Key takeaways
- The All Foods Plant is in Northside, Watson, not a separate district or a general name for the whole industrial area.
- Its principal and effectively defining activity is The Pickup, not free-roaming commerce.
- The plant is controlled by Maelstrom during the mission, with Royce acting as gang leader and Dum Dum serving as one of the principal negotiators.
- The main branch points are Meredith Stout’s credchip, whether its malware is removed, whether V attacks or negotiates, and how V handles Royce.
- Chaos can be obtained from Royce if he is killed during the All Foods confrontation. Doom Doom is tied to Dum Dum’s later survival and appearance in Second Conflict, rather than being a normal All Foods pickup.
- The All Foods Plant has a named fast-travel point, but it does not function as a permanent shop hub or ordinary public facility.
About this guide
Scope: Cyberpunk 2077 base game, with references to post-quest consequences where they affect the base-game location. Phantom Liberty content is excluded unless noted for comparison. Spoiler warning: This guide discusses the full main-job outcome of The Pickup, including Meredith Stout, Brick, Royce, Dum Dum, Militech, the Flathead and missable iconic weapons.
Overview
The All Foods Plant is a derelict food-processing facility in Northside, Watson. Once associated with All Foods, a synthetic-food corporation owned by Biotechnica, the abandoned plant has become a Maelstrom stronghold by the time V visits it in 2077. It is the main location of The Pickup, one of the earliest major branching missions in the game.
The plant is not a general-purpose industrial district or a large open region. It is a specific factory compound and interior mission space reached from Northside. The surrounding streets belong to Northside and should not be treated as part of the All Foods Plant itself. The location’s practical importance comes from its combination of scripted negotiations, multiple combat routes, hidden rooms, lore terminals and permanently missable rewards.
During The Pickup, V and Jackie Welles enter the factory to recover the Flathead, a military-grade spiderbot that Dexter DeShawn wants for the Konpeki Plaza job. The bot is currently held by Maelstrom after the gang intercepted a Militech shipment. Depending on V’s earlier decisions, the visit can become a negotiation, a Maelstrom massacre, a Militech assault or a mixture of all three.
Location and boundaries
The All Foods Plant occupies a fenced industrial compound in Northside, Watson. Northside is one of Watson’s subdistricts, and the plant is one of its most recognisable landmarks because of its large industrial structures and the nearby fast-travel terminal. Map references list All Foods Plant among the Northside fast-travel locations.
For wiki purposes, the location should be divided into three practical layers:
The surrounding Northside streets, nearby businesses and other Watson facilities are neighbouring locations, not parts of the All Foods Plant. The plant should also be kept separate from other All Foods references in Night City, including company buildings and retail branding elsewhere in the game. The corporation itself has a broader history and product range beyond this particular factory.
Verified named subareas and location labels
“Factory”, “warehouse”, “main production floor” and “Maelstrom hideout” are used by guides and quest descriptions to identify parts or functions of the same site. They should not be treated as separate Night City districts.
Location and boundaries: steps
- 01The exterior compound This includes the approach roads, perimeter fencing, front gate, entrance area and the fast-travel point.
Location and boundaries: steps
- 01The factory interior This is the mission route through the production areas, corridors, security points and lift access.
Location and boundaries: steps
- 01The Maelstrom-controlled upper and rear sections These include the negotiation area, Royce’s section, the Flathead’s storage location, side rooms and escape routes. The game does not present every room as a formal map label, so descriptive terms such as “production floor” and “negotiation room” are more useful than treating them as official subdistricts.
Verified named subareas and location labels
Background and corporate context
All Foods is a synthetic-food and beverage producer whose products include synthetic meat and other ready-to-eat goods. The company is associated with Biotechnica in 2077. Its branding emphasises convenience, mass availability and the idea that artificial food can reproduce familiar eating experiences. EEZYBEEF is one of the company’s best-known products.
The plant’s condition contrasts sharply with that commercial image. Instead of a functioning food-production site, V finds an abandoned industrial shell being used by Maelstrom. The factory is filled with the remains of an automated production environment, corporate terminals, security systems and food-marketing material. This contrast is central to the location’s atmosphere: All Foods’ brightly packaged consumer identity survives as background detail while the facility itself has become a violent gang base.
Several computers contain company and gang-related messages. These include internal food-development and marketing material, as well as correspondence concerning Maelstrom’s leadership. One terminal discusses product development and branding, while another records hostile observations about Brick and Royce. The terminals help establish that the building retains evidence of its former corporate life even after its practical use has changed.
