Night City is loud. It’s a sensory assault of neon ads, screeching tires, and the constant hum of cyberware. But then you find yourself in a quiet, sterile room in Northside, standing over a man who has decided his own death is the only way to find peace. That’s the core of the Losing My Religion Cyberpunk quest. It’s short. Honestly, it’s over in about ten minutes if you’re rushing. Yet, years after the launch of Cyberpunk 2077, people are still debating the morality of what happens in that damp maelstrom of a warehouse.
It starts with a monk named Fenris. He’s distressed, which is an understatement considering his brother has been kidnapped by Maelstrom gangers. These aren't your run-of-the-mill thugs; they are "borged out" extremists who view the human body as a biological error. For a monk who believes in the sanctity of the natural flesh, what follows is a literal living nightmare.
The Brutal Irony of the Maelstrom Encounter
You meet Fenris near the docks. He tells you his brother, Namak, was taken. The catch? Fenris begs you not to kill anyone. He’s a pacifist. He believes that violence, even in the service of good, stains the soul. This is where the Losing My Religion Cyberpunk mission tests the player’s patience and their build. If you’ve spent the last twenty hours decapitating enemies with Mantis Blades, being told to "play nice" feels like a slap in the face.
The Maelstrom goons didn't just kidnap Namak. They began forcibly installing cyberware onto him. To a monk of their order, this is worse than death. It’s a violation of their fundamental religious identity. You find Namak in a warehouse, surrounded by gangers who are laughing about the "upgrades" they’re forcing onto a man who wants to remain pure.
The level design here is claustrophobic. You have crates, high catwalks, and plenty of shadows. If you want to honor the monk's request, you have to use non-lethal takedowns or quickhacks like Short Circuit or System Collapse. It’s tricky. One stray bullet to a red barrel and boom—you’ve failed the pacifist objective. Does it matter for the rewards? Not really. You still get the Fenrir power submachine gun—which is, ironically, one of the best early-game weapons for burning enemies alive. But it matters for the narrative.
📖 Related: Why Titanfall 2 Pilot Helmets Are Still the Gold Standard for Sci-Fi Design
Why the Fenrir SMG is a Contradiction
The reward for saving a pacifist monk is a gun that deals massive thermal damage. Think about that for a second. The game gives you a tool of extreme violence as a "thank you" for sparing lives. It’s classic CD Projekt Red storytelling. The weapon itself is a customized M-10af Lexington. It has a distinctive green glow and a high chance to apply burn.
- It has reduced recoil compared to the base model.
- The bullet spread is tighter.
- It looks like it was cobbled together in a basement, which it basically was.
Finding it is easy; it’s sitting right on a table near where Namak is being held. You don't even have to finish the quest to grab it. You can just walk in, loot the place, and leave. But most players stay for the dialogue.
The Philosophical Gut-Punch
When you finally free Namak, he isn't grateful. Not really. He’s traumatized. He’s covered in chrome he never asked for. If you killed the Maelstrom members, Namak will berate you. He’ll tell you that you’ve added more suffering to a world already drowning in it.
"You saved my life, but you destroyed my path," is the vibe he gives off.
👉 See also: Sex Fallout New Vegas: Why Obsidian’s Writing Still Outshines Modern RPGs
It’s frustrating. You put your life on the line, went out of your way to be "the good guy," and the victim calls you a murderer. But that’s the "losing my religion" aspect. It’s not just about the monks losing their physical purity; it’s about the player losing their moral North Star. In Night City, there is no such thing as a clean win. You either let a man be tortured, or you kill the torturers and become a monster yourself in the eyes of the person you saved.
Most players actually miss the nuance here because they’re too busy checking their inventory for the new SMG. But if you sit with the dialogue, you realize this quest is a microcosm of the entire game's theme. High tech, low life, and the complete erosion of traditional values.
Exploring the Technical Side of the Mission
From a gameplay perspective, Losing My Religion Cyberpunk is an early-game quest (Side Job). It triggers after you finish "The Ride." You’ll see a yellow exclamation mark in the Northside district of Watson.
If you are playing on the 2.0 or 2.1 patches, the enemy AI is much sharper. They will spot you through gaps in the machinery much faster than they did at launch. I recommend approaching from the roof. There’s a skylight that gives you a perfect vantage point to tag every enemy. If you're going for the pacifist route, use the "Cripple Movement" hack to keep them in place while you sneak up for a chokehold.
✨ Don't miss: Why the Disney Infinity Star Wars Starter Pack Still Matters for Collectors in 2026
Interestingly, if you talk to Fenris after the mission and you did kill everyone, the conversation is short and cold. If you spared them, there’s a slightly more contemplative exchange. Neither leads to a different physical reward, but the "hidden" reward is the satisfaction of actually roleplaying V as someone with a code.
The Real World Context of Cyberware and Faith
We often talk about "cyberpunk" as a genre of cool jackets and neon lights. But the Losing My Religion Cyberpunk quest taps into a real anxiety: the loss of the self. In the 2020s, we’re already seeing the beginnings of this with neural interfaces and advanced prosthetics. While we view these as medical miracles, there are religious groups today—like some traditionalist sects—that view any modification of the "divine image" as problematic.
In the game, the monks represent the last vestige of a world that cared about the soul. Maelstrom represents the future—a terrifying, soulless evolution where the flesh is just "meat" to be discarded. When you play this quest, you aren't just clearing a warehouse. You are choosing a side in a war for what it means to be human.
Most people just want the gun. I get it. The Fenrir is amazing. It shreds through Tiger Claw members like paper. But the next time you run through Watson, take a second to look at the monks. They are the only people in Night City not trying to sell you something or kill you. And in a world that cynical, that’s worth protecting, even if they hate you for how you do it.
Actionable Tips for Completing the Quest Properly
If you're jumping back into the game or starting a new save, here is how you handle this mission like a pro without messing up the "hidden" objectives.
- Check your weapon mods. If you're using a lethal gun but want the pacifist dialogue, equip a Pax mod. It makes your weapon non-lethal. It’s a lifesaver for these specific types of missions.
- Scan everyone first. There are about 4-5 Maelstromers in the main room. One of them usually has a heavy weapon. Take him out first using a non-lethal takedown from behind.
- Don't forget the Fenrir. It’s on the table right next to the monk. If you leave the area without it, you might have to backtrack, and sometimes the cell resets, making it a pain to find.
- Listen to the Brother. After you untie Namak, don't just sprint away. Follow him for a few steps and listen to his dialogue. It adds a lot of flavor to the Watson district lore.
- Use the environment. There are several security cameras. Hack them to "Friendly Mode" or turn them off. If the cameras see you, the gangers will go into a combat state, making a stealthy, non-lethal run much harder.
Night City doesn't give many chances to feel like a hero. This quest is one of the few moments where you can actually try—even if the results are messy, complicated, and a little bit heartbreaking. It’s the definition of the genre.