Key takeaways
- The No-Tell Motel is in Kabuki, Watson, on Titan Street.
- Its main story appearance is room 204, where V meets Dexter DeShawn during The Heist.
- Venus in Furs uses room 6 on the first floor, but only if Meredith Stout survives the appropriate branch of The Pickup.
- Violence uses room 210, where V meets Lizzy Wizzy The door is normally mission-authorised rather than freely open.
- The motel has no confirmed permanent vendor, ripperdoc, stash, purchasable apartment or regular fast-travel point inside the building.
- The motel is distinct from the Dewdrop Inn, the Unnamed Northside Motel, and the various Badlands motels.
About this guide
Scope: Cyberpunk 2077 base game, including content introduced in later base-game patches. Phantom Liberty is mentioned only where it changes the timing or availability of a related activity. Spoilers: This guide contains major spoilers for The Heist, The Pickup, Venus in Furs and Violence.
Overview
The No-Tell Motel is a small but unusually important location in Kabuki, Watson. It is not a broad explorable district or a motel complex with a large collection of independent facilities. Its meaningful scope is the motel building, its entrance and immediate exterior, its numbered rooms, and the mission scenes staged there.
The motel’s importance comes from its role as neutral ground. V visits it at several turning points in the story: first to meet Dexter DeShawn after the Konpeki Plaza heist, later to meet Meredith Stout if the right outcome was achieved during The Pickup, and eventually to meet Lizzy Wizzy during Violence. The building is therefore more significant as a recurring narrative location than as a place filled with combat, loot or ordinary services.
In practical terms, the No-Tell is a mission location rather than a conventional player home. Its rooms can be inaccessible before or after their associated missions, and the game does not treat it as a normal hotel where V can freely rent a room. Claims about a general motel booking system or permanent room access usually refer to mods, other motels, or player experimentation rather than the unmodified base game.
Where it is
The No-Tell Motel stands in Kabuki, the dense northern Watson sub-district dominated by markets, narrow streets, stacked buildings and Tyger Claw influence. It is on Titan Street, close to the main Kabuki road network and within easy walking distance of the Kabuki Central fast-travel point.
A guide to the location places the motel directly opposite the Kabuki Central fast-travel point, making that node the simplest route for most players.
The most practical approach is
- 01Fast-travel to Kabuki Central.
- 02Face towards the street opposite the fast-travel terminal.
- 03Look for the motel’s neon signage and low, weathered frontage.
- 04Enter through the main entrance when the relevant mission marker is active.
What belongs to the location
It does not include the wider Kabuki market, the surrounding shops, nearby alleys, or every building visible from the road. Those are neighbouring Kabuki locations rather than parts of the motel.
What it should not be confused with
---
The No-Tell is a cramped, run-down urban motel with several floors of rooms connected by corridors and stairs. Its visual identity is built around stained walls, neon, graffiti, cheap room fittings and a general lack of privacy. It is deliberately less polished than corporate hotels such as the Konpeki Plaza.
Reference material describes the motel as a five-storey establishment managed by an AI and used for discreet meetings, including meetings involving joytoys and clients. The game itself does not turn this background into a major simulation system, however. Most of the motel’s rooms are either locked, empty or only fully dressed for a particular mission.
Several other motel-like locations can cause confusion
| Name | Details |
|---|---|
| Dewdrop Inn | A separate motel in northern Arroyo. It is associated with missions including Serious Side Effects and has its own room layout and 6th Street presence. |
| Unnamed Northside Motel | A different Watson motel on Martin Street in Northside. It is associated with Mike Galleck, Hwangbo Dong-Gun and other encounters, not with Dexter’s meeting in The Heist. |
| Badlands motels | Locations such as the motel used during Gig: Trevor’s Last Ride are separate buildings with different layouts, factions and objectives. |
| Phantom Liberty staging areas | Some later mission guides may mention the No-Tell Motel while discussing expansion content or timing, but that does not turn the motel into a Dogtown location. |
Named interior areas
The following are the verified named or functionally distinct areas most relevant to the base game:
The room numbering is not always presented consistently by guides because the building’s numbering, floor descriptions and mission scripting can vary depending on the version of the game and the point at which the player visits. The mission identifiers are more reliable than attempting to infer a complete floor plan from inaccessible doors.
---
Room 204: Dexter DeShawn’s meeting room
Room 204 is the motel’s most important story room. During The Heist, V and Jackie Welles return from Konpeki Plaza and meet Dexter DeShawn here. Dex intends to settle the operation, discuss the stolen Relic and deal with the consequences of the failed heist.
The scene establishes the motel as a place where people conduct sensitive business away from the public eye. It also leads directly into one of the game’s defining betrayals. The meeting ends with Dex shooting V, after which the Relic’s emergency functions begin the process that allows Johnny Silverhand’s engram to take hold in V’s nervous system.
Walkthrough references identify room 204 as Dexter’s meeting room.
After The Heist
Room 204 may later be inaccessible or appear to lack its original mission dressing. This is a progression-state change, not evidence that the room belongs to another motel. Players revisiting the building often encounter locked doors or altered room details because the game loads mission interiors and authorisations according to the current quest state.