Access and routes
Reaching the plant
Once Watson is available for free exploration, V can travel to the All Foods Plant fast-travel point or approach the site by road. During The Pickup, Jackie waits near the front entrance. The mission directs V to the gate and then to the intercom. The Maelstrom guard will only open the entrance after the player identifies the purpose of the visit.
Main route through the facility
The exact combat route depends on the player’s decisions. Some players can pass the early section without a full fight, while others trigger combat before reaching the negotiation room. Guides specifically note that attacking or disabling early security systems can bypass portions of the intended conversation and may alter Meredith’s outcome.
Suggested exploration route
For a first visit, the safest way to see the most of the plant is:
This route is not completely risk-free. Once combat begins, some areas become difficult to revisit, and quest-state changes can close off opportunities.
Main route through the facility: The intended mission route is
- 01Meet Jackie outside the plant.
- 02Use the intercom at the front gate.
- 03Enter the factory compound.
- 04Follow the path towards the main production floor.
- 05Reach the lift.
- 06Meet Dum Dum and the other Maelstromers.
- 07Negotiate with Royce or begin a fight.
- 08Acquire the Flathead.
- 09Escape through the factory.
- 10Leave the All Foods premises.
Suggested exploration route
- 01Enter without attacking immediately.
- 02Search the early production areas for loot and terminals.
- 03Inspect computers before taking the lift if the area is safe.
- 04Let the Maelstrom conversation begin.
- 05Make a manual save before paying Royce or handing over the credchip.
- 06After the mission objective changes, search side rooms and bodies before leaving.
- 07Check Royce’s body if he is killed.
- 08If pursuing Brick’s later appearance, search for the locked and trapped room during the escape section.
Residents, visitors and factions
Maelstrom
Maelstrom occupies the plant as a gang base. Its members are the ordinary hostile or conversational NPCs found throughout the mission. Their presence is not a normal random encounter: the gang population is chiefly tied to The Pickup and its branch states.
Maelstrom’s control of the facility reflects the gang’s use of abandoned industrial spaces in Watson. The plant offers defensible rooms, automated systems and enough equipment to support a major operation. The gang has also taken the Flathead from a Militech shipment, making the building the site of a three-way conflict between V, Maelstrom and Militech.
Militech
Militech is not the permanent occupant of the plant. Its personnel appear as a branch-dependent force during The Pickup. If V pays Royce with a cleaned credchip and the transaction remains peaceful with Maelstrom, Militech can assault the factory after the Flathead is recovered. If V uses the compromised chip or attacks the gang, the outcome changes.
Militech’s role is therefore a mission state, not a permanent faction presence. Do not list Militech as the plant’s ordinary owner or resident faction.
All Foods
All Foods is the former corporate operator associated with the facility. By the time of the mission, the plant is presented as abandoned or shut down rather than as an active public factory. All Foods products and branding remain as environmental evidence, but the site does not operate as an All Foods shop or service centre.
Named characters
Residents or faction occupants during The Pickup
Brick’s presence depends on the chosen mission state. In one branch, he is imprisoned inside the plant and can be rescued. In another, he has already lost control of Maelstrom and is no longer the gang’s active leader.
Visitors and mission-associated characters
The distinction matters. Jackie and Meredith are important to the All Foods sequence, but neither is an ordinary resident of the plant.
Residents or faction occupants during The Pickup
Visitors and mission-associated characters
Security, hazards and enemies
The plant’s dangers depend on mission choices rather than a fixed open-world encounter table.
Common hazards
The first interior rooms can contain security systems that V may hack, disable or destroy. A stealth approach can reduce the number of immediate fights, although it does not remove the mission’s central confrontation in every branch.
Royce boss encounter
Royce is the principal boss of the All Foods sequence if V fights him directly. He uses a heavily armoured exoskeleton with a frontal shield. The practical weakness is the exposed power unit on his back. Guides recommend moving around him, attacking the rear battery and using cover rather than trying to overpower the shield from the front.
Royce’s outcome affects more than the immediate fight:
Trapped room and Brick
One optional area contains Brick, the former Maelstrom leader. The room is protected by an explosive trap. V can either disarm the device or use the computer-controlled door mechanism, depending on available attributes and hacking options. Freeing Brick is not required to finish the main objective, but it changes later Maelstrom-related content.
Because the room is easy to overlook during a hurried escape, players seeking the most complete branch should search the side areas before following the final exit marker.
