Cyberpunk 2077: Regina's 17 Cyberpsychosis Sightings in 2026, Locations and Method (Patch 2.31)
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Cyberpunk 2077: Regina's 17 Cyberpsychosis Sightings in 2026, Locations and Method (Patch 2.31)

Fabian Fabian Lainé
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In brief

Regina Jones hands you seventeen cyberpsycho reports to track down across Night City. This guide covers all locations, unlock conditions, and methods as of patch 2.31, correcting outdated advice from 2020 that update 2.0 has rendered obsolete.

Regina Jones is the only fixer in Night City who doesn't ask you for a corpse: she wants usable cyberpsychos, and above all the data that explains why they snapped. Her hunt for seventeen reported cases remains, in 2026, the longest side questline in Cyberpunk 2077. It's also the worst documented in French: nearly all the FR guides available date back to December 2020 and still recommend tools that update 2.0 removed from the game outright.

The context has changed. Since the game arrived on Xbox Game Pass on March 10, 2026, the release of the Ultimate Edition on Nintendo Switch 2, and the PlayStation 5 Pro update on April 8, 2026, a wave of new players are discovering these red icons on the map without knowing what to do with them — and getting shut down by advice that's been outdated for three years.

Here's the state of play as of patch 2.31, the game's latest numbered patch: the exact loop of a reported case, the seventeen locations district by district with their unlock conditions, and what the 2.0 overhaul actually changed in these fights.

The loop of a reported case: the step everyone botches

The overarching tracker is called Psycho Killer — one of the quest titles the French client keeps in English. It's not something you play: it's a counter that ticks off the seventeen Cyberpsycho Sighted activities as you go. Every reported case follows the exact same structure, and it's the third step that trips up players in a hurry:

  • Approach the marker: Regina calls you for the briefing as soon as you arrive on-site. Let the call finish before opening fire.
  • Neutralize the target, the sole boss of the area in most cases.
  • Find and, above all, read the shards in the menu. Picking them up isn't enough: until the shard is opened in the Shards tab, the objective won't switch. In several reported cases, the shards are placed on bodies away from the fight, not on the cyberpsycho.
  • Send the report to Regina from the phone's messages. Without this text, the quest stays open in the journal, and the Psycho Killer counter doesn't move.

Four fights add an extra step: you need to read messages on a computer present in the area to unlock the report. This is the case for Ghost of Berlin, Letter of the Law, Lex Talionis, and Discount Doc. Several others — Seaside Café, Fall from Grace, Second Chance — scatter two or three shards around the location: run the scanner over all the bodies before you leave.

Neon-lit night alley in Night City in Cyberpunk 2077
Six of the seventeen reported cases are concentrated in Watson, between Northside, Kabuki, and Little China. Credit: CD Projekt RED.

The 17 cyberpsychosis cases, district by district

No reported case is missable: they all remain accessible through free exploration once the campaign is finished. However, five of them require having progressed in the story, which explains the blank maps some players have early in the game.

Quest (FR)CyberpsychoDistrictGood to know
Six pieds sous terreLely HeinWatson — NorthsideNear the rail depot
Où viennent mourir les hommesCarterWatson — NorthsideAlley, follow the tracks with the scanner
Rituel sanglantZaria HughesWatson — NorthsideAfter Playing for Time, only from 8 p.m. onward
Les démons de la guerreMatt LiawWatson — KabukiUnder the highway; messages to read on a computer
Lt MowerLieutenant MowerWatson — KabukiInner courtyard, two shards to read
Billet pour la cour des grandsAlec JohnsonWatson — Little ChinaBy the water, near the bridge
Dans l'oreille d'un sourdCedric MullerDowntown — DowntownUnderground parking lot, two shards
Le fantôme de Night CityNorio AkuharaDowntown — Corpo PlazaTurns invisible and flees at half health
Lettres de la loiGaston PhillipsHeywood — WellspringsMined area; computer to check
Seaside CaféDao HyunhHeywood — WellspringsThree shards spread across two levels
De la fumée sur l'eauDiego RamirezPacifica — CoastviewAt the end of the pier, two shards
Lex TalionisBen DebaillonPacifica — CoastviewAfter Transmission; computer to check
Sous le pontTamara CosbySanto Domingo — ArroyoTwo automated turrets to destroy first
Charcu au rabaisChase ColeySanto Domingo — Rancho CoronadoFrontal shield: aim for the back-mounted battery
Terrain vagueAlmaBadlandsAfter Life During Wartime; trail to follow with the scanner
Maison de la collineRussell GreeneBadlandsAfter Life During Wartime; mines around the farm
Deuxièmes chancesZion WyldeBadlandsAfter Life During Wartime; sniper perched on a wind turbine

The rest opens up right after the prologue, once The Rescue is wrapped up. In practical terms, a player who has just gotten their apartment back can already clean out the whole of Watson.

What 2.0 changed, and that old guides ignore

This is where the 2020 walkthroughs become harmful. The official patch notes for update 2.0 are unambiguous on four points that directly concern this hunt.

NPCs scale to your level. Difficulty is no longer tied to the district: the famous "increasing order of difficulty" that every FR guide repeats no longer makes any sense. You can tackle the Badlands before Kabuki without being punished.

