As someone who has spent way too many hours in Night City, I can tell you that Phantom Liberty’s gigs are some of the best-written side jobs in the game. One that keeps coming up in my own playthroughs and in forums is Waiting for Dodger. It tasks you with helping two criminal cops inside Dogtown, and while it isn’t a very long mission, the final decision can honestly change what you walk away with. I’m here to break it all down, including how to keep everyone breathing if that’s your style.

How to Start Waiting for Dodger
You can kick off the gig by hopping into the passenger seat of a car parked just outside Dogtown’s entrance gate. A woman inside gives you the rundown, and honestly, the setup feels a little shady right from the jump. After that, follow the in-game waypoints across the street to Dodger’s base. It’s basically right around the corner, so no need to wander half the district.

Finding Bill and Charles
Your targets are tucked away in the basement. Head to the building’s first floor and look for an elevator near the southwest corner. This is where patience pays off. Distractions and non-lethal takedowns are your best friends. Trying to shoot your way through early is a fast ticket to losing the peaceful ending, so save often and keep a manual save before entering each new area.
Once you reach the basement, take down the one enemy guarding the area quietly, then interact with the door to start a conversation with Bill and Charles. Help them open the door and follow along as they explain their mess. After that, escort the officers toward the building’s garage. You’ll run into several groups of hostiles along the way. Keep using stealth—non-lethal takedowns and quick distractions are the name of the game.
There’s also a locked door along this section. Follow the wires to an electric box and override it to pop the door open. Just beyond that door, you can grab the Volkodav Iconic Machete from a case. Don’t sleep on it; it’s a solid melee pickup even if you aren’t running a blade build.

The Garage Confrontation and All Outcomes
This is where things get spicy. Dodger shows up and wants to know what’s really going on. You have three general stances to pick from:
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Tell him the officers are telling the truth.
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Tell him the officers are lying.
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Skip the chatter entirely and draw your weapon.
What actually matters, though, is whether you killed anyone after entering the base. If you’ve kept a zero-kill run going, you can talk your way out and everyone walks away alive—even if Dodger gets a good laugh out of the whole thing. But if any enemies died earlier, or you just pull iron immediately, the meeting turns into a firefight.
When the shooting starts, beat Dodger and his crew—they’re not too rough if you’ve invested in any decent combat skills—then loot the Rosco Iconic Power Revolver from his body. The gunfight is pretty manageable, especially with a few quickhacks or a solid shotgun.
Here’s a quick breakdown to keep it straight:
| Choice | Zero kills? | Result |
|---|---|---|
| Truth or Lying dialogue | Yes | Peaceful exit, everyone lives, no Rosco |
| Truth or Lying dialogue | No | Gunfight, Rosco Iconic Power Revolver loot |
| Draw weapon | Any | Gunfight, Rosco Iconic Power Revolver loot |

Long story short, there are only two possible conclusions: either everyone leaves the garage alive, or Dodger and his crew end up dead. Choosing violence nets you the Rosco revolver, which is a nice bonus if you love power pistols. But playing peacemaker can feel like the cleaner fixer move, especially when the whole point was to extract the cops quietly.

If you want access to all endings at the final scene, my biggest tip is simple: don’t kill anyone once you step inside the base. Use stealth, non-lethal takedowns, and manual saves so you can reload if something goes sideways. That way you can see both the peaceful handshake and the guns-blazing alternative without replaying the entire gig from scratch.