, the Voodoo Boys' and Militech's chase cars
Codeware: spawns the cars, people and props, and reads game resources
BT-7274 (optional): turns the job into the BT-7274 add-on, which provides additional reward options, intro, and job opportunities in the main heist.
1. Install the requirements.
2. Install the Set Me Free zip with Vortex (or drop its folders into the game folder: `archive/`, `bin/` and `r6/`).
3. Start or load a save that has Dogtown open.
The version is picked when the game starts: the BT-7274 add-on if that mod is loaded, standalone if not. This is locked per-save at the time Set Me Free is loaded in.
Uninstalling: finish or reset the job first (see Testing). The job's state lives in the save's quest facts, which do nothing without the mod.
Starting the job
W*****-M*** texts V the first time V is within about 2 km of the Luxor in Dogtown and out of combat. There is no quest giver to find: the job starts as a text conversation.
- BT-7274 version: BT's own questline has to be far enough along first.
The job at a glance:
Three prep quests feed into the main job and can be done in any order:
1. Set Me Free: Chroming Up. V needs a shielded neural interface. Take it from a Voodoo Boys lieutenant through espionage or buy one outright. Then install it at a ripperdoc.
2. Set Me Free: Hunkering Down. Pick a safehouse and a way out of Dogtown. Stealing a car from a Militech camp in the Badlands is its own mission, providing a driver and unique vehicle opportunities.
3. Set Me Free: Scoping Out. Look the Luxor over in person to get all the possibilities, or buy the schematics instead.
4. The heist. Go in by the front door, the side entrance or the roof, find the chip and get out of the spa.
5. The way out. Escape Dogtown, then race to the safehouse, with the Voodoo Boys' hot on your tail.
After the first prep quest, and again when the heist opens, V can ask W\*\*\*\*\*-M\*\*\* how the job is shaping up.
How it plays (SPOILERS)
The heist rewards patience: go in quiet, at night, with the place scouted, and the Luxor is manageable. Every shortcut and every mistake makes it harder, and the gang remembers.
Stealth. Some sections require stealth to progress, while others reward it. Regardless, choosing the quiet route keeps the VBD leaders from assigning more footsoldiers on the vault.
Night. Going in between 22:00 and 03:00 catches the back ranks off their game. Outside those hours, every larger guard group is 150% as big.
Ways in. Scouting in person unlocks additional routes, at the risk of being seen and making the job harder. 
Heat (hidden). The Voodoo Boys' suspicion runs from 0 to 100 and is never shown as a number. Botched optional objectives raise it, and repeated failures stack. Bigger botches closer to the Luxor count for more.
Botch : Heat Incurred
+20: Spotted inside the Luxor (each attempt)
+15: A fight near the Luxor while scoping it out
+5: Made at the bar while eavesdropping (each night)
+5: Going in outside the night
+5: Leaving in V's own car
+3: Seen at the Militech camp
Every 15 heat makes the Luxor's guard groups grow by 1, and each point adds 1% more Voodoo Boys' chase cars, up to 200%. Ask your fixer how the job is shaping up to get a feel for the resistance you should expect. 
BT-7274 can draw guards off of checkpoints if open(ish) confrontation is more your thing, and can help you make your escape. Among other possible rewards, 5 BT perk points are an option.
Getaway:
V's own car: V drives out. The Voodoo Boys can tie the car to V, adding heat.
A stolen Militech car | Jack into the camp's airdrop container to hack the robots, take your pick of the offered cars, lose the tails and ditch the hardware in the desert. W-M brings it to the Luxor to make your getaway. Manage to keep your new robot friends alive and they'll drive while you shoot.
A Delamain cab: €$5,000 for the Excelsior package, cool and clean.
BT-7274: Fight your way out the door, piloting BT's armored suit and heavy chaingun.
On foot: Up the crane atop the spa, then a running leap of faith into the pool past the wall.
The safehouse:
The one V picked shows on the map with a route once V is out with the chip. Sleep there to slot the chip.
Your own place. Living in a house from another mod? Tell W*****-M*** "Another place of mine should work." It can't find it on the map, so nothing is marked: sleep anywhere outside Dogtown and that counts as getting home.
The WM Hardline:
A new iconic operating system, installed at any ripperdoc. Activate it like Berserk: for 45 seconds the Blackwall rides every hit V lands for 50% more damage, and half of all the damage V deals comes back at V. It can kill; turning it on a boss can backfire. Cooldown 90 seconds.
Rewards
V picks one of the verdict rewards; the WM Hardline comes on top of it, and the rest are earned along the way.
