Welcome to the best Weak Kingsley Build for Cyberpunk 2077 (Patch 2.31), inspired by the washed-up legend from Cyberpunk: Edgerunners 2. Once known as “King”, Weak was a veteran edgerunner at the top of his game. Now he is forced to live without chrome in a city that has moved on without him.
This build follows that story: a charged Tech revolver while you are Weak, and Gorilla Arms, Berserk and far too much chrome once you are King again.
The Weak Kingsley Build combines a charged Tech revolver, Bolt shots that ignore armor, Electrifying Gorilla Arms and Zetatech Berserk: shoot through cover at range, then come down on them with a Superhero Landing when they get close.
Table of Contents for the Weak Kingsley Build:
- Build Overview
- Attributes
- Perks (Skills)
- Cyberware
- Weapons
- Gear
- Skill Progression
- Leveling Tips
- Weak Kingsley Character Creation
Strengths and Weaknesses list for the Weak Kingsley Build:
Strengths
Weaknesses
Weak’s former flame Avida is Talia’s mother. If you want to play her side of the story, read my Talia Yang Build.
Cyberpunk 2077 Weak Kingsley Build Overview
This Cyberpunk 2077: Weak Kingsley Build plays like an old pro who has seen it all. At range I charge the revolver and fire Bolts straight through cover, with Kiroshi “Stalker” Optics showing me exactly who is hiding behind it. When enemies get close, I switch to the Gorilla Arms, hit Zetatech Berserk and settle it the old-fashioned way. Grenades and health items come back fast thanks to the Technical Ability tree, and Adrenaline Rush keeps me standing when things go wrong.
Weak vs King: I set this build up the way Weak’s story goes. You start out as Weak, with a revolver and very little chrome, and work your way back to King.
- Weak (early game): A Burya or Quasar from a weapon vendor, grenades and health items, plus a handful of cheap implants: Reinforced Tendons, Kerenzikov, Feedback Circuit and Kiroshi “Stalker” Optics. No Operating System needed yet.
- King (endgame): Comrade’s Hammer, Electrifying Gorilla Arms, Zetatech Berserk, and Edgerunner pushing you up to 50 points over your Cyberware Capacity.
Attributes – Weak Kingsley Build
Distributing Attributes correctly for the Weak Kingsley Build is important. Attributes dictate the direction of the build and give access to different tiers of perks depending on how many points you invest in each category.
The Cyberpunk 2077 Weak Kingsley Build’s Attributes are spread out between Cool,
Technical Ability,
Body and
Reflexes.
Intelligence stays at 3. Weak solves his problems with a gun and his fists.
Weak Kingsley Start Attributes
At the start of the game, select the following Attribute allocation to give us the optimal start for the Weak Kingsley Build in Cyberpunk 2077.
| Attribute | Points | Description |
|---|---|---|
|
|
None |
|
Technical Ability |
+2 |
|
Reflexes |
+1 |
|
Cool |
+1 |
|
Body |
+3 |
|
Max Level Attributes
At max level, you want to have the following distribution of Attributes for the Weak Kingsley Build in Cyberpunk 2077:
20 Cool
20 Technical Ability
20 Body
18 Reflexes
3 Intelligence
Flexible points: Reflexes only needs 15 for Air Dash, and none of the Reflexes capstones help this build. Here is a small trick for a bigger chrome budget: Renaissance Punk gives +4 Cyberware Capacity for every Attribute at 4 or higher, so moving a single point from Reflexes into Intelligence gets you another +4 capacity.
Perks – Weak Kingsley Build Cyberpunk 2077
In this section of the Cyberpunk 2077 Weak Kingsley Build, I will explain the perks that we use for each attribute.
Perk Points: To get perk points, you can either simply level up or farm Perk Shards. Read our guide on all 13 Perk Shard Locations in Cyberpunk 2077, with map locations, screenshots, and the nearest fast travel point for each shard.
