The money farm you want in “Cyberpunk 2077: Phantom Liberty”

I’ve been on my fourth Cyberpunk 2077 game lately, on my way to my fourth Phantom Liberty series, and I find it funny that when I got to the “Pay Rogue $15,000” mission, like when it almost hurt me when I got there, I now had $500,000 in my pocket.

Phantom Liberty and Cyberpunk 2.0 offer a whole lot of things to buy, namely cyberware, which can cost upwards of $100K per slot, and a bunch of new cars and weapons to boot. As such, you can burn through cash quickly. But you can also make cash quickly.

No, I don’t have an exploit like we saw in Cyberpunk, promoting a secure dashboard over and over again to make a quick buck. Instead, we want to go back to basics.

Without question, the best way to earn money quickly in Cyberpunk, including Phantom Liberty, is to collect and sell every weapon you see. All of them. Well, with one possible exception.

It’s true that CDPR did buff money from street crimes and gigs eventually, but weapon selling remains king, and is even better than it used to be as vendors and drop points now have way more cash to give out than they use to.

This is the contrary recommendation I gave at Starfield, as collecting weapons and armor to sell was deeply bored with how temporarily you had been taxed, and you were promoting them for pennies. It can hold a lot of weapons before maximizing its load, and cyberware can build up its carrying capacity for anything like over 400 pounds. Phantom Liberty also provides you with Internal Air Skill Usage Shards.

Then all weapons, all oddities. Once it is “full”, it goes to a delivery or seller point and sells anything that does not need to use actively. This can generate between $ 20,000 and $ 100,000, depending on where you are in the game and what oddities you sell. In addition, not the Melee Guns tab. You can also sell clothes, but for less, and I don’t think it bothers me. I take them to the side (at all times they seem in your closet).

Speaking of dismantling, the only exception to the sales rule here can be at the end of the game when you start having all legs of legs in each weapons and cyberware site. If a mythical weapon of rarity (orange) dismantles them instead of promoting them, they will give you valuable points five parts that you will use to update emblematic weapons and all your cyberware at the maximum point over time. Two hundred (!) Level five parts are needed to maximize safe pieces, so you will want a ton, and possibly it would be useful to renounce cash to start a construction construction. You will want it, me.

The undeniable fact of the game of the game normally, to make side missions and crimes and important ads and missions, gather and sell all those weapons, deserves to give it more effective than you can spend. It is far from the launch, when it gained effective enough in the whole game to even obtain all the cars. Now it is another, but promoting weapons is its most productive commitment.

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