Reward: How it's earned
+4 perk points: Verdict: "Standard cyberware only"
+2 Relic points: Verdict: "Try your hand at Johnny's engram"
+5 BT perk points (Titan menu) | Verdict: "Wanna clean up my link to BT" (BT-7274 version only) |
WM Hardline (iconic operating system): Always, with the verdict reward
System Collapse quickhack (top tier): A clean exit: never spotted at the Luxor
+1 perk point: Steal a Militech car and lose the tails
Compatibility and known issues
The job adds its own journal entries, items and world pieces and changes no base-game quest, so conflicts should be rare. Mods that move or rebuild the Luxor, its surroundings in Dogtown, or the Militech camp's stretch of the Badlands can clash with the added props and the pool.
- Shooting from the passenger seat (an android at the wheel, or the back of a Delamain) uses the game's own vehicle-combat switch and is experimental. If a Delamain stalls in a fight, the mod tells it to drive on, and calms the attackers if that fails. I am aware this is not perfect.
- Delamain in combat. the game won't let a cab drive while V is in combat; the measures above work around it.
- The Luxor's Behemoth getaway can refuse V's entry; standing at its door for two seconds puts V in.
- The Blackwall: the Hardline runs on the game's own Berserk activation, so it needs no other mod. 
Testing and bug reports
Everything below runs from CET's console. Send `set_me_free.log` (in the mod's folder) with any bug report.
Command | What it does
`GetMod("set_me_free").State()` | where the job is
`GetMod("set_me_free").Log(true)` | writes `set_me_free.log`
`GetMod("set_me_free").Dev(true)` | the test window in the CET overlay, plus the log
`GetMod("set_me_free").Reset()` | forgets the whole job in this save, heat included
The test window has:
- Print where V stands + yaw, for reporting a spot.
- State: the offer and prep checks, the plan, the heat and W*****-M***'s answer for it, the clock, combat, distances to the checkpoints, every job fact that isn't 0, the objectives that are up, and where the phone conversation is.
- Checkpoints: a teleport to every place the job uses, in the order it uses them.
- The job: offer it now, skip the opening, finish each prep quest any way it can end (every getaway, a wreck before or after the backdoor, scouting in person, inside, or bought).
- Conditions: set the clock to night or day, add heat or clear it, ask W-M about the heat now.
- The heist and after: arrive, take the chip, get spotted, escape, leave Dogtown, sleep, slot the chip, spawn or remove the Luxor's guards, list the NPCs nearby.
Credits and permissions
Set Me Free is by AKS: the story, the script, the placements and the testing.
psiberx- ArchiveXL, TweakXL and Codeware, which the mod runs on
The Cyber Engine Tweaks team- CET, which runs the job's script
The WolvenKit team- WolvenKit, used to build the journal, text and world archive
keanuwheeze- World Builder (entSpawner), used to place the props, the pool and the stairs
whatmynickname- BT-7274 mod that is optional for this mod. I have written permissions from the author to build off of his/her framework.
CD PROJEKT RED- Cyberpunk 2077 and Phantom Liberty, whose assets the job reuses
The mod ships no assets of its own beyond its scripts, texts and placement data; every mesh, vehicle, character and effect is the game's.
Changelog
| Version | Changes |
| --- | --- |
| 0.38.0 | V's own place as a safehouse; "BT and I can fight our way through" (BT-7274 version); a spared android drives even if V was seen; the Hardline reworked (no weapon: +50% damage, half of it back at V); no lockout during Phantom Liberty's Cynosure missions; the motel's Sleep prompt in the game's interaction style, with a fade |
| 0.37.0 | Hidden heat from botched objectives, with W\*\*\*\*\*-M\*\*\*'s read on it; the getaway car keeps the stolen car's livery; a Sleep prompt by the No-Tell Motel bed; a rebuilt test window |
| 0.36.0 | Experimental shooting from the passenger seat; a stalled Delamain is told to drive on |
| 0.35.0 | No Voodoo Boys' cars while V rides in any Delamain; more chase cars for V's own car; help into the Luxor's Behemoth |
| 0.34.0 | "Touch base with the fixer" while W\*\*\*\*\*-M\*\*\* waits on a reply; car doors unlocked; the leftover Chao after the Hardline fixed; rooftop props and pool stairs |
| 0.33.x | Any of the camp's three cars can be stolen; "Ditch the vehicle"; the camp's access point; W\*\*\*\*\*-M\*\*\* sends V back for driving off without the backdoor |
| 0.32.0 | Front-door guards out while scouting; the crane report; the safehouse's own map pin and route |
| 0.31.x | Deeper, farther-drawn water; the Panam and Delamain detour cut; the WM Hardline rebuilt on 2.x Berserk |
| 0.30.x | One download for both versions; real, swimmable water under the leap of faith |