Locationmajor

Lizzie's Bar

Lizzie’s Bar is one of Night City’s most important story locations despite being a relatively compact interior.

Importancemajor

Key takeaways

  • Lizzie’s Bar is in Kabuki, Watson, at the junction of Kennedy Avenue and Sutter Street.
  • The Mox operate the club and use it as their headquarters Its income comes chiefly from braindances and related entertainment.
  • The club is normally accessible at night, with the story establishing an opening window of roughly 18:00 to 06:00.
  • The Information is the first major mission set there V meets Evelyn Parker, Judy Álvarez and Mateo Thiago, then completes the braindance tutorial.
  • Automatic Love later returns V to the bar’s restricted areas while investigating Evelyn’s disappearance.
  • Judy’s braindance workshop is in the basement It is not a normal shop, crafting station or permanent player-owned facility.
  • The Lizzie Iconic Tech Pistol is associated with Judy’s area, but its exact availability and placement have changed between game versions. Treat older pre-2.0 guides cautiously.

About this guide

Scope: Cyberpunk 2077 base game, including its main story and relevant side-job content. Phantom Liberty is excluded except where a character or later continuity helps clarify the bar’s status. Spoiler warning: This guide discusses The Information, Automatic Love, Judy Álvarez’s quest line, Evelyn Parker’s fate and the history of the Mox.

Overview

Lizzie’s Bar is one of Night City’s most important story locations despite being a relatively compact interior. On the surface it is a neon-lit braindance club in Kabuki, Watson. In practice, it is a meeting place, a Mox stronghold, Judy Álvarez’s workplace, an entry point into the Evelyn Parker storyline and one of the game’s clearest examples of a commercial venue doubling as a political and protective space.

The bar is not a general open-world district. It is a single club building with several connected interior areas: the public entrance and reception area, the main bar and dance floor, VIP rooms, backstage or staff spaces, and the basement braindance workshop used by Judy. It should not be confused with the wider Kabuki neighbourhood, the nearby market streets, or other braindance and sex-work venues in Watson.

Overview

Lizzie’s Bar stands on a busy corner in Kabuki, one of Watson’s densely built, commercially active sub-districts. Its bright pink and red exterior signage makes it easy to identify from the surrounding streets. The venue’s visual language combines nightclub luxury with the improvised, crowded atmosphere of Watson: animated signs, narrow approaches, club lighting and a guarded entrance.

The bar’s public identity is a braindance club. Customers can watch or experience recorded sensations in specialised booths, drink, dance and attend live entertainment. The establishment also has roots in Night City’s sex-work economy. The game’s database description presents it as having developed from a rough brothel and dive into the Moxes’ main source of income.

That commercial role is inseparable from the Mox’s political identity. The gang formed around the protection of sex workers and other people vulnerable to exploitation, particularly after the murder of a worker associated with the bar’s predecessor. Lizzie’s Bar therefore functions as both a business and a symbol: it earns money, provides employment and gives the Mox a defensible base in a district where predatory gangs, corporations and organised crime are all active.

The game does not present every room as freely usable at all times. Access is strongly shaped by mission state. During The Information, the player is guided through the public club, a VIP area and Judy’s technical workspace. Later visits may expose different doors, NPC placements and loot depending on the current quest phase and game version.

Location and boundaries

Kabuki, Watson

Lizzie’s Bar belongs to Kabuki, not to the whole of Watson. Kabuki is a broader neighbourhood containing markets, residential buildings, side streets, shops, alleys and numerous unrelated activities. The bar occupies one specific building on the Kennedy and Sutter intersection.

The surrounding Kabuki streets are neighbouring space, not part of Lizzie’s Bar. Shops, NCPD events, market stalls and nearby side activities should be catalogued under Kabuki rather than under the bar.

