Running Solo Through the Endings

A solo build in Cyberpunk 2077 leans heavily on stealth, agility, and close-quarters takedowns rather than brute force or netrunning. When you reach the final stretch of the game, the challenge isn't just surviving the missions themselves — it's making sure your build is still functional by that point. Most solo players hit a wall around Act 3 because they've been relying on gear that falls apart under the weight of endgame enemies. You need to invest in Body for health and takedown effectiveness, Reflexes for stealth and movement speed, and Technical Ability for crafting gear that doesn't fall apart. The critical perk nodes most people overlook are the ones under the Samurai skill tree — specifically the ones that boost cold damage on takedowns and increase stealth movement speed. Without those, your stealth approach becomes painfully slow by the time you're fighting Maelstrom or Voodoo Boys enemies. My recommendation is to prioritize the following: get Body to at least level 10 early, then dump the rest into Reflexes until you hit the late-game takedown threshold. You'll want the "Silent but Deadly" passive which triggers bonus critical hits after stealth kills, and the "Shadowrunner" upgrade that reduces detection range when you're crouched. These two perks together fundamentally change how you approach the ending missions. I ran a test build last time where I had 45 Body, 50 Reflexes, and 30 Technical Ability at the start of the final missions. I could clear the first two ending paths without breaking a sweat. The third ending requires slightly different preparation because of the combat encounters involved.

What Actually Happens at the End Depending on Your Choices

The solo build doesn't lock you out of any ending, but it does make certain endings significantly harder than others. The "The Star" ending has the most stealth-friendly encounter design. The "Temperance" ending is straightforward if you've been investing in Technical Ability for crafting, because you'll be modifying weapons throughout the final missions. The "Sun" ending can be brutal for a pure solo build because there's a lot of open combat with heavily armored enemies that don't go down quietly to stealth takedowns. I ran into a specific issue during my second playthrough where I was trying to do the full solo route into the Sun ending. My character had around 800 health and was equipped with a fully modded Mantis Blades build with chrome and relic mods. The problem came during the Arasaka tower sequence — specifically the encounter on floor 58 where a group of four Militech agents plus a minigun-wielding heavy spawns right outside the elevator. My usual stealth approach didn't work because the spawn distance was too close, and the heavy's armor completely negated my cold damage bonuses. I spent about twenty minutes just trying to figure out the angle of approach before I realized I could use the ventilation shafts from the adjacent room to flank the group. The workaround was to skip the elevator entirely and take the maintenance stairs from floor 56. It adds roughly eight minutes to the run, but it gives you three vantage points where you can pick off one enemy at a time before the group consolidates. You need to be careful about noise though — once one enemy hears a takedown, the remaining three will spread out and start searching, which ruins your next position entirely. Save-scumming isn't ideal, but having a checkpoint before each floor of the tower is pretty standard practice at this point.

Build Distribution That Actually Works

Don't spread your attribute points evenly. That's the most common mistake I see people make with solo builds heading into the ending. Spread points means you'll have decent health but slow stealth, or fast stealth but not enough damage to finish enemies before they raise the alarm. Here's what I'd suggest instead: pour everything into Reflexes first until you unlock the late-game takedown upgrades, then put Body into the 40-50 range for survivability, and leave Technical Ability at whatever level is needed to craft and mod your gear properly. Your weapon choices matter more than you'd think. By the end of the game, you should be running a blade build with relic-modded mantis blades or katanas, paired with a silent pistol for mid-range engagements. The blade reload mechanic is essential for solo players — it gives you a brief window of invulnerability that lets you reposition after a takedown without dying to overwatch fire. I tested this extensively across three separate solo runs and found that characters with the Blade Reload + Cold Damage combo consistently cleared the Arasaka tower encounters in under ninety seconds per floor.

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Test de Cyberpunk 2077 sur Playstation 5 - RPGamers
Test de Cyberpunk 2077 sur Playstation 5 - RPGamers

The Gear You Need Before the Final Missions

You should enter the final missions with at least two fully chromed sets of armor, one optimized for stealth and one for survivability. The stealth set needs high impact resistance and low signature — check the crafting interface and make sure the armor rating is above 400 while keeping the loudness percentage below thirty. The survivability set is simpler: max out body armor on everything and stack health regeneration perks. I keep both sets at the same upgrade level so swapping between them doesn't cause a power drop. For consumables, bring ten medkits minimum, five healing injectors, and at least three thermal grenades. Thermal grenades are underrated for solo builds because they bypass armor and force enemies into the open, which makes them easier to pick off with stealth takedowns. You'll also want to save your cyberware upgrade chips — don't spend them all on combat perks before the end. Leave enough for a final upgrade pass on your mantis blades or katana before the last mission starts.

When Solo Doesn't Work

To be honest, a solo build struggles against the netrunner-type enemies that appear in some ending encounters. If you run into a character with active ice-breaking probes or synaptic overload, your stealth is essentially nullified for the duration of the debuff. There's no real counter to this other than having enough raw damage output to kill them before they deploy it, which means you need either a strong companion NPC or a well-timed stealth kill before they activate their skills. This is a genuine bottleneck for pure solo runs and something you should plan around rather than hope to overcome through skill alone. Another limitation is the time investment. A careful solo playthrough that prioritizes stealth exploration and avoids every major engagement takes roughly forty-five to sixty minutes longer than a standard build for the final act alone. If you're impatient or playing for completionist achievements, this adds up quickly. A balanced corpo or merc build with good firepower will blow through the same encounters in fifteen to twenty minutes. There's no moral superiority in doing it the slow way — it's just a different experience with a different cost.