Technical Ability/Dialogue choices

Unique Dialogue Choices And Other Options
In Cyberpunk 2077, if you have into the right amount of skill, unique dialogue choices can show which reveals new dialogue options.

Act 1

 * The Information (5) - V can recognize the top-shelf hardware Judy Alvarez is using: Sensory sig amps, acoustic and emotive wave monitors. V also recognize the expression translator from Fuyutsuki Electronics, and comments negatively about the matrices on that series.
 * The Pickup
 * (6) - After noticing that Jackie got a new Arch Nazaré, V can suggest some bike modifications to Jackie. This will cause Jackie to modify his vehicle.
 * (6) - V can identify some Militech weaponry and mines.
 * (7) - V can disarm Militech weaponry and mines, and override turrets.
 * (6) - After Dum Dum gives a showcase of the Flathead, V can note that Raven's not the dedicated control unit for the Flathead, which Dum Dum will state it's Maelstrom's own version.

Act 2

 * Automatic Love
 * (5) - V can access Clouds' grade door and electrical grid before the VIP area.
 * (5) - V can open Clouds' grade door in the staff area.
 * (7) - V can open Clouds' door in the staff area.
 * The Space in Between
 * (5?) - V can open the window into the Finn Gerstatt's clinic, to meet Fingers in middle of a patient's procedure.
 * (5?) - V can notice that the faceplate of a patient is damaged, or that Fingers sells rot, if Fingers is caught in middle of a procedure (requires force open the clinic door with 7 Body).
 * (5) - V can accuse Finn Gerstatt of installing faulty implants.
 * Disasterpiece (9) - V can open door when searching for Evelyn Parker.
 * M'ap Tann Pèlen (5) - V can notice that the van pointed out by Placide is definitely a custom job. Placide will point out that it's just a way for V to say that also doesn't know from where the "kamyonét" comes from. V will respond that is only trying to piece the facts together.
 * I Walk the Line (10) - V can open grade gate at the Grand Imperial Mall.
 * Lightning Breaks
 * (8) - V can ask Panam Palmer if she wanna use an EMP to bring down Anders Hellman's AV.
 * (5?) - V can guarantee that the personal link's connection is secure, despite the error when trying to connect with Panam's car's turret.
 * (8?) - V can conclude, by the Panam Palmer's explanation about the power station antennas, that we can set off a chain reaction, making each antenna emit a massive EMP burst right when Anders Hellman's AV flies over.
 * (8?) - V can volunteer to kick the transformers out of wrack, to make things go faster.
 * Gimme Danger
 * (6?) - V can point out to Johnny Silverhand that Goro Takemura's plan could still be dangerous.
 * (6) - V can open door at Arasaka Industrial Park.
 * Play It Safe
 * (6) - V can detach catwalk segments.
 * (6) - V can detach catwalk segments.
 * (11) - V can open door to the room that contains Genjiroh, on floor 21.

Act 3

 * We Gotta Live Together (7) - V can ask Mitch Anderson if the Afterburn the Aldecaldos fitted in the Militech Basilisk is standard nitro or military-grade. Mitch will respond that standard won't be able to move the Basilisk, and that cram military hardware into a panzer is small beans compared with the tricks he and Scorpion pulled during the war.