Approaching the entrance

The club is marked by a large neon sign and two bouncers. During the early main-story visit, V must approach them before entering. If the timing is wrong, the entrance may not admit V for the relevant mission. The reliable method is to advance time until evening and arrive between 18:00 and 06:00.

Once inside, the reception space leads into the main club. The entrance is not a conventional shop counter: there is no normal clothing, weapon, food or braindance catalogue for the player to browse and purchase as a permanent service.

Interior areas

Entrance and reception

The reception area is the first controlled space inside the club. The bouncers screen visitors and establish the venue’s atmosphere. It is also where the player receives the basic explanation that Lizzie’s is a braindance venue rather than merely a bar.

This area is mostly transitional during ordinary exploration. Its importance comes from mission gating, the bouncers’ dialogue and the visual introduction to the Mox-controlled establishment.

Main bar and dance floor

The main room contains the bar, seating, club lighting, dancers and the dance-floor area. Mateo Thiago works behind the bar during the early story sequence. V must speak to him to locate Evelyn, although Evelyn and Judy can already be seen nearby if the player looks around before starting the conversation.

The main room is the bar’s public face. It communicates that Lizzie’s is a functioning nightclub rather than simply a gang hideout. There are patrons, staff and ambient conversations, but most cannot be engaged in meaningful dialogue.

VIP and private rooms

Evelyn takes V away from the public room to discuss the proposed Konpeki Plaza job. The private space allows her to question V about Dexter DeShawn and explain the arrangement without the wider club listening.

These rooms are mission spaces rather than a permanent social hub. Their accessibility varies according to the active quest. They should not be treated as a general-purpose hotel, purchasable apartment or repeatable braindance facility.

Basement braindance workshop

Judy’s workshop is the most important restricted area. It contains braindance equipment, editing stations, storage and the technical infrastructure Judy uses to analyse recordings. The official character material describes Judy as operating from the basement of Lizzie’s Bar, which is also identified as Mox headquarters.

During The Information, the workshop is where V learns the basic braindance-analysis process and examines Evelyn’s recording of Yorinobu Arasaka’s penthouse. During later story content, the basement becomes associated with Judy’s investigation into Evelyn and the Mox’s willingness to help.

The basement is not a player-owned workshop. It does not function like V’s apartment, a ripperdoc clinic or a normal vendor. Its equipment is primarily narrative and mission-specific.

Back rooms and staff areas

The club includes staff-only and utility areas that may be visible during missions. Some contain small loot items or environmental detail, but the game does not establish every room as an independently named sub-location. A room’s presence in the level geometry is not, by itself, evidence that it is a shop, office or named business.

Named directory: people associated with Lizzie’s Bar

Residents and regular staff

The staff list above reflects named personnel associated with the venue. Ordinary club patrons and unnamed Mox members are separate from the named directory.

Visitors and story-associated characters

Evelyn and Judy’s first important scene at Lizzie’s is easy to miss visually. They are positioned near the bar before V formally identifies them. The scene is a useful example of the location’s environmental storytelling: the player is already standing close to the central figures before the objective explicitly names them.

Residents and regular staff

Residents and regular staff
NameDetails
Susie “Q”Leader of the Mox and owner or operator of Lizzie’s Bar. She is the senior authority associated with the venue.
Judy ÁlvarezBraindance editor and technician. Her workshop is in the basement.
Mateo ThiagoBartender encountered during The Information.
Rita WheelerBouncer associated with the club.
Lizzie BordenHistorical predecessor and namesake, not a living 2077 resident.

Visitors and story-associated characters

Visitors and story-associated characters
NameDetails
V: Visits the bar for several main-story objectives.—
Evelyn ParkerMeets V at Lizzie’s during The Information.
Dexter DeShawnDoes not serve as a resident or employee, but his heist arrangement brings V to the bar.
Johnny SilverhandAssociated with V’s wider story, but not a regular Lizzie’s Bar resident.
Maiko MaedaConnected to Judy and Clouds, not a Lizzie’s Bar employee.
Tom CalderaAssociated with Clouds and Judy’s history rather than the bar’s regular staff.

