Cyberpunk 2077 Iconic Weapon Locations: All 46, by How You Get Them

There are 46 iconic weapons in Cyberpunk 2077 and only one of them arrives by walking into a shop and paying for it. The rest are attached to something you do: a body you loot on a main job, a favour you finish for somebody on a side job, or a crafting spec that only drops from a suspected organised crime activity in one particular neighbourhood. That is the useful way to sort them, because it tells you whether a gun you want is still reachable in your save or whether the quest that carried it has already closed behind you. Sorting them any other way produces an alphabetical list of names, which is what everybody already has.

What makes a weapon iconic

An iconic weapon carries a unique perk that no ordinary version of that gun has, and it cannot be replaced from a vendor. You get a blueprint with it, which means you can recraft it at a higher tier later, and crafting a better copy consumes the one you are holding. Iconic gear is also the one category the game will not let you undo: sell it or break it down and it is gone. That matters more than the perk lists, because the temptation to clear inventory space is strongest in the first act, which is when most of these are still ahead of you.

Eighteen from the main story

WeaponJobWhere exactly
KongouThe HeistYorinobu's penthouse, near the table in his room
SatoriThe HeistIn the vehicle on the AV landing pad
ChaosThe PickupOff Royce, the Maelstrom boss, if you kill him
Sir John PhallustiffThe PickupOffered by Meredith Stout after the one-night stand
LizzieThe Space In BetweenLizzie's basement
CottonmouthThe Space In BetweenOn the bed while you interrogate Fingers
Second OpinionAutomatic LoveMaiko's office
MoxAutomatic LoveOr handed over by Judy if you romance her
Cocktail StickAutomatic LoveThe Clouds doll room, beside Evelyn's jacket
GenjirohPlay It SafeA locked room, terminal code 2906
Jinchu-MaruPlay It SafeDropped by Oda
Widow MakerGhost TownLooted from Nash
Plan BPlaying for TimeOn Dex's body
Prototype: Shingen Mark VGimme DangerShipping container 667 in the warehouse loading bay
AmnestyWe Gotta Live TogetherWin Cassidy's bottle shooting challenge
PrejudiceFor Whom the Bell TollsBehind the bar
The Caretaker's CyberspadeKnockin' on Heaven's DoorLean on the tree by the conference table
PrideKnockin' on Heaven's DoorNear where a significant character dies

Three of those rows sit somewhere else in our older list, which filed Sir John Phallustiff under side jobs and Plan B and Mox under random loot even though its own descriptions put all three in main jobs. They are in the main story table here because that is what the text says. Two of them are worth flagging separately: Chaos only exists if you shoot Royce rather than talk your way out of The Pickup, and Mox arrives early if Judy hands it to you and late if she does not.

Eighteen from side jobs

WeaponSide jobWhere exactly
Malorian Arms 3516Chippin' InFrom Grayson
Doom DoomSecond ConflictLoot Dum Dum in Totentanz, only if he survived The Pickup
Gold-Plated Baseball BatSecond ConflictBy the pool at Denny's villa
Problem SolverRiders on the StormDropped by an enemy in the Wraith camp
OverwatchRiders on the StormReward for getting Saul out
ArchangelOff the LeashGiven to you by Kerry
CrashFollowing the RiverGiven to you by River at the water tower
TsumetogiPiscesThe room where you meet Maiko and Tyger
ScalpelBig in JapanFrom Dennis at the Afterlife
FenrirLosing My ReligionA table near the monk you are rescuing
ApparitionWar PigsFrank's corpse
La Chingona DoradaHeroesThe offerings table from the ceremony
Divided We StandStadium LoveWin the shooting contest, or loot the Sixers
Tinker BellThe HuntUnder the tree closet by Peter Pan's house
StingerI'll Fly AwayCompletion reward
Ozob's NoseSend in the ClownsCompletion reward
O'FiveBeat on the Brat: Champion of ArroyoCompletion reward
SkippyMachine GunOn the ground during the job

Two of these have a condition attached that closes early. Doom Doom needs Dum Dum alive, which is decided hours earlier at the Maelstrom meet, and Overwatch needs Saul to come out of the Wraith camp, which is decided in the moment. Skippy is the odd one out of the whole set: it scales to your level rather than to a tier, and it talks.

Nine you have to craft, and the perk that gates all of them

This is the group most people miss, because nothing in the world points at it. Nine iconics exist only as crafting specs, every spec drops from a suspected organised crime activity in a named neighbourhood, and none of them can be built until Edgerunner Artisan is unlocked in the skill tree. If you are hunting the full set, unlock that perk before you start clearing hustles, because the spec is the drop and the gun is your own work afterwards.

WeaponSpec drops from
Ba Xing ChongAdam Smasher's vault during Nocturne Op55N1
Comrade's HammerSuspected organised crime activity, Rancho Arroyo
SovereignSuspected organised crime activity, Japantown
The HeadsmanSuspected organised crime activity, North Oak
YinglongSuspected organised crime activity, Wellsprings
BreakthroughSuspected organised crime activity, Rancho Coronado
Moron LabeSuspected organised crime activity, West Wind Estate
BuzzsawSuspected organised crime activity, Northside
Psalm 11:6Suspected organised crime activity, Northside

Two of the nine are worth a second look before you go. Northside appears twice on that table, once for Buzzsaw and once for Psalm 11:6, which our source states plainly and which is worth checking on the ground rather than assuming one of the entries is a slip. And Ba Xing Chong is filed here rather than under the main story because the vault visit only gives you the spec: the shotgun itself is crafted afterwards, with the same perk requirement as the other eight. It is also the weapon our best weapons ranking puts at number one, and the Adam Smasher boss guide is how you reach it.

The one you buy

Dying Night is a Power pistol sitting in the 2nd Amendment gun shop in V's own apartment building, and the man behind the counter will tell you it is ready before you have done anything to deserve it. It is the first iconic most players own and the one entry on this page that costs eddies rather than effort, though our older list notes in passing that some iconics can be bought from vendors without naming any others, so treat it as the documented purchase rather than the only possible one. It also makes a reasonable early benchmark: if a gun you find is not clearly better than Dying Night, it is not worth the carry weight.

Where our two weapon pages disagree

Our best weapons guide lists five iconics to pick up early and puts two of them in different rooms from this page. It places Lizzie in Lizzie's Bar during Automatic Love, while this page has it in the basement during The Space In Between, and it places Satori on the penthouse roof during The Heist, while this page puts it in the vehicle on the landing pad. Both quests visit both places, which is probably how the drift started. Where the two disagree, this page is the one whose subject these weapons are, so take these locations and treat the other as a summary. Our main Cyberpunk 2077 guide arranges every page we hold on this game by the bill it helps you avoid.

FAQ

How many iconic weapons are in Cyberpunk 2077?

Our list holds 46: eighteen from main jobs, eighteen from side jobs, nine crafted from hustle specs and one bought from the shop in V's apartment building.

Can you miss iconic weapons in Cyberpunk 2077?

Yes. Chaos needs Royce dead, Doom Doom needs Dum Dum alive and Overwatch needs Saul rescued, and each of those is decided during the job rather than after it.

Can you sell or dismantle an iconic weapon?

You can, and you should not. Iconic gear cannot be recovered once it is sold or broken down, and no vendor stocks a replacement.

What perk do you need to craft iconic weapons?

Edgerunner Artisan. All nine craftable iconics need it, and without it a spec you have already looted sits in your inventory doing nothing.