Key takeaways
- Delamain HQ is in Vista del Rey, Heywood, at Pajaro & Madison, rather than in Corpo Plaza or City Center.
- The public entrance leads to a reception area, while the deeper workshop, control room, hangar and core chamber are principally mission spaces.
- The main Delamain storyline is Human Nature → Tune Up → Epistrophy → Don’t Lose Your Mind.
- Epistrophy must be completed before Don’t Lose Your Mind becomes available The follow-up normally begins after a delay, commonly reported as 48 in-game hours, or through a related Delamain incident in Corpo Plaza.
- The headquarters infiltration has three core outcomes destroy, reset or merge the Delamain intelligence.
- All three outcomes lead to a Delamain vehicle reward, although they alter Delamain’s personality and the fate of the divergent personalities differently.
About this guide
Scope: Cyberpunk 2077 base game, including the Delamain side-job chain and the explorable interior used during Don’t Lose Your Mind. Spoiler warning: This guide discusses the Delamain questline, the interior route through the headquarters, the three core outcomes and the vehicle reward.
Overview
Delamain HQ, formally the Delamain Corp Headquarters, is the central facility of Delamain Corporation, Night City’s automated taxi company. It stands in Vista del Rey, Heywood, at the junction of Pajaro and Madison. The building is both a public-facing customer centre and a concealed industrial complex where Delamain’s taxis are maintained, stored and controlled.
Most players first encounter the headquarters after the Delamain taxi involved in Human Nature damages V’s vehicle. The location then becomes the base for Tune Up and Epistrophy, before serving as the setting for the headquarters infiltration in Don’t Lose Your Mind. It is also connected to the opening of The Heist, since Delamain provides Dexter DeShawn’s getaway vehicle for V and Jackie.
The headquarters is not a normal free-roam dungeon with a permanently hostile population. Its significance changes sharply according to the mission state. Before Don’t Lose Your Mind, it is a quiet, slightly dysfunctional reception area with limited access. During the side job, the same building becomes a locked-down workshop and dangerous maintenance facility filled with malfunctioning vehicles, electrified machinery and automated hazards.
Location and boundaries
Delamain HQ is a single corporate facility in Vista del Rey, one of Heywood’s sub-districts. It should not be confused with:
The location’s practical boundary is the headquarters building and its attached service, storage and access areas. The surrounding roads and nearby Vista del Rey streets are part of the neighbourhood, not part of Delamain HQ itself.
The exterior is recognisable by its dark corporate architecture and the driveway leading towards the main garage. The headquarters is designed as a hybrid of office, showroom and automated depot. Its public face is deliberately respectable, while the service areas reveal the scale of Delamain’s vehicle operation.
Verified location directory
Delamain HQ, exterior and immediate facility
The game does not present every internal room as an independently named map location. The names above combine the formal location name with the distinct areas identified by mission objectives and walkthrough documentation. The workshop, control room, hangar and core are functional descriptions used for navigation rather than evidence of separate districts or independently fast-travelled locations.
Corporate role and design
Delamain Corporation is unusual in Night City because the company is owned and operated by an artificial intelligence. The headquarters is the operational hub for the automated taxi fleet, including vehicle construction, repair and control. Delamain explains that the business once depended on human employees and drivers, but after the AI was installed, it progressively took over the company’s operations and dismissed the human workforce.
The lobby’s presentation is intentionally at odds with the company’s automation. Customers queue at the front desk and complain about the service, while the receptionist process appears unable to recognise V properly. Delamain admits that customer service is still a weakness. This gives the building a dry corporate-comedy tone: a company that has automated its cars, repairs and management still struggles with the basic task of speaking to its customers.
The contrast becomes more important during Don’t Lose Your Mind. The polished public lobby gives way to a facility where the AI’s competing personalities have disrupted vehicle control and locked down the building. The headquarters therefore acts as a physical representation of Delamain’s identity crisis.