Gigs and Side Jobs

 * With a Little Help from My Friends (3) - V can open door to enter the control tower before Panam do it.
 * Bullets (8) - V can recognize Melissa Rory's Higurashi 20-13 Mantis Blades, and knows that the Higurashi 20-13 line was pulled off the market in 2069.
 * Ex-Factor (9) - V can comment that there is no way Judy Alvarez cracked Clouds lock open on her first time, and ask if she know how to get around their systems. Judy will respond yes, and that she was right about hoping they hadn't run any updates since she left.
 * Coin Operated Boy
 * (3) - V can tell the clerk that he has no idea what he tinkerin' with, say that Brendan is special, almost a miracle of science, that bet the clerk has never com accross a machine with that kinda cognitive matrix, and start comment about Breand's AI. The clerk will interrupt V and allows V inside his shop, trusting V's knowledge and that V won't break anything, and tell V to check the "little miracle" Brendan while it's firmware in being updated.
 * (10) - V can open the gate to meet Brendan.
 * (4) - V can tell Brendan that know it is not an actually Artificial intelligence, or at least not anywhere close to an AGI, because Brendan's processor just isn't big enough for the processing power required to handle an AI with the capacity of free will. Brendan will respond that V is correct, and must be a pretty good techie. V will then comment that the code-monkey who made Brendan deserves a prize for Brendan being the best convo-emulating V has ever interacted with, and that Brendan almost fooled V. Brendan will notice that V seems slighty disllusioned, and V will commment about who else could say their friend was a S.C.S.M., and how it was almost crazy enough to be beautiful.
 * Riders on the Storm (9) - V can open sewer grade to enter the Wraiths' main building.
 * Violence (10) - V can open open door at the Riot.
 * Don't Lose Your Mind
 * (5) - V can open grades in Delamain HQ garage.
 * (8) - V can open side door to access the Delamain HQ office.
 * Dream On (10) - V can fix smart glass screen at Peralez's apartment.
 * The Hunt (12) - V can open the side door to access the Night City Police Department.
 * Pyramid Song (6) - V can ask Judy Alvarez how do she blend two separate experience tracks.
 * These Boots Are Made for Walkin' (3) - V can suggest Lana Prince shoulda started with the step motor, as it woulda been quicker to fix the Thorton Galena "Rattler". Lana will lament she replaced the entire throttle instead.
 * I Fought the Law
 * (9) - V can connect to access point in Red Queen's Race.
 * (3), (5) - V can open doors inside the Red Queen's Race.
 * Only Pain (20) - V can break in police car.
 * Gig: Hacking the Hacker
 * (3) - V can open vent at 6th Street's hideout.
 * (13) - V can override turret at Lucius' room.
 * Gig: Family Matters (5) - V can open Juliet's home's front door.
 * Gig: Greed Never Pays (5) - V can open door to Leah Gladen's apartment without using Wakako Okada's code.
 * Gig: Occupational Hazard (5) - V can open door at the Mox warehouse on Longshore North.
 * Gig: Until Death Do Us Part (6) - V can open door to the bathroom at top floor.
 * Gig: Catch a Tyger's Toe (6) - V can open door to the server room.
 * Gig: Monster Hunt (7) - V can open door in the way to the Ho-Oh club.
 * Gig: Rite of Passage (7?) - V can turn off cameras at the Maelstrom's ripperdoc clinic.
 * Gig: Bloodsport
 * (7) - V can turn off cameras at the Tyger Claws dojo on Brookland St.
 * (8) - V can open roof entrance to enter the Tyger Claws dojo on Brookland St.
 * Gig: For My Son (8) - V can open door inside the boxing club.
 * Gig: Freedom of the Press
 * (5) - V can disarm mines (called "IED - Improvised Explosive Device" by Max Jones).
 * (8) - V can open door to enter the old broadcast TV in Northside.
 * Gig: No Fixers (8) - V can disarm mines at Wraiths' territory.
 * Gig: An Inconvenient Killer (9) - V can open door to the elevator to the 7th Hell.
 * Gig: Bring Me the Head of Gustavo Orta (9) - V can open door to enter service room near Gustavo Orta's apartment.
 * Gig: Flying Drugs (10) - V can turn OFF the antenna's power.
 * Gig: Cuckoo's Nest (15) - V can open window to enter the psychiatric ward.
 * Gig: Old Friends
 * (8) - V can open door to enter a room in Karubo Bairei's dive. It's possible to force open the same door by having Body 12.
 * (16) - V can open back door to enter Karubo Bairei's dive.
 * Gig: Psychofan (17) - V can open door to apartment 1702.
 * Gig: Sr. Ladrillo's Private Collection
 * (5) - V can pretend to be at Dicky Twister to fix the sound system, to enter there for free.
 * (18) - V can open door to Sr. Ladrillo's office.
 * Gig: Guinea Pigs (19) - V can open door to Joanne Koch's apartment.
 * Gig: Woman of La Mancha
 * (6) - V can open door to Anna Hall's motel room.
 * (6) - V can open backdoor to motel instead of paying for room 203.
 * (6) - V can open door to room 203 if didn't pay.
 * (4) - V can open staff room on floor 1 to find out what happened to room 203's last resident.
 * Gig: Lousy Kleppers (10) - V can open two doors inside the facility.
 * Gig: Greed Never Pays
 * (5) – V can open one to the magazine in the Wired Head club.
 * (10) – V can open another door to the magazine in the Wired Head club.
 * Gig: Serious Side Effects
 * (5) - V can open doors on the second floor.
 * (12) - V can open doors outside.
 * (12) - V can open another doors inside, on the first floor.