Do not assume that every locked door in the motel has a key, hidden terminal or loot cache. Many are simply unused or mission-specific spaces.
The mission route is straightforward
- 01Complete the Konpeki Plaza section of The Heist.
- 02Leave the hotel and follow the post-heist instructions.
- 03Travel to the No-Tell Motel.
- 04Enter the building and go to room 204.
- 05Speak with Dexter DeShawn and complete the cutscene.
Room 6: Meredith Stout’s room
Room 6 is used by Meredith Stout in the optional side job Venus in Furs. The mission becomes available only after a particular outcome in The Pickup:
When the job is active, the objective directs V to the first floor and room 6. Meredith is waiting inside. The encounter can become a sexual encounter, and afterwards V can collect the unique melee weapon Sir John Phallustiff from the room.
PowerPyx identifies the location as room 6 on the ground floor and lists Sir John Phallustiff as the reward. PC Gamer likewise places Meredith in room 6.
Missability
Venus in Furs is missable. It is not enough to visit the No-Tell Motel or complete The Pickup. The necessary Meredith branch must be preserved.
The exact timing of the message is not immediate. Continue playing and check the message section of the Journal if the mission does not appear straight away.
Reward
The weapon’s availability may be affected by the game’s nudity or censorship settings. Some guides report that the displayed item can be replaced by a less explicit weapon presentation in censored configurations.
Reward
| Reward | How to obtain it |
|---|---|
| Sir John Phallustiff | Complete the Meredith encounter in Venus in Furs and loot the weapon from the room afterwards |
Room 210: Lizzy Wizzy’s meeting room
Room 210 is used by Lizzy Wizzy in the side job Violence. The mission arrives after a period of progression following Search and Destroy, when V receives an anonymous message asking for a meeting at the No-Tell Motel.
The room is on an upper floor. When the mission is active, V meets Lizzy, a famous musician whose body is almost entirely chrome. She hires V to investigate whether her manager and partner, Liam Northom, is betraying her.
The motel section consists mainly of conversation and briefing:
The motel is therefore the starting point and, depending on the player’s choices, the return point for the job.
The locked-door problem
Room 210 normally displays an authorisation restriction when Violence is not active. There is no generally available key that allows the player to open it at any time. If the room says that no authorisation is found, check that:
The mission-specific authorisation is the intended way into the room.
The return visit
If V tells Lizzy the truth about Liam, she may later ask V to return to the motel. This produces a further room scene and changes the outcome of the job. The return visit is part of the mission’s branching resolution rather than a general repeatable activity.
---
Room 210: Lizzy Wizzy’s meeting room: steps
- 01Receive the anonymous message.
- 02Travel to the No-Tell Motel.
- 03Enter the authorised room, identified by guides as room 210.
- 04Speak with Lizzy.
- 05Travel to the Riot nightclub to investigate Liam.
- 06Return to Lizzy and resolve the consequences of the investigation.
The Heist
Type: Main Job Associated character: Dexter DeShawn Motel use: Room 204
The No-Tell Motel appears near the end of The Heist, after the Konpeki Plaza operation goes wrong. It is the last quiet meeting point before the story pivots into V’s survival crisis.
The motel itself contains no boss fight or conventional combat sequence during this visit. The threat is narrative: Dex’s betrayal and the immediate consequences of the Relic.
The Pickup
Type: Main Job Associated character: Meredith Stout Motel use: Later consequence, not the main meeting
The Pickup does not primarily take place at the No-Tell Motel. Instead, choices made during The Pickup determine whether Meredith later uses the motel for Venus in Furs.
The important outcome is that Meredith remains in control of the Militech side of the situation and later contacts V. The player should speak to Meredith before entering the All Foods factory if they want to preserve the full branch.
Venus in Furs
Type: Side Job Associated character: Meredith Stout Motel use: Room 6
This is the motel’s most direct optional reward encounter. It is short, heavily dependent on an earlier quest branch, and easy to miss on a first playthrough.
The main practical reason to complete it is Sir John Phallustiff, a unique melee weapon. It is not necessary for the main story, but players collecting unique weapons should complete the encounter before leaving the room.
Violence
Type: Side Job Associated character: Lizzy Wizzy Motel use: Room 210
Violence begins and can later return to the motel, but most of the investigative work happens at Riot. Its important choices concern how V handles the evidence about Liam and what V tells Lizzy afterwards.
The motel sequence is primarily dialogue-based. The combat, stealth and hacking possibilities belong to the Riot section, not the No-Tell itself.
---
Residents
No permanent named resident of the No-Tell Motel is verified in the base game. The motel contains ambient figures and mission-specific people, but these should not automatically be treated as residents.
Visitors and story-associated characters
Dexter and Jackie are present because of The Heist. Meredith and Lizzy are temporary occupants for their respective missions. Their appearances do not establish ownership or permanent tenancy.
Visitors and story-associated characters
Factions
No gang is confirmed as the motel’s permanent controlling faction. Kabuki has a strong Tyger Claw presence, but the motel itself should not be described as a Tyger Claw headquarters or controlled safehouse without stronger evidence.