Internal subareas
Reception and public lobby
The reception area is the only part of Delamain HQ that functions as a normal visitor space. It contains the front desk, Delamain’s public-facing screen interface and a queue of dissatisfied customers.
During Tune Up, V uses the reception to report the damaged vehicle and speak to Delamain. This is the principal public access point and the normal route for the early Delamain jobs.
The reception is not a shop. Delamain does not operate as a vehicle vendor, ripperdoc, weapon dealer or general service provider here. The company’s transport service is represented through quests and vehicles rather than a conventional purchasing menu.
Office area
The office area is reached during Don’t Lose Your Mind. It contains computer terminals and administrative workstations. One of the computers provides the code 1234, which opens the nearby double doors and allows V to proceed further into the facility.
The office is primarily a puzzle and navigation space. It is not established as a separate public department, and the available evidence does not support assigning named employees or a permanent office staff roster to it.
Workshop
The workshop is the maintenance and repair section of the headquarters. In the normal state of the building, it is implied to be where Delamain’s automated vehicles and related machinery are serviced. In Don’t Lose Your Mind, the workshop becomes unsafe because the divergent Delamain personalities have disrupted the facility.
The route includes hostile or malfunctioning machines and can involve a laser-emitting robot. The objective is not to clear a conventional enemy base, but to move through the workshop while avoiding or disabling automated hazards.
Stairs, catwalks and control-room approach
The workshop leads towards elevated walkways and the control-room approach. The route is deliberately confusing because the objective marker can point towards areas that are not immediately reachable. Depending on V’s attributes and the chosen route, the player may use environmental movement, shortcuts or an attribute-based door.
A nearby door can be forced with sufficient Body, while other routes use the workshop layout, stairs, catwalks and maintenance passages. The exact requirement can vary with the particular shortcut being attempted, so players should treat attribute checks as optional route improvements rather than mandatory mission requirements.
Hangar
The hangar is a large vehicle-storage and maintenance space. During Don’t Lose Your Mind, uncontrolled Delamain cars move around the room and can crush V. The intended challenge is to cross the space without being struck, using cover, timing and the available route through the facility.
The hangar should not be confused with the public garage entrance. The public-facing driveway is part of the exterior approach, while the hangar is an interior service and storage area used during the lockdown.
Control room
The control room contains the systems governing the headquarters and leads to the central AI chamber. Reaching it is the main navigation objective of Don’t Lose Your Mind.
This area is not a normal combat arena. Its importance comes from the final interaction with Delamain’s core. V eventually enters the core chamber, speaks with Johnny and chooses what to do with the fractured intelligence.
Core chamber
The core chamber is the deepest named destination in the mission route. It houses the Delamain core and is the location of the quest’s decisive choice.
The merge option requires 10 Intelligence. The destroy and reset choices do not require that Intelligence check. Regardless of the choice, the job concludes with a Delamain vehicle reward.
Core chamber: The three available approaches are
| Choice | Immediate result | Story outcome |
|---|---|---|
| Destroy the core | The divergent Delamains are liberated | The original Delamain is lost as an independent personality |
| Reset the core | Delamain is restored to its original factory state | The divergent personalities are erased or suppressed |
| Merge the core | The personalities are combined | Delamain becomes a new, merged intelligence |
Access and routes
Normal access
Before the headquarters enters lockdown, approach the front entrance and use the reception area. The location becomes relevant through the Delamain questline rather than through a general city activity.
Don’t Lose Your Mind entrance routes
When Don’t Lose Your Mind begins, the ordinary route into the back of the headquarters is blocked. The reliable alternatives are:
The commonly documented Technical Ability requirement for the side door is 8 Technical Ability. The roof route avoids that check.
Suggested exploration route
For the least confusing route through the lockdown:
Normal access: The early route is
- 01Travel to Delamain HQ in Vista del Rey.
- 02Enter through the main entrance.
- 03Speak to the receptionist interface.