Factions and security

The Mox

The Mox are the bar’s controlling faction. Their identity is rooted in defending sex workers and marginalised people from abuse. Lizzie’s provides the organisation with money, visibility and a secure operational base.

The club’s staff and security should therefore be read as Mox personnel or affiliates rather than as neutral corporate nightclub staff. The Mox are not equivalent to the Tyger Claws, despite the two factions’ historical conflict.

Bouncers and internal control

The bouncers are the most visible security. They control entry and help establish the venue’s rules. During story missions, internal staff and Mox members can also restrict access to private areas.

There is no ordinary NCPD checkpoint or permanent police station inside the club. NCPD activity in surrounding Kabuki is a separate matter. Lizzie’s security is venue-controlled, not a public law-enforcement facility.

Combat and hostile states

Lizzie’s Bar is normally a non-combat social location. It is not an open-world enemy camp with a standard gang-clearance reward. Hostility, when it occurs in or around the venue, is generally tied to story circumstances rather than a permanent enemy roster.

Do not assume that every Mox NPC can be attacked without consequences. Combat in a protected story interior can trigger mission failure, faction hostility or an altered quest state.

Missions and activities

The Information

The Information is the bar’s defining mission. V is sent by Dexter DeShawn to meet Evelyn Parker and learn about the proposed Arasaka heist. The mission introduces Judy, establishes the bar’s layout and teaches the braindance-analysis mechanics.

Walkthrough

The mission gives V access to the braindance tutorial and the story information required to proceed towards The Heist. Walkthrough references consistently identify the night-time access requirement and the sequence of bouncers, Mateo, Evelyn and Judy.

Automatic Love

Lizzie’s becomes relevant again during Automatic Love, after Evelyn disappears and V follows the trail to Clouds. Judy and the Mox are part of the continuing investigation.

The mission’s broader locations include Clouds and other parts of Night City, so they should not be included within Lizzie’s Bar’s geographical boundaries. Lizzie’s is the starting point for Judy’s part of the investigation and a place where the player can reconnect with her, not the entirety of the quest.

Judy’s later quest line

Judy’s side jobs continue the bar’s narrative importance. Lizzie’s serves as a base for conversations and planning, while the actual missions often move to other districts and venues. The bar is therefore a recurring relationship location rather than the setting of every Judy quest.

The most important practical point is to keep following Judy’s calls and messages after the Evelyn storyline. The bar’s significance is principally narrative, and its state can change as the story advances.

Walkthrough

  1. 01
    Travel to Lizzie’s Bar in Kabuki. Follow the marker to the Kennedy and Sutter intersection.

Walkthrough

  1. 01
    Arrive between 18:00 and 06:00. If the entrance is closed or the objective does not advance, use the time-skip function and return at night.

Walkthrough

  1. 01
    Speak with the bouncers. Accept entry and move through reception into the club.

Walkthrough

  1. 01
    Explore before sitting at the bar, if desired. This is the best time to inspect the public room and notice Evelyn and Judy near the bar.

Walkthrough

  1. 01
    Talk to Mateo Thiago. Ask about Evelyn. The conversation leads into Evelyn’s introduction.

Walkthrough

  1. 01
    Follow Evelyn to the private room. She explains the job, the proposed target and her concerns about Dexter.

Walkthrough

  1. 01
    Follow the objective to Judy’s workshop. The mission moves from social negotiation to technical investigation.

Walkthrough

  1. 01
    Complete the braindance tutorial. Learn to move through a recording, change layers and identify clues.

Walkthrough

  1. 01
    Analyse Evelyn’s recording of Yorinobu’s penthouse. The relevant discoveries concern the penthouse layout and security information needed for the heist.

Walkthrough

  1. 01
    Speak with Evelyn again and leave the bar. The mission concludes after V reports the information to Dexter.