Perk Order: This build uses all 80 Perk Points available at level 60. The bold perks are the core of the build, so pick them up before the non-bold ones. While you are leveling, the revolver perks in Cool and the Bolt perks in Technical Ability come first, because you play as Weak for most of the early game. The Gorilla Arms perks in Body can wait until you are ready to become King.
Cool Perks
The Cool Perk-Tree is where the revolver lives. We skip the stealth branch in the middle and take the whole gun branch on the left. Max it out to 20 for Nerves of Tungsten-Steel.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
We don’t use any level 4 perks. They are all stealth perks.
Level 9 Perks
Focus and the perks around it.
Level 15 Perks
Deadeye and the perks that branch off it.
Level 20 Perks
Cool is at 20, so we take the revolver capstone.
Skip: Run ‘N’ Gun only works with pistols, not with revolvers.
Technical Ability Perks
The Technical Ability Perk-Tree is used in all three branches. The right branch powers the Tech revolver with Bolt shots, the middle branch handles the chrome, and the left branch gives us more grenades and health items. Max it out to 20.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health item perks on the left side.
Level 9 Perks
The Cyberware perks in the middle, plus health items and grenades on the left.
Level 15 Perks
Bolt shots on the right, armor and extra slots in the middle.
Level 20 Perks
Technical Ability is at 20, so we take two capstones.
Body Perks
The Body Perk-Tree is maxed out at 20. The middle branch gives us health regen and Adrenaline Rush, and the Blunt branch on the right turns the Gorilla Arms into the King’s close-range answer.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health regen row.
| Perk | Description |
|---|---|
| Unlocks passive health regeneration during combat. | |
| The lower your health, the faster you regenerate. | |
| More health regen for each nearby enemy. |
Level 9 Perks
Wrecking Ball opens the Blunt branch for the Gorilla Arms.
Level 15 Perks
The big tier: Adrenaline Rush in the middle, Quake on the right.
Level 20 Perks
Body is at 20, so we take two capstones.
Reflexes Perks
The Reflexes Perk-Tree is only used for its middle branch: movement. Dashing is what triggers Kerenzikov, and you need the mobility to close the gap with the Gorilla Arms. Reflexes sits at 18.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Slippery and the two gun handling perks.
| Perk | Description |
|---|---|
| The faster you move, the harder you are to hit. It also unlocks Dash. | |
| Shoot while sprinting, sliding and vaulting. | |
| Reload while sprinting, sliding and vaulting. |
Level 9 Perks
Dash and everything attached to it.
Level 15 Perks
Air Dash and the midair perks.
Level 20 Perks
We don’t use any level 20 perks. Reflexes sits at 18.
Intelligence Perks
We leave Intelligence at 3 and spend nothing here.
Relic Perks (Phantom Liberty DLC)
The Relic skill tree only exists if you own Phantom Liberty. This build uses the Gorilla Arms side of the Jailbreak branch and the Vulnerabilities branch. The Optical Camo branch does nothing for us, so skip it.
Relic Perks
Cyberware for the Weak Kingsley Build in Cyberpunk 2077
From Weak to King: Weak has to live without chrome, and early on so do you. Start with the cheap pieces that make the revolver work, then add the heavy chrome as your capacity grows. With Edgerunner you can go up to 50 points over your Cyberware Capacity in the endgame, which is where King lives.
Important: Priority Cyberware is marked in bold.
- Operating System (Most Important)
- Frontal Cortex
- Face
- Arms
- Hands
- Skeleton
- Nervous System
- Circulatory System
- Integumentary System
- Legs
Operating System
| Cyberware | Description |
|---|---|
|
|
Militech Berserk |
The alternative. You are invulnerable instead of taking half damage, with more attack and movement speed, but you lose the Superhero Landing. |
Chrome Compressor |
If you would rather stay on the revolver all the time, skip Berserk and take +70 Cyberware Capacity instead. |
Location of items:
- Zetatech Berserk: Any Ripperdoc after level 30.
- Militech Berserk: Iconic, sold by all Ripperdocs after level 30, and also awarded through a Phantom Liberty ending.
- Chrome Compressor: Sold by Ripperdocs across Night City, with availability scaling to your level and Street Cred.
