Welcome to the best Hammer Build for Cyberpunk 2077 (Patch 2.31). This blunt weapon build makes you feel like the Juggernaut. It is built around Sasquatch’s Hammer, a boss weapon that hits harder than almost anything in the game and goes straight through armor.
The Hammer Build pairs Sasquatch’s Hammer with an invulnerable Militech Berserk, Quake ground slams and stacked damage reduction.
Table of Contents for the Hammer Build:
Strengths and Weaknesses list for the Hammer Build:
Strengths
Weaknesses
Cyberpunk 2077 Hammer Build Overview
This Cyberpunk 2077: Hammer Build is a pure bruiser. Most swings either kill an enemy outright or knock them flat, Quake slams the whole group to the ground, and when things get dangerous, Militech Berserk makes you invulnerable while your hammer swings cost no stamina at all. SMGs cover the moments when you need to move fast or reach something in the air.
Attributes – Hammer Build
Distributing Attributes correctly for the Hammer Build is important. Attributes delegate the direction of the build and give access to different tiers of perks depending on how many points you invest in each category.
The Cyberpunk 2077 Hammer Build’s Attributes are spread out between Body,
Technical Ability, and
Reflexes, all maxed, with
Cool taking the remaining points and
Intelligence staying at 3.
Hammer Build Start Attributes
At the start of the game, select the following Attribute allocation to give us the optimal start for the Hammer Build in Cyberpunk 2077.
| Attribute | Points | Description |
|---|---|---|
|
|
None |
|
Technical Ability |
+2 |
|
Reflexes |
+1 |
|
Cool |
None |
|
Body |
+4 |
|
Max Level Attributes
At max level, you want to have the following distribution of Attributes for the Hammer Build in Cyberpunk 2077:
20 Body
20 Technical Ability
20 Reflexes
18 Cool
3 Intelligence
Why 18 Cool? I barely use the Cool perk tree, but the attribute itself is worth it. Every point of Cool adds +1.25% Crit Damage, so 18 Cool is +22.5% Crit Damage on every hammer swing. On top of that, the Revulsor loses 0.25 seconds of cooldown per Cool point. Reflexes at 20 adds +10% Crit Chance in the same way.
Perks – Hammer Build Cyberpunk 2077
In this section of the Cyberpunk 2077 Hammer Build, I will explain the perks that we use for each attribute.
Perk Points: To get perk points, you can either simply level up or farm Perk Shards. Read our guide on all 13 Perk Shard Locations in Cyberpunk 2077, with map locations, screenshots, and the nearest fast travel point for each shard.
Spare Points: The bold perks are the core of the build, so pick them up before the non-bold ones. This build uses all 80 Perk Points available at level 60, including Ripple Effect as the last one. The perks marked as optional are for vehicle combat and utility grenades, so feel free to move those points elsewhere.
Body Perks
The Body Perk-Tree is the core of the Hammer Build. The right side is all Blunt Weapons, which covers the hammer, clubs and Gorilla Arms, and the middle gives us health regen and Adrenaline Rush. Max it out to 20.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The full health regen row.
Level 9 Perks
Level 9 opens the Blunt Weapon branch. Wrecking Ball is the gate, and the four perks above it all matter for a hammer.
Level 15 Perks
The big tier. Quake on the right, Adrenaline Rush in the middle.
| Perk | Description |
|---|---|
| Lower blunt stamina cost, +20% blunt attack speed, then the ground slam. Press it in the air or on the ground to slam down for big area damage. With the hammer it knocks enemies down almost every time. Max it out. | |
| A Quake performed from midair scales its area and damage with your fall speed and distance. The more air you get, the bigger the slam, so use the double jump and jump off ledges and rooftops onto your targets. | |
| +30 Stamina for every enemy hit by Quake. Pays for your next few swings. | |
Ripple Effect |
+15% Health for every enemy hit by Quake. One slam into a group of five refills most of your health bar. Needs both Calm Mind and Quake. |
| +35 max health, +20% to all health regen, then Adrenaline Rush itself. Health items also grant Adrenaline worth up to 50% of your max health, which soaks damage as a separate bar. | |
| A 3 second delay before Adrenaline starts decaying. Also required for Ripple Effect. | |
| Immunity to knockdown, blinding and movement penalties while Adrenaline Rush is active. That includes the hammer’s movement penalty. | |
| +20% movement speed and +10% damage while Adrenaline Rush is active. |
Level 20 Perks
Body is at 20, so we take two capstones.
