The light in the visitation room stuttered once, then died; King had ghosted our face-to-face with a one-line text. I sat on the plastic bench with a mission and a bad feeling—prison gates, Reaper chips, and a man named Miguel on the other side. You’ll learn fast that Clampdown is less about stealth and more about picking which fires you’re willing to set.
How to start the Clampdown quest in Cyberpunk 2077
People still treat in-game questlines like commuter routes: some stops are mandatory, some are optional, and missing one can strand you. To trigger Clampdown you must first clear a few story beats and Wakako favors so the world will recognize King’s invitation.
Requirements to receive the text from Wakako Okada:
- Complete The Heist and its follow-ups (Love Like Fire and Playing for Time) so Night City is fully open to you.
- Finish any two gigs for Wakako Okada.
After those are done you’ll receive a message that reads “A request from King”. Read it and accept—King will phone you and the quest will activate. Head to the BuryGer rendezvous near the MLK and Brandon fast-travel in Santo Domingo; wait at the table and follow the call.
How do you start Clampdown in Cyberpunk 2077?
Yes, you need the Wakako gigs and the Heist chain. If you don’t see the message, double-check your quest log and the Wakako gig counters on your map (available in GOG/Steam/console versions of the game).
Meet King, enter the prison, and follow the guard
The city’s meeting spots—fast-food joints, back alleys—work like real-world cues: you know someone’s waiting if the table is warm. King won’t arrive in person; he calls and sends you the plan: you’ll get yourself arrested to reach Miguel.
Walk across the road to the prison visitor entrance. Keep low profile—no unnecessary fights. Use the intercom to get past the first security checks. Once inside, tail the guard through security and swipe your hand at the scanner when prompted; the script needs you to be flagged as a prisoner.

Escaping the cell and finding the smuggled package
Prison cells are boring in real life—so boring that anything out of place becomes suspicious. In Clampdown, that small break in routine is how you get out.
Once you’re processed you’ll be put in a cell and introduced to the Braindance therapy plot beat. Meshuga will brief you through your earpiece: your character has a Reaper chip and must play along until it’s safe to remove it. To escape the cell, look up, hack the camera, and use the camera controls. Switch to camera 117 (the security cortex) to disable the panel and slip out.

The smuggled packet is in the bathroom; follow the objective marker and scan it to receive King’s kit. The gear you can recover includes:
- Coronation (Iconic Tech Revolver)
- King’s Coat
- King’s Bulletproof Vest
- King’s Glasses
- King’s Pants
- Icon America Dust Devil Utility Boots
Deactivate Reaper chips, choose who lives, and clear the armory
In real life, the difference between a good mechanic and a bad one is knowing which bolt to loosen first. Clampdown gives you the same choice, and it carries moral weight.
Jack into the terminal Meshuga points you to. You’ll learn how to remove Reaper chips and be offered three options: deactivate your own, deactivate Miguel’s, or (optionally) deactivate Wex’s. If you attempt Wex’s optional chip after Miguel’s has been deactivated, Wex may escape and disappear from the story.
After deactivating chips, alarms will trigger. Exit toward the armory, clear guards, and take the elevator up. Expect heavy resistance: hoverbots and power-armored foes are in play. Kill the guards around King so you can reclaim your kit and prepare for the finale.

Can you save Miguel in Clampdown?
You can—if you pick the right deactivation order. Deactivate Miguel’s chip before anything that could let him slip away. This is the mission’s moral lever; choose it and you change Miguel’s fate.
Final fight, Crisis Control, and exfil
Every control room feels like a boardroom with a gun: the terminals decide who walks out. In the Crisis Control room you’ll jack into another terminal, talk through Meshuga and King, and make the final call on the chips.
If you deactivate the Reapers you save lives; if you activate them you keep a lever over many heads. After your choice you’ll head for the exit and face Darius in power armor. His weak spot is the fuel tank on his back—strip that first and the rest falls faster.

After Darius falls, push to the Morgue exfil point. Plant a mine, take cover, and let it go off to punch a hole in the police response. You’ll need to lose a four-star NCPD pursuit; use alleys, elevators, or a fast car on the street—the game’s physics and AI let you improvise.
What rewards does Clampdown give?
Besides the narrative consequences, you walk away with King’s iconic gear and the Coronation Tech Revolver. You’ll also get closure on Edgerunners 2–inspired beats that CD Projekt Red built after the Netflix collaboration, and a moment that feels like a nod to Studio Trigger’s tone.
The mission pairs mechanical choices with story consequences in a way that’s hard to forget: you can take the surgical route, or set the prison on fire and accept the fallout. I prefer careful play, but sometimes violence is the fastest language Night City understands—what will you say?