Loot also scales to your level. A sighting completed at level 40 yields a gear tier far higher than the same sighting done at level 10. If you're hunting for the gear more than for the story, save a handful for the end of the campaign.

Armor comes from cyberware, not clothing. Outfits have become almost purely cosmetic. All the advice along the lines of "equip a reinforced vest before the fight" is now obsolete: it's at the ripperdoc's that it all happens.

The Breach Protocol can no longer be used on enemies. This makes it impossible to open a fight by hacking a cyberpsycho via Breach Protocol. In the same vein, the old obsolete weapon mods were removed from the game with 2.0, which made the old "non-lethal" builds much harder to put together.

Finally, two locks date from even earlier and still hold: since patch 1.2, cyberpsychos and mini-bosses are immune to tranquilizer ammo and to the quickhack System Reset, and the ultimate hack Cyberpsychosis cannot be applied to them. Any guide that promises you a "one-shot with the ultimate hack" on these targets is making you waste RAM for nothing.

How to take them down in patch 2.31

Good news for roleplay purists: the lethal-or-not question no longer blocks anything. Regina delivers her reward and the trophy unlocks whether the target ends up knocked out or dead. So you can play your build without contorting yourself.

As for the method, three principles apply across all seventeen fights:

  • Scout before going in. Bodies on the ground mark the engagement zone. A Ping from outside the perimeter shows you the turrets and cameras without exposing yourself.
  • Deal with the environment before the target. Turrets for Under the Bridge, mines for Letter of the Law and House on a Hill: these elements deal more damage than the cyberpsycho itself.
  • Play the distance game against mobile archetypes. Norio Akuhara turns invisible and disengages at half health, Zion Wylde retreats into tall grass: a sniper rifle handles both cases faster than a chase.

On the netrunner side, the combo recommended by CD Projekt RED for armored targets works perfectly here: Cyberware Malfunction then Short Circuit, the first significantly amplifying the damage of the second. Contagion and Overheat remain reserved for the small fry that sometimes escorts the target. Against Second Deadliest Killer, forget hacks: bypass the shield and destroy the battery on Chase Coley's back, and the fight collapses in a few seconds.

Character in emergency response jacket facing a Night City megabuilding in Cyberpunk 2077
Behind the manhunt, Regina is mainly trying to understand — and cure — cyberpsychosis. Credit: CD Projekt RED.

Regina's reward and the "I Am the Law!" trophy

Once all seventeen reports have been sent, Regina calls you back for an in-person meeting at her office in Kabuki. The conversation changes depending on whether or not you left survivors behind, but the payment comes through either way. Since patch 1.2, CD Projekt RED has added a physical reward to pick up on site, in her office: don't leave right after the dialogue, many players miss it.

The series also unlocks the trophy/achievement I Am the Law!, one of the most time-consuming in the base game, since it requires all seventeen reports completed up to the final text message.

In what order to tackle them

Since difficulty no longer depends on the district, the only logic left is geographic. Clear out Watson in one go — six reports are clustered there —, add Bloody Ritual during a nighttime run, grab the two in City Center when you head there for the story, then the two in Heywood, the two in Pacifica after Transmission, the two in Santo Domingo, and save the Badlands trio for when the story sends you there with Panam and Rogue, even if it means knocking out all three in a single vehicle run.

One last pacing tip: don't clear all seventeen back to back. Regina's Gigs form one of the game's best side stories — veterans dumped by their corp, victims of faulty firmware, abandoned military test subjects. Read all in a row, they blur into one another. Spread out over a playthrough, they give Night City exactly the tone the game was trying to set.

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Frequently asked questions

Why isn't my Psycho Killer counter moving after defeating a cyberpsycho?
You've missed two crucial steps: opening the shard in the Shards menu (simply picking it up isn't enough), then sending the report to Regina via your phone messages. Without these two actions, the quest stays stuck.
Are old guides that recommend a specific order of attack reliable?
No. Since 2.0, difficulty no longer depends on the district and NPCs scale to your level. Order has no real strategic impact anymore. You can tackle Badlands before Kabuki without any issue.
Can I really kill cyberpsychos instead of just knocking them out?
Yes, absolutely. Regina validates the objective and the trophy unlocks whether the target is unconscious or dead. You can play your assault or lethal builds without contorting yourself.
Can I do the Badlands reports before finishing the campaign?
No, three of them (Waste Not Want Not, House on a Hill, Second Chances) stay locked until you complete Life During Wartime. The others open up after The Rescue.
Do I really need to equip a specific reinforced vest before every fight?
No, that was relevant before 2.0. Since then, armor comes entirely from cyberware and implants, not clothing, which is now essentially cosmetic. Invest in your ripperdoc, not your wardrobe.

Key takeaways

  • Old guides still recommend tools removed in 2.0: forget the intrusion protocol on cyberpsychos and complex non-lethal loadouts.
  • Six reports are concentrated in Watson and remain accessible right after the prologue, while the others require specific story progress.
  • Difficulty is no longer tied to the district since 2.0: you can tackle Badlands before Kabuki without penalty, as NPC levels scale to yours.
  • Cyberpsychos are still immune to tranquilizers, quickhacks, and the ultimate Cyberpsychosis quickhack: there's no magic one-shot.
  • Regina validates her reward whether the cyberpsycho ends up unconscious or dead, so you can play your build without compromise.

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