The building’s function is closer to neutral criminal infrastructure: somewhere people can meet privately, rent or occupy rooms, and avoid questions. That role explains why fixers, corpos, celebrities and mercenaries can all use it without the game requiring one faction to own the entire site.
---
Confirmed services
The motel does not function as a standard player apartment. There is no verified permanent:
Mods may add rentable rooms, sleeping, showering, wardrobes or other interactions. Those additions should not be confused with the base game. For example, a mod page specifically advertises a rentable No-Tell room and custom room functionality, demonstrating that these are modifications rather than ordinary vanilla features.
Items
The most important fixed item associated with the motel is:
Other room contents, loose loot and environmental pickups can vary with mission state and game version. No comprehensive, authoritative base-game directory confirms a unique set of collectible shards, iconic weapons or cyberware permanently hidden throughout the motel. Do not treat ordinary room clutter or random loot as a guaranteed motel reward.
---
For a first visit, use this route
- 01Start at Kabuki Central. This is the clearest nearby navigation reference.
- 02Approach the neon motel frontage. The entrance is on the street-facing side.
- 03Check the lobby before forcing doors. If a mission is active, its marker should lead you to the correct floor.
- 04Use the mission objective rather than room numbers alone. Room authorisation is quest-driven.
- 05Search the active mission room after dialogue ends. This is especially important in Venus in Furs, where Sir John Phallustiff can be collected after the encounter.
- 06Do not waste time hunting for universal keys. Locked rooms are generally unused or progression-gated.
- 07Revisit only with a reason. The motel has little repeatable gameplay once its associated missions are complete.
Completion checklist
---
The No-Tell Motel expresses one of Cyberpunk 2077’s recurring ideas: privacy is a service that can be bought, but it is never guaranteed. The name promises discretion, yet the building is visibly shabby, heavily marked and exposed to the surrounding city. Its privacy is social and transactional rather than physical.
It is also a useful contrast with the Konpeki Plaza. Konpeki represents corporate luxury, surveillance and controlled access. The No-Tell is cheap, anonymous and improvised. Both locations are used for confidential meetings, but one protects secrets through wealth and security while the other protects them through neglect and the willingness of its operators not to ask questions.
The mission title Venus in Furs is also a clear cultural reference to the Velvet Underground song and the novel by Leopold von Sacher-Masoch. The reference fits Meredith’s scene and the game’s habit of naming later missions after songs, books and cultural works.
The motel has appeared in Cyberpunk-related supplementary material, including Cyberpunk 2077: You Have My Word, although its role and continuity should be kept separate from the game’s playable layout. The in-game base location remains the Kabuki motel used by Dex, Meredith and Lizzy.
---
Can I rent a room at the No-Tell Motel?
Not in the unmodified base game. Mods can add room rental and apartment-style interactions, but those are not vanilla features.
Where is the motel?
It is in Kabuki, Watson, on Titan Street, close to the Kabuki Central fast-travel point.
Which room belongs to Dexter?
Dexter’s meeting during The Heist takes place in room 204.
Which room is Meredith in?
Meredith uses room 6 during Venus in Furs.
Which room is Lizzy Wizzy in?
Lizzy Wizzy is met in room 210 during Violence.
Why is room 210 locked?
It is normally authorised only when Violence is active and its objective directs V to the room. Visiting early does not provide a general key.
Can I get Sir John Phallustiff without romancing Meredith?
The weapon is tied to the Venus in Furs encounter and is obtained from the room after the meeting. The mission requires Meredith’s branch from The Pickup, but the game’s scene and reward are not dependent on V’s gender.
Is the No-Tell Motel a Tyger Claw base?
No confirmed source establishes it as a Tyger Claw headquarters. Kabuki has Tyger Claw activity, but the motel is best treated as a neutral, commercially operated meeting place.
---
The base game does not expose a complete official floor plan or a full public directory of every motel room. Room authorisations and interior dressing can change with mission state and game updates. Consequently, this guide records the verified mission rooms and practical facilities rather than claiming that every numbered door, background room or decorative object has been exhaustively catalogued.
A complete list of ordinary NPC names, every vending machine, all decorative storefronts visible beyond the motel frontage, and every minor environmental prop could not be verified from reliable accessible sources. Those omissions should not be read as proof that such details do not exist.
Sources
- No-Tell Motel | Wiki Cyberpunk | Fandom — cyberpunk.fandom.com
- Cyberpunk 2077: No Tell Motel Location - Twinfinite — twinfinite.net
- Dewdrop Inn | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Unnamed Northside Motel | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Las Palapas Motel (Highway 101) | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- The Heist | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Cyberpunk 2077 Venus in Furs Walkthrough — powerpyx.com
- How to romance Meredith Stout in Cyberpunk 2077 — pcgamer.com
- Violence | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Rent a Motel at Cyberpunk 2077 Nexus - Mods and community — nexusmods.com
- Can't Trigger the "Violence" mission for Lizzy! Why?? - Cyberpunk 2077 — gamefaqs.gamespot.com