Technical Ability Perks
The Technical Ability Perk-Tree does two jobs. The middle is Cyberware, because this build needs as much armor and damage reduction as it can install, which only works with License to Chrome and Edgerunner. The left side keeps your health items coming back.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The health item basics, plus one vehicle perk.
| Perk | Description |
|---|---|
| An extra Health Item charge and faster out of combat recharge. Required for everything above it. | |
| Faster Health Item recharge when you have only used one charge. | |
| The final charge of your Health Item heals for more. | |
Gearhead |
Vehicle health and vehicle-mounted weapon damage. Only matters in vehicle combat. |
Level 9 Perks
Cyberware scaling in the middle, healing and grenades on the left.
Level 15 Perks
Armor and Cyberware slots in the middle, the grenade line on the left.
| Perk | Description |
|---|---|
| +10% to all cyberware stat modifiers, +40 armor and an extra Skeleton slot. This is how we fit Dense Marrow, Rara Avis and the Universal Booster at once. Max it out. | |
| -15% cyberware cooldowns when all slots are filled, which means a faster Berserk. | |
| +15% duration for active cyberware, so Berserk lasts longer. | |
| An extra Hands cyberware slot. | |
| Explosions that hit enemies grant stacking movement speed and explosion damage. | |
| At five Pyromania stacks, the stacks are consumed to refill a grenade charge. | |
| Resistance to your own explosions. | |
| Mitigation chance per stack of Pyromania. | |
Built Different |
Unlocks the Cellular Adapter. Not a must-have; you can run one if you want. |
Flash Sale |
Double charges and recharge rate for Flash, Smoke and Recon grenades. Only useful if you carry one of those. |
Level 20 Perks
Two capstones.
Reflexes Perks
The Reflexes Perk-Tree is for the SMG side of the build. Sasquatch’s Hammer stops you from sprinting, dodging and dashing, so I keep an SMG ready to close gaps, shoot drones and reposition, then swap back to the hammer once I am in a good spot. Max it out to 20, which also adds +10% Crit Chance.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
The bottom row of the middle path, plus one vehicle perk.
| Perk | Description |
|---|---|
| The faster you move, the harder you are to hit. | |
| Shoot while sprinting, sliding and vaulting. | |
| Reload while sprinting, sliding and vaulting. | |
| Longer slides. | |
| Faster vaulting and climbing. | |
Stuntjock |
Jump or slide out of moving vehicles and shoot during the stunt. Only matters in vehicle combat. |
Level 9 Perks
The SMG handling perks on the left.
Level 15 Perks
Sharpshooter and its follow-ups.
Level 20 Perks
One capstone.
| Perk | Description |
|---|---|
| Swapping SMGs is faster, reloads them automatically and gives +22% fire rate. Carry two SMGs and swap instead of reloading. |
Cool Perks
The Cool Perk-Tree is not why we have 18 Cool. The points are there for the Crit Damage and the Revulsor cooldown, so only two to three cheap perks go in here.
Perk Prioritization: Prioritize perks in bold.
Level 4 Perks
Three perks, all at the bottom of the tree.
| Perk | Description |
|---|---|
| Better crouched movement and extra Mitigation Chance while crouched. | |
| Extra Mitigation Chance while aiming from cover. Useful during the SMG phases. | |
Road Warrior |
More weapon damage while your vehicle is drifting or airborne. Only matters in vehicle combat. |
Intelligence Perks
We leave Intelligence at 3 and spend nothing here. The hammer does all the talking.
Relic Perks (Phantom Liberty DLC)
The Relic skill tree only exists if you own Phantom Liberty. I take the Vulnerability branch for the hammer and the Arms branch for the Gorilla Arms, which I swap to when I need to move fast.
Relic Perks
Cyberware for the Hammer Build in Cyberpunk 2077
Using the right Cyberware for the Cyberpunk 2077: Hammer Build matters, because you are going to get shot a lot. I max out armor and stack as many separate damage reduction effects as I can. Done right, you barely take damage, and when you do, you have several safety nets before you go down.
Important: Priority Cyberware is marked in bold.
- Operating System (Most Important)
- Frontal Cortex
- Face
- Arms
- Hands
- Skeleton
- Nervous System
- Circulatory System
- Integumentary System
- Legs
Operating System
Location of items:
- Militech Berserk: Iconic, sold by all Ripperdocs after level 30, and also awarded through a Phantom Liberty ending.
Frontal Cortex
Location of items:
- Axolotl: Reward from Regina Jones for completing the gig ‘Last Call’, or from Dogtown Ripperdocs and airdrops.
- Mechatronic Core: Ripperdoc, level 10
- Self-ICE: Ripperdoc, level 20
Face
| Cyberware | Description |
|---|---|
| A flat +35% Crit Chance. It costs a decent amount of Cyberware Capacity on top of all the defensive chrome, so this is an endgame addition once your capacity allows it. |
Location of items:
- Kiroshi “Cockatrice” Optics: Iconic, Dogtown Ripperdoc, level 35
Arms
Location of items:
- Gorilla Arms: Any Ripperdoc upon reaching level 10.