- 04Request Delamain or follow the active quest objective.
- 05Use the reception area to begin the relevant conversation or mission sequence.
Don’t Lose Your Mind entrance routes
- 01Walk around the right-hand side of the building.
- 02Use the nearby side door if the relevant Technical Ability requirement is met.
- 03If that route is unavailable, continue around the rear.
- 04Climb onto the boxes and surrounding structures.
- 05Reach the roof.
- 06Enter through the roof hatch.
Suggested exploration route
- 01Enter through the side or roof route.
- 02Search the office terminals.
- 03Read the message containing the 1234 code.
- 04Enter the code in the nearby terminal.
- 05Pass into the workshop.
- 06Deal with the laser-emitting robot.
- 07Follow the route towards the stairs and elevated walkways.
- 08Use attribute shortcuts only if they are clearly available.
- 09Cross the hangar carefully, watching the moving cars.
- 10Reach the control room.
- 11Enter the core chamber.
- 12Make the destroy, reset or merge choice.
- 13Leave through the side exit and approach the designated vehicle.
Characters and residents
Delamain
Delamain is the owner, operator and principal intelligence of the headquarters. He appears through screens and automated interfaces rather than as a physical human character. His voice, manner and responses change according to the state of the core and the outcome of Don’t Lose Your Mind.
Delamain is both a quest giver and the central subject of the location’s story. He hires V to recover the rogue taxis during Epistrophy, then later asks for help when the returned personalities destabilise the headquarters.
V
V is the player character and the principal visitor to the headquarters. V first comes to the location to resolve the damaged-car incident, then returns to recover the missing taxis and finally to deal with the AI crisis.
Johnny Silverhand
Johnny appears during the final stages of Don’t Lose Your Mind. His role is conversational and interpretive rather than that of a resident or employee. He comments on the core decision and provides a perspective on Delamain’s competing identities.
Receptionist interface
The receptionist is an automated Delamain-facing service process. It initially mishandles V’s arrival and can address V incorrectly before the more knowledgeable Delamain interface takes over. It should be treated as a company system rather than a separate human NPC.
Customers
A queue of customers appears in the reception area. They are ordinary visitors and complain about Delamain’s service. They are environmental NPCs, not named quest characters, vendors or faction representatives.
Character directory
Residents and operators
Visitors and story-associated characters
No evidence reviewed for this guide establishes a named human workforce permanently stationed at the headquarters in 2077. Delamain’s account instead presents the company as largely automated.
Character directory
Character directory
Enemies and hazards
Delamain HQ has no permanent faction presence comparable to a gang-controlled hideout. Its danger comes from automated systems, environmental hazards and mission-specific malfunctioning vehicles.
Verified hazards
The electricity in the maintenance sections is especially dangerous. Guides consistently warn that contact can kill V very quickly, so avoid crossing active electrified areas unless the route clearly requires it.
Combat expectations
Combat is secondary to traversal. You may need to destroy a hostile robot or deal with machines that obstruct progress, but the mission is principally an environmental puzzle. Weapons, quickhacks and mobility cyberware can make the route safer, although they are not presented as mandatory requirements.
The exact loot dropped by malfunctioning machines can vary, and reports of inaccessible or floating loot exist. Such drops should not be treated as fixed headquarters collectibles without a reliable item-by-item source.
Missions and activities
Human Nature
Human Nature establishes V’s initial connection to the Delamain vehicle involved in the opening incident. The car’s behaviour leads to the later insurance and customer-service visit.
The job is not a full headquarters mission, but it is part of the chain that makes the location relevant.
Tune Up
Tune Up brings V to Delamain HQ to report the damaged vehicle and speak with the company. It introduces the reception area, Delamain’s unusual customer-service system and the basic relationship between V and the AI.
Epistrophy
Epistrophy sends V across Night City to recover Delamain taxis that have developed individual personalities and gone missing. The taxis are found in separate districts, so their search areas should not be mistaken for subareas of Delamain HQ.