Items and collectibles

Lizzie Iconic Tech Pistol

The Lizzie is an Iconic Tech Pistol associated with Lizzie’s Bar and Judy’s basement area. Guides commonly place it in or near Judy’s workshop during the period surrounding Automatic Love.

However, the weapon’s exact placement and availability have differed between releases and patches. Community reports specifically note changes around version 2.0 and later updates, while older guides often describe a pre-2.0 placement.

This is a fixed, named item when available, not a random drop. The weapon should not be confused with ordinary pistols or generic loot found in the club.

Ordinary loot

Small consumables and incidental items may appear in the public and restricted areas. Their exact contents can vary with game version, difficulty and mission state. They are not a reliable reason to revisit the bar and should not be presented as a fixed collectible set without version-specific evidence.

Shards and environmental text

These are environmental lore items associated with the bar’s database and surroundings, but their precise pickup conditions may depend on the mission phase and game version. The bar’s advertising, club conversations and braindance equipment are often more valuable for atmosphere than for mechanical rewards.

Lizzie Iconic Tech Pistol: For a current playthrough

  1. 01
    Visit the bar during the relevant Judy or Evelyn storyline.
  2. 02
    Enter the basement when the mission allows it.
  3. 03
    Search the room and nearby table or back-room area associated with Judy.
  4. 04
    If the weapon is absent, check whether the current quest has advanced too far or whether the installed game version uses a different placement.
  5. 05
    Do not rely on an old screenshot as proof that a missing weapon is a bug.

Services and what the bar does not provide

Lizzie’s Bar is sometimes mistaken for a full-service nightlife hub. Its confirmed functions are narrower:

Services and what the bar does not provide

Services and what the bar does not provide
FeatureAvailable?Notes
Entry to a nightclubYesNormally controlled by opening hours and mission state
Bar conversationsYesMateo is the main named bartender
Braindance story tutorialYesMission-specific
Judy’s braindance workshopYesRestricted, narrative location
Weapon shopNo confirmed permanent serviceDo not infer one from the club’s name or décor
RipperdocNoUse a separate ripperdoc
Clothing shopNoNo confirmed clothing vendor
Player apartmentNoThe basement is Judy’s workspace
Purchasable propertyNoLizzie’s cannot be bought
Repeatable braindance catalogueNo confirmed player serviceIt is primarily a story location
Joytoy serviceNot confirmed as a functional Lizzie’s serviceDo not confuse the club’s adult-entertainment identity with the game’s separate Joytoy interactions

History and lore

The bar is named after Elizabeth “Lizzie” Borden, a former strip-club owner and prostitute who protected her workers. According to the location’s history, one of her workers was murdered by Tyger Claws in 2067. Lizzie retaliated against the attackers, after which the Tyger Claws destroyed the establishment and killed her.

The resulting unrest helped inspire the formation of the Mox. Her successors rebuilt the venue as Lizzie’s Bar and turned it into the organisation’s headquarters. The club later developed into an exclusive braindance venue and became the Moxes’ principal source of income.

This history explains several contrasts in the location:

Suggested exploration route

For a first visit, the most useful route is:

Suggested exploration route: steps

  1. 01
    Approach the club from the Kennedy and Sutter intersection.
  2. 02
    Inspect the exterior sign and bouncer area.
  3. 03
    Enter after 18:00.
  4. 04
    Walk around the public room before speaking to Mateo.
  5. 05
    Look towards the bar to observe Evelyn and Judy.
  6. 06
    Inspect the dance floor, seating and braindance booths.
  7. 07
    Follow Evelyn to the private room.
  8. 08
    During the workshop sequence, search the basement carefully for mission loot.
  9. 09
    On a later Judy-related visit, recheck the basement for the Lizzie pistol if it was not previously collected.
  10. 10
    Leave through the main entrance rather than treating nearby Kabuki streets as part of the venue.

Sources