Frontal Cortex
Location of items:
- Axolotl: Reward from Regina Jones for completing her gigs in Watson, or from Ripperdocs with Phantom Liberty.
- Mechatronic Core: Ripperdoc, level 10
- Self-ICE: Ripperdoc, level 20
Face
| Cyberware | Description |
|---|---|
| Automatically connects to your Tech weapon. While aiming, it highlights enemies behind cover, up to 53 metres deep at Tier 5++. Tech revolver shots go through cover, so now you can see exactly where to put them. Only 2 capacity. | |
Kiroshi “Cockatrice” Optics |
+35% Crit Chance. The damage alternative if you can already find enemies behind cover without help. |
Location of items:
- Kiroshi “Stalker” Optics: Sold by Ripperdocs.
- Kiroshi “Cockatrice” Optics: Iconic, Dogtown Ripperdoc, level 35
Arms
| Cyberware | Description |
|---|---|
|
|
Gorilla Arms |
Physical damage with a 20% Bleeding chance, attuned to Body instead. With 20 Body it hits just as hard. |
Location of items:
- Electrifying Gorilla Arms: Sold by Ripperdocs across Night City, with availability scaling to your level and Street Cred.
- Gorilla Arms: Any Ripperdoc upon reaching level 10.
Hands
Ambidextrous gives you the second Hands slot.
Location of items:
- Microgenerator: Any Ripperdoc from level 10.
- Shock Absorber: Ripperdoc, level 10
Skeleton
Location of items:
- Epimorphic Skeleton: Any Ripperdoc upon reaching level 30.
- Dense Marrow: Any Ripperdoc from level 10.
- Universal Booster: Any Ripperdoc from level 20.
Nervous System
Location of items:
- Kerenzikov: Any Ripperdoc from level 10, with quality scaling by level.
- Deep-field Visual Interface: Iconic, Dogtown Ripperdoc (Phantom Liberty DLC).
- Neofiber: Any Ripperdoc upon reaching level 20.
Circulatory System
| Cyberware | Description |
|---|---|
| +3.5% health every time you hit an enemy with a fully charged Tech weapon shot. Bolts count as fully charged, so every good revolver shot heals you. Its Technical Ability attunement adds Tech weapon damage on top. | |
| +7.5% health on every kill. It is cyberware, not an item, so it keeps working during Berserk. | |
| -20% stamina cost for all attacks, plus lower stamina costs for every Reflexes point. Keeps Focus and Deadeye up for longer. | |
Second Heart |
Brings you back with full health when your health hits 0, with a 200 second cooldown. |
Location of items:
- Feedback Circuit: Sold by Ripperdocs from level 20.
- Heal-On-Kill: Ripperdoc upon reaching level 10.
- Isometric Stabilizer: Sold by Ripperdocs across Night City, with availability scaling to your level and Street Cred.
- Second Heart: Any Ripperdoc upon reaching level 30.
Integumentary System
Location of items:
- Cellular Adapter: Any Ripperdoc, after unlocking the Built Different perk.
- Peripheral Inverse: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Pain Editor: Ripperdoc from level 30.
Legs
| Cyberware | Description |
|---|---|
| Double jump. More height means a bigger Superhero Landing with Epicenter. | |
Fortified Ankles |
Hold to charge your jumps for greater distance. A fun alternative for even higher landings, but you lose the double jump. |
Location of items:
- Reinforced Tendons: Any Ripperdoc upon reaching level 10.
- Fortified Ankles: Any Ripperdoc from level 10.
Weapons for the Weak Kingsley Build in Cyberpunk 2077
[IMAGE NEEDED: Cyberpunk-2077-Weak-Kingsley-Build-Weapons.webp | 1280×720 | Comrade’s Hammer and Burya]
Weak fights with a revolver, so a Tech revolver is the main weapon of this build, and the Gorilla Arms take over up close.
- Cool perks like Deadeye and Nerves of Tungsten-Steel boost revolvers.
- Technical Ability perks like Bolt and Chain Lightning boost Tech weapons, and a Tech revolver gets both.
