You’re driving through the badlands, or maybe just tearing through the neon-soaked gutters of Night City, and your phone buzzes. It’s Kerry Eurodyne. If you haven't met him yet, he’s the guy who used to play guitar in Samurai alongside Johnny Silverhand. He's old now, but he’s rich, miserable, and currently obsessed with a group of J-Pop stars called Us Cracks. This is how Cyberpunk 2077 Rebel Rebel kicks off, and honestly, it’s one of the most refreshing breaks from the "save the world" stakes of the main narrative.
It’s personal. It’s petty. It’s rock and roll.
Most people play through the main quest and forget that the heart of Cyberpunk 2077 isn’t just the biochip melting your brain. It’s the people left behind by the legends. Kerry is a relic. He’s a man out of time, living in a mansion that feels more like a mausoleum than a home. When he asks you to help him blow up a equipment truck belonging to a girl group, you realize this isn't about corporate espionage. It’s a mid-life crisis with high-explosives.
What Actually Happens in Rebel Rebel?
The mission starts with a text or a call. You meet Kerry at a roadside diner out in the sticks around 12:30 AM. Don't show up at noon; he won't be there. He’s sitting there, looking like a disaster, planning a literal highway robbery. He wants to stop a van carrying equipment for Us Cracks because they’re doing a cover of one of his old songs. He thinks they’re "soul-sucking corporate puppets." Johnny, residing in your head, is loving every second of this.
You’ve got to lay down some stingers—spikes to pop the tires. You hide. You wait. When the van hits the spikes, you don't just shoot everyone. You’re there for the gear. Kerry makes the roadies get out, tosses them some "hush money," and then hands you a grenade.
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This is the peak of the quest. You throw the grenade. The van goes up in a beautiful, oily fireball.
Then the cops show up.
The police chase in Cyberpunk 2077 Rebel Rebel isn't scripted to be impossible, but it can get hairy if you’re playing on Very Hard. You have to lose the NCPD before Kerry will even talk to you. Once the heat is off, you drive him to a quiet spot, and you get a real moment of clarity. He’s not just mad at the girls. He’s terrified of being irrelevant. It’s a deeply human moment in a world made of chrome and plastic.
The Tricky Parts Most Players Miss
A lot of players struggle with the timing. Kerry is finicky. If you’re rushing through the "Chippin' In" or "Blistering Love" questlines, sometimes the trigger for "Rebel Rebel" feels like it takes forever to pop. You basically need to wait about 12 to 24 in-game hours after finishing "A Like Supreme."
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- The Stingers: Don't place them too early. Wait for the prompt.
- The Van: If you accidentally kill the roadies, Kerry gets annoyed, though it doesn't "fail" the quest. It just changes the vibe.
- The Escape: Night City's pathfinding for cops can be weird. Head for the hills or find a tunnel.
The dialogue choices here matter more for your relationship with Kerry than for the game's ending. If you want to pursue a romance with him (which is only available if your V has a masculine body type and voice), you need to be supportive of his chaotic energy here. Don't tell him he's being a "crazy old man," even though he totally is.
Why This Quest Matters for the Lore
Kerry Eurodyne represents the "Sellout." That’s the label Johnny slapped on him decades ago. While Johnny died in a blaze of (supposed) glory at Arasaka Tower, Kerry stayed behind and became a superstar. He has the money. He has the fame. But Cyberpunk 2077 Rebel Rebel shows us that he has zero peace.
By helping him sabotage Us Cracks, you aren't just doing a favor for a friend. You're participating in the cycle of "The Rebellion" that Night City thrives on. The irony? Us Cracks actually respects Kerry. They aren't the villains he thinks they are. This sets up a later quest, "I Don't Wanna Hear It," where you realize the "corporate puppets" are actually just fans who want to collaborate.
It’s a lesson in perspective. Kerry sees a war. The girls see a business opportunity and a chance to honor a legend. V is just caught in the middle, holding the explosives.
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Technical Requirements and Rewards
You don't get a massive pile of Eurodollars for this. You get something better: Street Cred and progression toward Kerry's final arc. If you're looking to 100% the game or get the "Cerebral" achievements related to side stories, you cannot skip this.
- Level Recommendation: 25+. The cops can be tough if your armor is low.
- Prerequisites: Complete "A Like Supreme" and wait for the call.
- Key Item: You'll need some basic grenades, though Kerry usually provides what's necessary for the van.
Making the Most of the Rebel Rebel Experience
To get the full emotional weight of this mission, pay attention to Johnny Silverhand. Throughout the quest, Johnny will lean against walls, smoking, giving you his trademark cynical commentary. He’s proud of Kerry in this moment. For the first time in fifty years, Kerry is doing something "Samurai."
If you want the best outcome, play it cool. Don't judge the old rocker. Drive the car well. Most importantly, when the van explodes, take a screenshot. The lighting in the Badlands during this mission is some of the best the REDengine 4 ever produced.
Next Steps for Your Playthrough:
Check your quest log for "A Like Supreme" if "Rebel Rebel" hasn't triggered yet. If you've finished it, use the "Skip Time" feature in the main menu to jump forward 24 hours. Drive around the North Oak area; sometimes being in Kerry's neighborhood forces the game script to check for the next quest trigger. Once you finish the van sabotage, keep your phone open for the follow-up, "I Don't Wanna Hear It," which shifts the story back into the heart of the city's music scene.