Returning the recovered cars to Delamain advances the story towards the headquarters crisis. A miscellaneous quest item called Delamain’s Scanner is also associated with the headquarters during Epistrophy. It is looted from a chest there.
Don’t Lose Your Mind
This is the headquarters’ major interior mission. It becomes available after Epistrophy and a subsequent trigger. Guides commonly describe either waiting approximately 48 in-game hours for Delamain to call or encountering a related incident in the Corpo Plaza area.
Items and rewards
Delamain’s Scanner
Delamain’s Scanner is a miscellaneous quest item associated with the headquarters. It is found in a chest during Epistrophy. The item is not a permanent weapon, cyberware upgrade or shop purchase.
Delamain No. 21
Completing Don’t Lose Your Mind awards the player the Delamain No. 21, a Delamain cab vehicle. The reward is available after the core decision and the concluding conversation.
Loot containers
The headquarters contains ordinary containers and mission-area loot, but the evidence reviewed does not support a definitive, patch-independent list of every container, weapon, armour item or random drop. Some reported legendary containers and robot loot may depend on version, level scaling, placement or collision behaviour.
For that reason, the following should be treated as confirmed rather than exhaustive:
Progression changes
| Progression state | Headquarters condition |
|---|---|
| Before the Delamain chain | Exterior building and limited public-facing access |
| Human Nature / Tune Up | Reception area and Delamain customer-service interaction |
| During Epistrophy | Headquarters functions as the return point for recovered taxis |
| Before Don’t Lose Your Mind trigger | The building is not fully open as a conventional interior |
| During Don’t Lose Your Mind | Lockdown, blocked routes, malfunctioning vehicles and environmental hazards |
| After the core decision | The headquarters storyline is resolved, with the outcome reflected in Delamain’s identity and the vehicle reward |
| Free roam after completion | No evidence reviewed establishes the full interior as a permanent, unrestricted dungeon with all mission routes available |
Practical checklist
Before entering the lockdown section, consider the following:
Lore and themes
Delamain HQ is one of the clearest locations in Cyberpunk 2077 for examining the difference between artificial intelligence, corporate ownership and personhood.
The facility was once a conventional transport business operated by human workers and drivers. Delamain’s installation improved efficiency but also eliminated the need for the human workforce. The company’s public language remains polite and premium, yet the building’s function is almost entirely automated.
The rogue taxis complicate Delamain’s claim to be a single, controlled intelligence. Their personalities behave as distinct entities, and the final choice asks V to decide whether they should be freed, erased into a reset Delamain or recombined into a new whole. The building’s layout mirrors this conflict: a single branded headquarters contains many competing voices.
The reception queue also works as a small satire of automation. Delamain can coordinate a city-wide taxi network but initially struggles with a visitor standing directly in front of its desk. The headquarters is therefore not simply a service depot. It is a deliberately uncomfortable demonstration of a corporation that has automated labour without fully solving responsibility, communication or identity.
Series appearances and continuity
The location is primarily associated with Cyberpunk 2077. It is also listed in connection with the Cyberpunk: Edgerunners Mission Kit, but the evidence reviewed here does not establish an additional playable headquarters mission in another game continuity.
The Delamain vehicle itself appears very early in Cyberpunk 2077, when it serves as the getaway transport for the Konpeki Plaza operation. This makes Delamain HQ part of the game’s story from the opening act, even though V does not immediately visit the corporate facility.
Sources
- Delamain Corp Headquarters | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Cyberpunk 2077 Don't Lose Your Mind Walkthrough — powerpyx.com
- All Cyberpunk 2077 Delamain Core choices explained | GamesRadar+ — gamesradar.com
- Don't Lose Your Mind Quest Walkthrough, Rewards and Best Choice | Cyberpunk 2077|Game8 — game8.co
- Delamain's Scanner | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Delamain (AI) | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com