- Body perks like Quake and Finisher: Savage Sling boost Blunt Weapons, which includes the Gorilla Arms.
Upgrade: Weapons can be upgraded when you go to the crafting section and then swap to upgrades.
Grenades: Demolitions Surplus, Coming in Hot, Health Freak and the Cellular Adapter all speed up your grenades. Any type works. I like EMP grenades against drones and mechs.
Comrade’s Hammer (Iconic Tech Revolver)
Powered by revolutionary fervor. One explosive charged round, fired as a Bolt, with Shock Value ignoring armor and Chain Lightning arcing to the enemies around it. Then a quick pistol whip reloads it.
- Where: Hargreeves Street in Arroyo, Santo Domingo, during the Suspected Organized Crime Activity there.
- How to Get It: Defeat Darius Miles and loot the crafting spec.
- What to Do: Craft the revolver from the spec in your crafting menu.
- Note: Darius Miles is tough early on, so come back once you are higher level if you can’t beat him yet.
Burya and Quasar (Tech Revolvers)
Both are regular Tech revolvers, not iconics, so there is no fixed spot where you have to pick them up. That also makes them easy to get early, which is exactly what you want for the Weak part of the build.
- Where: Weapon vendors all over Night City sell them, and enemies drop them as loot.
- How to Get It: Buy whichever one your vendor has in stock, or pick one up after a fight.
- What to Do: Keep upgrading the one you like in the crafting menu instead of hunting for a new one every few levels.
- Note: The Burya holds four rounds per load. Either revolver works with every Bolt and Deadeye perk in this build, until you craft Comrade’s Hammer.
Gear for the Weak Kingsley Build in Cyberpunk 2077
Since gear is mostly cosmetic, you can wear whatever you want. All of this build’s defense comes from cyberware instead, mainly the Cellular Adapter, Zetatech Berserk, Peripheral Inverse and Adrenaline Rush.
I will add the exact cosmetics for Weak’s look once Edgerunners 2 is out and I have seen his outfit up close. Until then, go for what his reveal art shows: a long dark coat with teal trim, orange-tinted glasses, gloves and heavy boots.
Skill Progression in Cyberpunk 2077
This is often overlooked; in the character menu, you can actually click on “Skill Progression”. This will send you to a very powerful mechanic in Cyberpunk 2077.
By leveling up these trees you gain powerful effects.
For our Cyberpunk 2077: Weak Kingsley Build you want to focus on Engineer, Headhunter and Solo. Engineer is the big one: the Tech revolver levels it with every charged shot and Bolt, and it gives free Cyberware Capacity, a higher Shock chance when charging Tech weapons and more Bolt damage. Headhunter comes naturally with revolver headshots, and the Gorilla Arms level Solo, which boosts them at level 20 and makes Berserk and finishers stronger at level 60.
Engineer (Technical Ability)
- Level 5: +15 Armor
- Level 10: +5 Cyberware Capacity
- Level 15: +1 Perk Point
- Level 20: +10% Grenade damage & explosion radius
- Level 25: +25 Armor
- Level 30: +10 Cyberware Capacity
- Level 35: +1 Perk Point
- Level 40: Increased Shock chance when charging Tech weapons
- Level 45: +15% Health Item effectiveness
- Level 50: +30% to all Cyberware stat modifiers
- Level 55: +10% Bolt damage, +40% Bolt burn, Chain Lightning burns
- Level 60: Fury Mode: You occasionally release a massive EMP blast
How to Level Up Engineer (Technical Ability)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using Tech weapons, especially by firing fully charged shots or Bolt shots.
- Get kills using damage-dealing grenades or the Projectile Launch System (PLS) cyberware.
- Craft new weapons, quickhacks, and item components.
- Upgrade weapons and cyberware at Ripperdocs or through your crafting menu.
- Dismantle weapons, armor, and junk items into crafting components.
