After you’ve given Fingers, well, the finger, up next in the Automatic Love questline is the Disasterpiece quest. After going on a short tour through Jig-Jig street, you’ll eventually find yourself parked outside the quest’s final location, a building overrun with scavs, alongside Judy. You can stealth your way in, jump in guns blazing, or take any other approach — it really doesn’t matter — what is important is that you don’t miss out on a few great pickups and worldbuilding tidbits sprinkled along the way (and avoid some traps too!)
Getting Into The Building
If you have 5 technical ability you can quite literally open the front door and stroll in. Alternatively, you can, with 7 Body, force open the gate from the other side of the compound or, for those uninterested in a stat check, you can climb up the boxes piled beside the front door and stealth your way in over the first set of four guards. You can pretty easily take down the guy at his desk without trying very hard. Opening up his computer will reveal an interesting exchange between an Ivan Medvedev and the computer’s user, revealing that somebody snitched on you over at Jig-Jig street and the braindance team upped their game in anticipation of unexpected visitors. From there you can choose to keep stealthing your way in or you can do what we did and rush everybody. Note that we completed this quest at level 20, well above the recommended level for the quest which is somewhere around 9.
Find a Way to the Sub-levels
Inside you’ll find a typical Night City warehouse full of vague and unmarked storage containers, cameras, and a few more enemies to sneak by/murder pitilessly. Be sure to scan around, this location is particularly dense with loot. Go through the doorway overlooked by a low-hanging security camera and turn left. There’s a stairwell to the sub-levels that’ll lead you to a door down below. Walking through that door will lead to what has to the grungiest basement in all of Night City.
Lead Judy Through the Sub-Levels
Judy will join in that worst-of-all-basements, spotting a blood-spattered shirt just beyond the bars that can only be Evelyn’s. If things weren’t anxiety-inducing enough, a message instructing whomever it may concern to keep donors sedated is scrawled across the wall in some of the unfriendliest handwriting ever beheld.
Passing through the next door you enter a room that you may recognize from your earlier braindance. It’s got a dynamic duo doing their part for the Death’s Head Moth brand sitting at their desks, having a conversation about something. Ours got cut short by some poor stealth tactics but players with a subtler touch might be able to linger longer and get the gist of their exchange.
Killing them leaves the room to yourself where you can pick up a bunch of loot, switch off system cameras using the machine, and then check out the drug factory they’re running off to the side on top of their snuff film studio. There you’ll have a brief exchange with Johnny where he quips about he used to, quite literally, eat “RPM” for breakfast (RPM being the narcotic being cooked up there by the barrel).
The next room seems to be a machine shop of sorts with 4 more enemies to kill. You can pretty easily stealth kill them using the cover inside the room or even snipe them from the window in the hallway leading to the room, depending on how you want to play it. We just ran in and punched everybody to death. Don’t miss the epic upgrade components!
If you’ve been discovered by the cameras or anyone else, enter the next hallway with caution. Behind the run-of-the-mill minion is a heavy-hitter with a Defender, a light machine gun that hurts pretty bad if it catches you by surprise. Don’t miss the door on the right in the short hallway — it leads to a small office that overlooks the next room. Not only is there some loot, but there are some interesting messages on the machine regarding the business — both braindances and drugs. One item under Files mentions Evelyn Parker.
In the next room with the plastic chairs, you won’t find much other than some loot. Turning to the left after the short stairs will lead you to another brief exchange with Johnny about “cuffers” and introduce you to some of the most heinously effective environmental design. Walk back out, past the chairs, and deeper on down into the sub-levels. Note that there are a couple of boxes just past the next big set of stairs you’ll come across. Head down the stairs into the ghastly red glow.
At the bottom of the stairs in that ungodly crimson light is an exceedingly ominous door. Beside it is a maintenance room that Judy immediately calls home, setting up a laptop and parking herself there for the next leg of the mission. Use this laptop to scout ahead.
Flicking through the cameras will take you on a tour through the ever-more twisted innards of this scav rabbit hole you find yourself in — including the fate of the Netrunner you may have read about in the email exchanges earlier and ***SPOILER ALERT*** an extremely disheveled and broken-looking Evelyn Parker, stuck like a neglected plaything of some real sicko beside a mattress you wouldn’t wish upon your worst enemy. Enter through the next room and immediately smash with untold fury the Scav walking about there.
Make sure to loot this room carefully: there is a free set of rare Mantis Blades and two sets of rare rotors you can mod them with, alongside rare upgrade components and a bunch of other generic loot.
The next room will lead you to what seems to be something like a makeshift crematorium, used to dispose of the bodies once they’re through with them. There are a few enemies spaced out, so stealthing is certainly an option — as well as the aforementioned strategy of rushing at everybody with absolutely zero subtlety. You can get the jump on everyone inside by stealthing your way up the stairs into the server room above. On the computer is an option to detonate a furnace explosive with zero stat-check.
Once everybody’s taken care of, heading to the opposite side of the room to the left of the furnace will lead you to a door on your right — take that one to wade deeper into the madness. Two enemies will pop up at the end of the hallway, but they’re slim pickings. At the end of the hallway is another office with another laptop with another set of interesting messages to peruse through — one in particular about some sort of implant in Evelyn’s head that’s absorbing a massive amount of power.
Doubling back to the beginning of the narrow hallway and passing through the double set of doors will lead you to the twisted nightmare of a holding chamber where you’ll find a nigh-comatose Evelyn jacked into a recording session. She’s totally out of it, but your job’s essentially done. All that’s left is for you to flit through the remaining dialogue options as you see fit and get ready for the next job!
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