Hands
| Cyberware | Description |
|---|---|
| Less recoil for your SMGs. | |
| Better ricochets for Power weapons like the Fenrir. |
Nothing in the Hands slot helps the hammer itself, so these two support the SMG side. Ambidextrous gives you the second slot.
Location of items:
- Shock Absorber: Ripperdoc, level 10
- Ballistic Coprocessor: Ripperdoc, level 10
Skeleton
License to Chrome gives you the third Skeleton slot.
Location of items:
- Rara Avis: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Dense Marrow: Any Ripperdoc from level 10.
- Universal Booster: Any Ripperdoc from level 20.
Nervous System
Location of items:
- Revulsor: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Adrenaline Converter: Any Ripperdoc.
- Neofiber: Any Ripperdoc upon reaching level 20.
Circulatory System
Location of items:
- Biomonitor: Stocked by Ripperdocs, upgrading in tier as your level rises.
- Adrenaline Booster: Any Ripperdoc.
- Heal-On-Kill: Ripperdoc upon reaching level 10.
Integumentary System
Location of items:
- Shock-n-Awe: Any Ripperdoc upon reaching level 10.
- Chitin: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
- Peripheral Inverse: Iconic, Dogtown Ripperdocs (Phantom Liberty DLC), also found in Dogtown airdrops.
Legs
| Cyberware | Description |
|---|---|
| Double jump. More height means a bigger Quake thanks to Epicenter, and it is one of the few ways to gain height while holding the hammer. |
Location of items:
- Reinforced Tendons: Any Ripperdoc upon reaching level 10.
Weapons for the Hammer Build in Cyberpunk 2077
The hammer does the damage, and an SMG handles everything the hammer can’t reach. The perks behind them:
- Body perks like Breakthrough, Quake and Finisher: Savage Sling boost Blunt Weapons, including Gorilla Arms.
- Reflexes perks like Sharpshooter and Submachine Fun boost SMGs.
Upgrade: Weapons can be upgraded when you go to the crafting section and then swap to upgrades.
Other Blunt Weapons: everything in this build works with any blunt weapon, so a club, a baseball bat or Gorilla Arms carry you until you reach Sasquatch in Act 2.
Sasquatch’s Hammer (Iconic Hammer)
The leader of the Animals carries the biggest hammer in Night City. It is the heaviest item in the game: slow, hard to move with, and absolutely devastating. Most of the time a single swing either kills an enemy outright or knocks them down.
- Prerequisites: Act 2, main job I Walk the Line.
- Where: Grand Imperial Mall, Arroyo, Santo Domingo.
- How to Get It: The hammer lies on the ground in the room where you meet and fight Sasquatch.
- What to Do: If you stay undetected, you can grab it before Sasquatch picks it up. Otherwise, she fights with it, and you loot it after the fight.
- Note: Missed it? Herold Lowe sells missed iconics at the EBM Petrochem Stadium in Dogtown.
Fenrir (Iconic SMG)
A Power SMG that belches fire like a dragon with heartburn. It is my go-to for closing gaps and dealing with drones, and its chance to disable cyberware stops Sandevistan users from dancing around the hammer.
- Prerequisites: Early game, Watson.
- Where: The side job Losing My Religion in Northside, Watson.
- How to Get It: It sits on a table beside the captive monk.
- What to Do: Clear the Maelstrom in the area, free the monk, and take the SMG from the table next to him.
- Note: Maelstrom gangoons will piss themselves at the sight of this weapon.
Outfit
Gear for the Hammer Build in Cyberpunk 2077
Since gear is mostly cosmetic, you can wear whatever you want. All of this build’s defense comes from cyberware instead, mainly Rara Avis, Chitin, Peripheral Inverse and Militech Berserk.
If you want to recreate my outfit, here are the items:
- Head: Damaged Ballistic Mask
- Location: Purchased from Satoshi Ueno (Clothing Vendor) at the Longshore Stacks in Dogtown (Requires Phantom Liberty).
- Outer Torso: Arctic Quick-Release Tac Vest
- Location: Purchased from David Walker (Clothing Vendor) at the EBM Petrochem Stadium market in Dogtown (Requires Phantom Liberty).
- Inner Torso: Arasaka Waterproof Combat Turtleneck
- Location: Purchased from the Clothing Vendor in Northside, Watson. It can also randomly drop as boss loot when defeating Sandayu Oda during the main quest Play It Safe.
- Legs: Reinforced Duolayer Techie Cargo Pants
- Location: World loot found on a corpse in a parking lot near the Dam Viewpoint in Rancho Coronado, Santo Domingo (part of the Legendary Techie set).
- Feet: Reinforced Snake-Skin Cowboy Boots
- Location: Purchased from the Clothing Vendor in Rancho Coronado, Santo Domingo.