Headhunter (Cool)
- Level 5: -10% Visibility to enemies
- Level 10: +10% Headshot & Vulnerability damage
- Level 15: +1 Perk Point
- Level 20: No weapon sway when crouched
- Level 25: -10% Visibility to enemies
- Level 30: +15% Headshot & Vulnerability damage
- Level 35: +1 Perk Point
- Level 40: Optical Camo is active while grappling enemies
- Level 45: -30% Recovery time after a throw
- Level 50: +30% Crouch walk & sprint speed
- Level 55: Undetected damage bonus lasts 3s in combat
- Level 60: +15% Optical Camo charge on stealth/special kills
How to Level Up Headhunter (Cool)
- Looting Skill Shards from chests and enemies.
- Perform stealth takedowns and neutralizations on unaware enemies.
- Get headshots and hit enemy weakspots using any weapon type.
- Defeat enemies using pistols, revolvers, sniper rifles, precision rifles, or thrown weapons (knives and axes).
- Deal damage and secure kills while crouching or using Optical Camo.
Solo (Body)
- Level 5: +50 Carrying Capacity
- Level 10: +10 Max Health
- Level 15: +1 Perk Point
- Level 20: +20% Fist/Gorilla Arms damage & speed (Fists bleed)
- Level 25: +100 Carrying Capacity
- Level 30: +15% Max Health
- Level 35: +1 Perk Point
- Level 40: +10% Crit Chance within 5 meters
- Level 45: +25% Strong/Quick Melee damage
- Level 50: +25% Health after performing a Finisher
- Level 55: Adrenaline decays 50% slower, min 10% floor
- Level 60: Berserk Mode: +30% Finisher threshold, +50% Finisher heal, +30% duration
How to Level Up Solo (Body)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using Heavy Weapons (Shotguns, Light Machine Guns, and Heavy Machine Guns).
- Defeat enemies using blunt weapons, Gorilla Arms, or bare fists.
- Force open locked doors, rip heavy turrets from their mounts, and pass physical Body attribute checks in the world.
- Execute physical melee finishers.
Shinobi (Reflexes)
- Level 5: +5% Movement Speed
- Level 10: -5% Dodge/Dash Stamina cost
- Level 15: +1 Perk Point
- Level 20: Better accuracy after dodging/dashing
- Level 25: +5% Movement Speed
- Level 30: -10% Dodge/Dash Stamina cost
- Level 35: +1 Perk Point
- Level 40: Increased Mitigation Chance the faster you move
- Level 45: +25% Fast Attack damage
- Level 50: Sliding & Air Dashing reload 20% of your weapon
- Level 55: Mid-air/Slow-mo: low stamina does not penalize combat
- Level 60: Sandevistan Mode: +40% Crit Chance; No movement Stamina cost
How to Level Up Shinobi (Reflexes)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using blade weapons (Katanas, Machetes, Chainswords, or Mantis Blades).
- Actively dodge, dash, air-dash, slide, and vault while in active combat.
- Defeat enemies using Assault Rifles or Submachine Guns (SMGs), especially while moving at high speeds.
Netrunner (Intelligence)
- Level 5: +5% RAM Recovery Rate
- Level 10: +1 Max RAM
- Level 15: +1 Perk Point
- Level 20: +20% Smart Weapon lock-on range
- Level 25: +5% RAM Recovery Rate
- Level 30: +1 Max RAM
- Level 35: +1 Perk Point
- Level 40: -20% RAM cost for hacking devices/vehicles
- Level 45: +15% Control/Convert duration; +5% Combat hack damage
- Level 50: +40% Overclock duration
- Level 55: -10% Health loss during Overclock
- Level 60: Overclock Mode: Reveals enemies (10m) & hacks through cover
How to Level Up Netrunner (Intelligence)
- Looting Skill Shards from chests and enemies.
- Use offensive, control, or covert quickhacks on enemies during combat.
- Hack environmental objects, security cameras, and devices to distract enemies or trigger explosions.
- Successfully jack into and hack Access Points (Data Terminals) using Breach Protocol.
- Defeat enemies using Smart weapons or the Monowire.
Leveling Tips for the Weak Kingsley Build in Cyberpunk 2077
Here are a few general leveling tips for the Weak Kingsley Build in Cyberpunk 2077.