Missions and activities
The Pickup
The Pickup is the defining activity at the All Foods Plant. It is a main job early in Act 1 and begins after Dex asks V to obtain the Flathead from Maelstrom. The player can first meet Meredith Stout, refuse her involvement, accept her credchip, or alter the chip before using it.
Main decision branches
The game’s branching is not simply “peaceful” versus “violent”. V can negotiate with Royce and then fight Militech, fight Maelstrom immediately, pay with different forms of money or kill Royce after a conversation. The mission therefore produces several distinct versions of the same factory escape.
Related later content
The plant itself is principally a one-job location. However, decisions made there continue into later missions, especially Second Conflict. Dum Dum’s survival can affect whether he appears later, where Doom Doom becomes obtainable. This is a progression consequence, not a second permanent activity inside the plant.
The Pickup: The major stages are
- 01Meet Jackie at All Foods.
- 02Speak to Maelstrom through the intercom.
- 03Enter the plant.
- 04Reach the main production floor.
- 05Ride the lift.
- 06Speak with Dum Dum and the gang.
- 07Deal with Royce.
- 08Take the Flathead.
- 09Escape the building.
- 10Resolve the Meredith and Militech consequences.
Main decision branches
| Decision | Immediate effect | Later significance |
|---|---|---|
| Meet Meredith before entering | Adds Militech’s involvement | Opens specific Meredith outcomes |
| Accept Meredith’s credchip | Gives V a way to pay Royce | The chip contains malware unless cleaned |
| Remove the malware | Prevents the chip from infecting Maelstrom’s payment system | Can support a peaceful payment and Militech assault |
| Use the infected chip | Triggers a hostile reaction if used as payment | Can lead to a Maelstrom fight |
| Pay with V’s own money | Avoids the malware question | Still requires the Royce negotiation |
| Attack early | Skips or disrupts some dialogue | Usually creates a direct Maelstrom fight |
| Kill Royce | Ends his role in the mission | Allows V to loot Chaos |
| Let Dum Dum survive | Preserves him for later content | Required for his later appearance and Doom Doom opportunity |
| Rescue Brick | Changes the future of Maelstrom | Affects later gang dialogue and leadership |
Items and rewards
Flathead
The Flathead is the central mission objective. V acquires it from Maelstrom after negotiating with Royce or resolving the confrontation by force. It is then delivered as part of the wider preparation for the Konpeki Plaza operation.
The Flathead is not a conventional inventory weapon or freely collectible piece of plant loot. Its acquisition is tied to the main quest.
Chaos
Chaos is an iconic tech pistol associated with Royce. It can be looted from Royce if V kills him during the All Foods confrontation. It is therefore missable on a playthrough where Royce survives or where the player fails to inspect his body.
Doom Doom
Doom Doom is not a normal All Foods floor pickup. It is Dum Dum’s iconic revolver and is associated with his later appearance in Second Conflict. To preserve that opportunity, V must allow Dum Dum to survive The Pickup and keep the relevant Maelstrom branch available. If Dum Dum is killed at All Foods or his later appearance is prevented, the normal acquisition route is lost.
Other loot
The factory contains ordinary weapons, ammunition, crafting components, consumables and miscellaneous containers. Their exact quality and contents can vary with game version, character level and loot generation. They should not be confused with fixed named rewards.
There are also computers and readable terminals. These are the most significant non-weapon collectibles because they provide corporate and Maelstrom context. The known computer material includes product-development notes and messages involving Brick and Royce.
Chaos: Acquisition checklist
- 01Begin The Pickup.
- 02Reach the Royce confrontation.
- 03Kill Royce.
- 04Search his body before leaving the boss area.
- 05Confirm that Chaos has entered the inventory.
Named items and interactables directory
Shops and services
The All Foods Plant does not function as a normal shopping district.
Not present as normal public services
Some guides and player discussions refer to a weapon-vendor icon or a nearby secret Maelstrom merchant in connection with the broader area or later game states. That should not be presented as a standard All Foods Plant service without specifying the separate location and progression condition.
Ordinary NPCs and environmental detail
The plant’s NPC population is mostly mission-driven. During The Pickup, Maelstrom members occupy guard posts, production spaces, corridors and the negotiation area. Their dialogue and placement change depending on whether V enters peacefully, attacks early or causes a Militech response.
Outside the mission state, the plant is not a lively public venue. It should not be described as having a permanent civilian workforce, customer population or routine food production unless a specific game state and source establish it.
The mixture of food-industry imagery and gang occupation is the plant’s main visual and narrative identity.
