You're standing in the rain in Night City, staring at a weirdly digital-looking mural of a guy about to walk off a cliff with a dog at his heels. That's it. That's the start of the Fool on the Hill Cyberpunk quest, and honestly, it’s one of the most atmospheric, if slightly confusing, journeys V goes through. It isn’t just about the rewards—though that Dreamcatcher is a nice touch for your apartment—it's about the way the game mirrors V’s disintegrating psyche.
Most players stumble onto this by accident. You see a glitchy card on a wall near V’s first apartment, scan it, and suddenly Misty is talking your ear off about the Major Arcana and fate. It’s heavy stuff.
The quest itself is basically a glorified scavenger hunt. You have to track down 20 different tarot cards hidden across the map. These aren't just collectibles; they are projections from the Relic. They shouldn't be there, but V sees them because their brain is literally being rewritten by Johnny Silverhand. It’s a clever way to integrate a "collect-a-thon" into the actual narrative.
Why the Fool on the Hill Cyberpunk Quest Hits Different
Most open-world games give you pointless tasks to pad out the runtime. Collect 50 feathers. Find 100 hidden packages. It’s busywork. But the Fool on the Hill feels essential.
Each location for these murals is specifically chosen to reflect the "vibe" of that tarot card. You find the Hanged Man out in the oil fields near where Johnny’s body was dumped. That’s not a coincidence. It represents a pause, a sacrifice, or a new perspective. Then you find the Lovers at the drive-in theater where Johnny and Rogue had their "date."
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It’s environmental storytelling at its best.
If you’re trying to knock this out in one go, you’re going to need a fast car and a lot of patience with the Night City traffic. Some of these cards are tucked away in places you wouldn't normally visit unless you were doing a specific side gig. For instance, the Death card is at the Embers restaurant. You can’t even get close to it until you’re ready to face the point of no return in the main story.
Navigating the Map: Finding the Hardest Cards
Don't expect the game to hold your hand too much here. While the general areas are marked once you get close, some are vertical nightmares.
Take the Tower. It’s located at the base of Arasaka Tower. It’s an omen of sudden, violent change. Fitting, right? You have to weave through the security and the corporate gloom to find it. Then there’s the Hierophant, hidden down in the Japantown subways near where you meet Takemura. It represents tradition and the establishment, which is ironic considering you're usually there to plot how to blow the establishment up.
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- The Chariot: Found near Tom’s Diner. It represents moving forward, even if you’re not sure where you’re going.
- The Hermit: This one is out in Pacifica, tucked away near the Voodoo Boys' haunt. It’s all about introspection and solitude, which fits the isolated, abandoned vibe of that district perfectly.
- Strength: Located in the building where you first meet Panam. It's about courage and inner power.
- The Sun: Found on a wall near the tunnel entrance in the Little China area.
The pacing is weird. You might find fifteen of them in two hours and then spend another three hours hunting for the last five. Honestly, the best way to handle the Fool on the Hill Cyberpunk quest is to just leave it active in the background while you do other missions. If you see a blue box icon on your mini-map, stop the car. Just stop.
The Misty Connection and the Final Rewards
Once you’ve scanned all 20, you head back to Misty’s Esoterica. Misty is one of the few genuinely "good" people in Night City, and her dialogue during this quest is some of the best writing in the game. She explains that two cards are still missing: The Devil and The Judgment.
You can't find these in the open world.
They are tied to the endings. If you want the full set, you have to actually play through the final missions. The Judgment card appears right before the final boss fight in the Arasaka soul prison. The Devil is only accessible if you choose the Arasaka ending (the "Takemura" path). It’s a gut punch.
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The reward for the main quest is a Dreamcatcher that hangs above V’s bed. It doesn't give you +10% crit damage. It doesn't make your quickhacks faster. It’s just a memento. In a game about losing your soul to corporate greed and digital ghosts, having a small piece of "home" is actually worth more than a legendary pistol.
Pro-Tips for the Completionist
If you're going for the "The Wandering Fool" achievement, here is the reality:
- Check your verticality. Some cards are on the second floor of walkways or tucked behind trash heaps in alleys.
- Use the scanner. You don't "pick up" the cards. You scan them with your optics. If you're standing right in front of a mural and nothing is happening, make sure you're in scan mode.
- The Badlands cards are a trek. Don't go out there just for one card. Wait until you're doing the Panam questline to grab the ones near the trailer park and the solar farms.
The Fool on the Hill Cyberpunk quest isn't just a checklist. It's a tour of V’s fate. It forces you to look at the walls of the city and see the glitchy, digital mess that V’s life has become.
Actionable Next Steps for Players
- Start Early: Grab the first card outside V's apartment as soon as Act 2 begins to trigger the quest dialogue with Victor and Misty.
- Pair with Gigs: Whenever you accept a Fixer contract, check your map for nearby Tarot icons. This saves hours of mindless driving later.
- Prioritize the North Oak Mural: It’s located at the high-end villas. The view is incredible, and it’s one of the easiest ones to miss because players rarely go up there unless prompted.
- Wait for the Ending: Don't freak out when your quest log says 20/22. The final two are narrative-locked and will appear naturally as you reach the game's climax.