- Perfect Start
- How to make Money
- Upgrade Weapons
- How Gear Scaling Works
- How to get Perk Points Fast
- Dogtown Consumables
Perfect Start in Cyberpunk 2077
Here are the steps that I recommend taking with a new Cyberpunk 2077 playthrough.
Starter Build: You can also check out my Cyberpunk 2077 Starter Build that takes you from level 1 to level 15.
- Regular Start (Don’t skip ahead to Phantom Liberty).
- Immediately after the prologue, once you are out of your room and go downstairs before you enter the elevator.
- Weapon Vendor: Buy the Iconic pistol Dying Night.
- Coach Fred: Capacity Boosters (in case you get over capacity so you can still move).
- Buff Routine: Sleep & Shower. This gives you 20% Skill XP acquisition and Health Regen.
- Watson Clean Sweep (NCPD Missions):
- Watson is the first district you play in.
- Clearing all missions takes 1-2 hours. This will give you at least 10 levels, 15 Street Cred and over 150k Eddies Cash.
- Loot all enemies and either disassemble for materials or sell them at the vendor for extra Eddies.
- Get the Fenrir SMG from the monk mission. This SMG is insanely good at the start because it often stuns enemies.
- Visit a Ripperdoc at level 10: After you have enough money, it’s time to get chromed up.
- Gorilla Arms (Arms): Sold from level 10. Get them early, they carry your close-range fights until Zetatech Berserk unlocks at level 30.
- Reinforced Tendons (Legs): Allow you to double jump
- Kerenzikov (Nervous System): Slows Time by 60% for 2s.
- Synaptic Accelerator (Nervous System): Slows time by 20% for 2s when enemy detection reaches 50%.
- Whatever else you can fit!
- Time to start playing for real. The Pickup mission is waiting for you!
How to make Money
It is actually fairly easy to make money in Cyberpunk 2077. The best way to make money is to clear all the NCPD and Cyberpsycho missions in each district. As previously mentioned, clearing most of the Watson district NCPD mission alone already gives you approximately 150k Eddies Cash.
Upgrade Weapons
This often gets overlooked, but you can upgrade early-game weapons in Cyberpunk 2077. Go to the crafting section, then move to the Upgrade tab. Here you can upgrade all weapons if you have the necessary crafting components.
Gear Scaling in Cyberpunk 2077
Gear scaling is automated in Cyberpunk 2077. The moment you reach a certain level, you will start finding more and more high-quality items. Meaning the faster you reach a higher level the sooner you will find better gear from chests or enemies. That counts for Gear, Weapons, Cyberware, Outfits, etc.
- Tier 1: Level 1-9
- Tier 2: Level 10-19
- Tier 3: Level 20-29
- Tier 4: Level 30-39
- Tier 5: Level 40-44
- Tier Iconic: Level 45-50
How to get Perk Points in Cyberpunk 2077
You need Perk Points to unlock additional Perks for the Weak Kingsley Build in Cyberpunk 2077. Perks are the bread and butter of any CP2077 Build, as they significantly enhance your power.
- You get one Perk Point per character level.
- Skill Progression awards you with Perk Points.
- You can farm up to 13 Perk Shards (10 base game, 3 Phantom Liberty DLC)
Perk Point per Character Level
Not much needs to be said here; leveling up gives you one extra Perk Point.
Skill Progression
This is often overlooked; the Skill Progression system also awards you Perk Points at 15 and 35. So you can get an additional 10 Perk Points from this.
Character menu > bottom right Skill Progression.
Perk Shards
There are 10 base-game Perk Shards and 3 Phantom Liberty DLC Perk Shards you can collect to earn additional perks in Cyberpunk 2077.
