Yo chooms, let's dive into one of the most hilarious and morally flexible gigs from the Phantom Liberty DLC – "Waiting for Dodger." Even though it's part of the DLC, you won't be stepping foot into Dogtown for this one. It's set just outside the gates, but make no mistake, it's still firmly in Mr. Hands's web of operations. He's the one who gives you the call, and the job? Rescuing a couple of Night City's "finest" NCPD officers. I use that term loosely because, well, you'll see. These two geniuses managed to get themselves captured by a fixer named Dodger, and it's up to you, V, to clean up their mess. Get ready for stealth, choices, and some seriously dumb cop logic.

Your starting point is right by the Dogtown gate. Mr. Hands rings you up, lays out the situation, and points you toward Stella, the wife of one of the captured officers. She's waiting in her car at a little homeless camp. Hop in, have a chat, and get the lowdown. She'll give you a keycard and one crucial request: try not to kill anyone. Turns out, this isn't just for good karma—it can drastically change the mission's finale. With the card in hand, the target building is literally just across the street.

Time to infiltrate. Swipe the card, walk through the front door, and... you're greeted by a bunch of Dodger's goons. Now, here's your first big choice. You can:
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Go full stealth ninja and sneak past everyone (remember Stella's request!).
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Go loud and lethal and turn the place into a shooting gallery.
Personally, I recommend the stealth route for the best payoff later. Your objective is to reach the elevator on the left side of the main room (check your minimap for that little square). Take it down to the basement.
Down in the basement, you'll find a goon trying to fix a malfunctioning door. Deal with him (again, lethally or non-lethally), and talk to the person trapped behind it. Surprise! It's Charles, one of our brilliant officers. Help him get the door open, and prepare to hear the most ridiculous story of how he and his partner Bill ended up in this fix. 😂 It involves bad decisions, a missing shipment, and a complete lack of street smarts.

Now you've got to escort these two weaponless wonders out of the building. They left their guns in the car (of course they did), so fighting your way out isn't an option for them. Follow them as they lead you toward the garage. They'll struggle with a door, you'll have to take out a roaming guard in the next hallway, and then you hit another locked door.
How to Open That Stuck Door:
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Option A (The Brute Force Method): If your Body attribute is high enough (I think it's 10 or 12), you can just muscle the door open. Easy.
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Option B (The Smart Method): If you're not built like a tank, head back into the hallway and into the server room you passed earlier. Inside, find a distribution box and hit 'Override.' Door opens!

The next area is trickier. There are several guards. Charles, in his infinite wisdom, will draw one over by messing with a can. Use this chaos to your advantage. You can quickhack a large machine across from him to distract guards, making it easier to take them down silently. Remember, no kills if you're going for the peaceful resolution!
The final room before the garage has three enemies. For a stealth takedown:
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Quickhack the light on the left to distract the guard in the chair.
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Sneak up and non-lethally neutralize him.
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Carefully sneak behind the other two and do the same.

Alright, moment of truth. Follow Bill and Charles into the garage, and you'll finally meet Dodger. The cops will spin some pathetic lie about what happened. Dodger ain't buying it and turns to you for the real story. This is where your path splits dramatically.
🛡️ Path 1: Protect Bill and Charles
To side with the cops, you have two options: Say "He's telling the truth" or just draw your weapon. Either way, you're jumping into a fight with Dodger and his remaining crew. It's not a tough boss battle; just use cover and wipe them out. After the fight, chat with the relieved (and still clueless) officers. They'll bail, Mr. Hands will call you happy, and the gig ends. Simple, violent, straightforward.
🗣️ Path 2: Expose Bill and Charles
If you're tired of their nonsense, choose "He's lying." Bill and Charles will then spill the whole, embarrassing truth. Hilariously, Dodger finds it more amusing than infuriating and is willing to let them go... BUT! He has his guy check the vitals of all the guards you encountered.
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If you went FULL NON-LETHAL and didn't kill a single soul: Dodger laughs it off, lets everyone walk away peacefully. You get a clean exit and a happy call from Mr. Hands. This is the "best" outcome if you want to avoid bloodshed.
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If you KILLED anyone on your way in: Oops. Dodger's mood shifts instantly. "You killed my people?" Cue the combat music. You'll have to fight him and his men anyway. So much for the peaceful resolution!

My Take? This gig is a masterpiece of player agency. It rewards careful, non-lethal play but doesn't punish you for going in guns blazing—it just changes the context of the finale. The writing for Bill and Charles is peak Cyberpunk comedy, and the final confrontation with Dodger feels meaningful because of the choices you made 20 minutes earlier. Whether you're a saint, a sinner, or something in between, "Waiting for Dodger" is a must-play side story that perfectly captures the spirit of Night City. Now get out there and make your choice, choom! 🎮