Factions and ownership
All Foods and Biotechnica represent the facility’s corporate past. Maelstrom represents its present use. Militech enters as a response to the stolen Flathead and the payment arrangement, not as a permanent owner.
Factions and ownership
| Faction or organisation | Relationship to the plant |
|---|---|
| All Foods | Former corporate operator |
| Biotechnica | Parent corporation associated with All Foods in 2077 |
| Maelstrom | Current gang occupant during The Pickup |
| Militech | Mission-dependent invading force |
| V and Jackie | Temporary visitors pursuing the Flathead |
| Meredith Stout | Militech representative and mission-associated visitor |
Walkthrough: obtaining the best branch rewards
There is no single route that gives every possible outcome without relying on later version-specific systems. The following checklist is designed to preserve the most commonly sought base-game opportunities.
To experience the Militech assault
This branch is substantially different from simply attacking Maelstrom at the entrance. The enemy faction inside the plant changes, and the escape sequence has its own combat pressure.
To obtain Chaos
- 01Meet Meredith or proceed independently.
- 02Enter All Foods and reach Royce.
- 03Choose a route that leads to Royce becoming hostile or fight him directly.
- 04Defeat Royce.
- 05Loot his body immediately.
- 06Continue with the Flathead and escape.
To preserve Doom Doom
- 01Avoid killing Dum Dum during The Pickup.
- 02Keep the Maelstrom branch that allows him to survive.
- 03Continue through the later story until Second Conflict.
- 04Check Dum Dum’s outcome there.
- 05Loot Doom Doom if it becomes available.
To rescue Brick
- 01Search the side areas rather than following the escape marker immediately.
- 02Locate Brick’s trapped room.
- 03Disarm the explosive device or use the available technical route.
- 04Release Brick.
- 05Leave the plant after confirming the rescue.
To experience the Militech assault
- 01Meet Meredith Stout before entering.
- 02Accept her credchip.
- 03Remove the malware before using it, if pursuing the clean-payment branch.
- 04Negotiate with Royce and use the chip as payment.
- 05Recover the Flathead.
- 06Prepare for Militech forces to enter the building.
- 07Escape through the factory while fighting the invading troops.
Progression changes and missability
The All Foods Plant is heavily state-dependent.
Before The Pickup
The building is visible and reachable in Northside, but its meaningful interior content is associated with the mission. Visiting the fast-travel point does not reproduce the full mission sequence.
During The Pickup
This is the plant’s main active state. Characters, enemies, dialogue, terminals and routes are all presented through the mission’s current branch.
After The Pickup
The plant no longer operates as the same full scripted encounter. Some areas may remain accessible depending on the route and game version, but the main negotiation and boss sequence is over. Later consequences are usually represented elsewhere, especially in Maelstrom-related missions.
Important missables
The game’s branching means that “clearing” the plant once does not guarantee access to every named character, reward or conversation in one playthrough.
Lore and themes
The All Foods Plant illustrates several recurring themes in Cyberpunk 2077.
First, it shows how corporate infrastructure outlives corporate responsibility. All Foods’ branding remains visible, but the company no longer appears to maintain the plant as a functioning public workplace. The abandoned facility becomes useful to Maelstrom precisely because Night City’s corporations leave behind valuable industrial spaces.
Second, the plant turns food production into a form of body horror and gang spectacle. All Foods markets synthetic meat as safe, convenient and familiar. Maelstrom’s occupation replaces that reassuring image with modified bodies, heavy weapons and improvised violence.
Third, the plant demonstrates that Night City’s factions overlap rather than existing in isolated territories. V enters to complete a job for Dex, negotiates with Maelstrom, may use Militech money, may fight Militech troops and may alter the future of Maelstrom leadership. The location is therefore a compact demonstration of the game’s factional politics.
Sources
- All Foods | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Watson Map Guide: All Subdistricts and Fast Travel Dataterms | Cyberpunk 2077|Game8 — game8.co
- List of Iconic Weapons (Unique Weapons) | Cyberpunk 2077|Game8 — game8.co
- Cyberpunk 2077 All Fast Travel Dataterms Locations — powerpyx.com
- Cyberpunk 2077 The Pickup Walkthrough — powerpyx.com
- All Foods Factory/Computers | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- The Pickup Quest Walkthrough and Rewards | Cyberpunk 2077|Game8 — game8.co
- How To Access the Secret Maelstrom Merchant Location in Cyberpunk 2077 - Player Assist | Game Guides & Walkthroughs — playerassist.com