Read Guide: All 13 Perk Shard Locations in Cyberpunk 2077
Here is the full list, click on the hyperlink of each location to see images, it will send you to the full Cyberpunk 2077: Perk Shards Location Guide.
| Shard # | Exact Sub-Location | District | Nearest Fast Travel Point | Source Content |
|---|---|---|---|---|
| 1 | Abandoned Warehouse A B C (Garages) | Watson (Northside) | Offshore Street | Base Game |
| 2 | NCPD Scanner Alert (Car Trunk) | Westbrook (Japantown) | Dark Matter | Base Game |
| 3 | Roadside Crash Site (Billboard/Drone) | The Badlands | Sunset Motel | Base Game |
| 4 | Suspected Organized Crime Activity (NCPD) | The Badlands | Sunset Motel | Base Game |
| 5 | Dead Maintenance Worker at Ventilation Shaft | City Center (Corpo Plaza) | Corpo Plaza Apartment | Base Game |
| 6 | At Memorial Park, in a chest during NCPD Assault | City Center (Corpo Plaza) | Arasaka Tower | Base Game |
| 7 | Gang Activity under Bridge (NCPD) | Heywood (The Glen) | Ventura & Skyline | Base Game |
| 8 | Arasaka Park Entrance Building Upstairs | Santo Domingo (Arroyo) | Arasaka Industrial Park | Base Game |
| 9 | Reported Crime Garage (NCPD) | Santo Domingo (Rancho Coronado) | Woodhaven Street | Base Game |
| 10 | Riverside Garage (NCPD) | Santo Domingo (Arroyo) | Red Dirt Bar | Base Game |
| 11 | “Dog Eat Dog” Starter Quest | Dogtown | Dogtown Entrance | Phantom Liberty DLC |
| 12 | Red Van Junk Shop (Marcin) inside EBM Petrochem Stadium | Dogtown | EBM Petrochem Stadium | Phantom Liberty DLC |
| 13 | Longshore Stacks below Jung Store behind cardboard | Dogtown | Longshore Stacks | Phantom Liberty DLC |
Dogtown Consumables (Phantom Liberty DLC)
During the starter quest of the Phantom Liberty DLC in Cyberpunk 2077 called “Dog Eat Dog” you eventually enter the marketplace area (You can also access the area later at any time). Here you can buy various new stuff that isn’t available in the base game.
Some vendors also sell permanent consumable upgrades, 12k each. Best you go talk to all the vendors in that area and see what they offer.
- Bartender Shop: Dendritic Protoplasma Supplier permanent +1% Ram Recovery Rate.
- Netrunner Shop: Dendritic Protoplasma Supplier permanent +2% Ram Recovery Rate.
- Note: The items are called the same, but they both work, so you get a total of 3% Ram Recovery Rate.
- Food Vendor: Prototype Pseudo Embryonic Cell Builder permanent +2 Health.
- Meds Vendor: Prototype Pseudo Embryonic Cell Builder permanent +3 Health.
- Note: The items are called the same, but they both work, so you get a total of +5 Health.
- Note: You find the Meds vendor on the opposite side of the Netrunner Vendor in a hallway.
- Food Vendor: Military-Grade Lactic Acid Recyclers: +1% Stamina Regen Rate.
- Herold Weapon Vendor: Sells you all the Iconic Weapons you have missed during your playthrough.
- Marcin/ Michal Kicinski Junk Vendor: 1 Perk Shard and 1 Progression Shard of each type.
Additionally, make sure to check all other vendors in Dogtown. For example at the Longshore Stacks fast travel point, you also have vendors that sell you permanent upgrades.
Weak Kingsley Character Creation in Cyberpunk 2077
[IMAGE NEEDED: Cyberpunk-2077-Weak-Kingsley-Character-Creation.webp | 1280×720 | character creator, older male V]
Lifepath: Street Kid. The show hasn’t revealed where Weak came from yet, but a veteran edgerunner who made his name on the streets of Night City fits Street Kid best. The lifepath only changes your prologue and dialogue options, not your stats.
There are two ways you can recreate Weak in Cyberpunk 2077. A closer version can be made with mods. I will add my exact character creator settings after the premiere, once we have seen him up close. Until then, these are the parts that matter most without mods:
- Voice Tone: Masculine
- Hairstyle: Swept back
- Face: An older face, since Weak is a veteran past his prime

