Skill Progression in Cyberpunk 2077
This is often overlooked; in the character menu, you can actually click on “Skill Progression”. This will send you to a very powerful mechanic in Cyberpunk 2077.
By leveling up these trees you gain powerful effects.
For our Cyberpunk 2077: Hammer Build you want to focus on Solo, Engineer and Shinobi. Solo levels from blunt weapon kills and gives the biggest melee bonuses, and Engineer level 30 adds Cyberware Capacity for all that armor.
Solo (Body)
- Level 5: +50 Carrying Capacity
- Level 10: +10 Max Health
- Level 15: +1 Perk Point
- Level 20: +20% Fist/Gorilla Arms damage & speed (Fists bleed)
- Level 25: +100 Carrying Capacity
- Level 30: +15% Max Health
- Level 35: +1 Perk Point
- Level 40: +10% Crit Chance within 5 meters
- Level 45: +25% Strong/Quick Melee damage
- Level 50: +25% Health after performing a Finisher
- Level 55: Adrenaline decays 50% slower, min 10% floor
- Level 60: Berserk Mode: +30% Finisher threshold, +50% Finisher heal, +30% duration
How to Level Up Solo (Body)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using Heavy Weapons (Shotguns, Light Machine Guns, and Heavy Machine Guns).
- Defeat enemies using blunt weapons, Gorilla Arms, or bare fists.
- Force open locked doors, rip heavy turrets from their mounts, and pass physical Body attribute checks in the world.
- Execute physical melee finishers.
Engineer (Technical Ability)
- Level 5: +15 Armor
- Level 10: +5 Cyberware Capacity
- Level 15: +1 Perk Point
- Level 20: +10% Grenade damage & explosion radius
- Level 25: +25 Armor
- Level 30: +10 Cyberware Capacity
- Level 35: +1 Perk Point
- Level 40: Increased Shock chance when charging Tech weapons
- Level 45: +15% Health Item effectiveness
- Level 50: +30% to all Cyberware stat modifiers
- Level 55: +10% Bolt damage, +40% Bolt burn, Chain Lightning burns
- Level 60: Fury Mode: You occasionally release a massive EMP blast
How to Level Up Engineer (Technical Ability)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using Tech weapons, especially by firing fully charged shots or Bolt shots.
- Get kills using damage-dealing grenades or the Projectile Launch System (PLS) cyberware.
- Craft new weapons, quickhacks, and item components.
- Upgrade weapons and cyberware at Ripperdocs or through your crafting menu.
- Dismantle weapons, armor, and junk items into crafting components.
Shinobi (Reflexes)
- Level 5: +5% Movement Speed
- Level 10: -5% Dodge/Dash Stamina cost
- Level 15: +1 Perk Point
- Level 20: Better accuracy after dodging/dashing
- Level 25: +5% Movement Speed
- Level 30: -10% Dodge/Dash Stamina cost
- Level 35: +1 Perk Point
- Level 40: Increased Mitigation Chance the faster you move
- Level 45: +25% Fast Attack damage
- Level 50: Sliding & Air Dashing reload 20% of your weapon
- Level 55: Mid-air/Slow-mo: low stamina does not penalize combat
- Level 60: Sandevistan Mode: +40% Crit Chance; No movement Stamina cost
How to Level Up Shinobi (Reflexes)
- Looting Skill Shards from chests and enemies.
- Defeat enemies using blade weapons (Katanas, Machetes, Chainswords, or Mantis Blades).
- Actively dodge, dash, air-dash, slide, and vault while in active combat.
- Defeat enemies using Assault Rifles or Submachine Guns (SMGs), especially while moving at high speeds.
Headhunter (Cool)
- Level 5: -10% Visibility to enemies
- Level 10: +10% Headshot & Vulnerability damage
- Level 15: +1 Perk Point
- Level 20: No weapon sway when crouched
- Level 25: -10% Visibility to enemies
- Level 30: +15% Headshot & Vulnerability damage
- Level 35: +1 Perk Point
- Level 40: Optical Camo is active while grappling enemies
- Level 45: -30% Recovery time after a throw
- Level 50: +30% Crouch walk & sprint speed
- Level 55: Undetected damage bonus lasts 3s in combat
- Level 60: +15% Optical Camo charge on stealth/special kills
How to Level Up Headhunter (Cool)
- Looting Skill Shards from chests and enemies.
- Perform stealth takedowns and neutralizations on unaware enemies.
- Get headshots and hit enemy weakspots using any weapon type.
- Defeat enemies using pistols, revolvers, sniper rifles, precision rifles, or thrown weapons (knives and axes).
- Deal damage and secure kills while crouching or using Optical Camo.
Netrunner (Intelligence)
- Level 5: +5% RAM Recovery Rate
- Level 10: +1 Max RAM
- Level 15: +1 Perk Point
- Level 20: +20% Smart Weapon lock-on range
- Level 25: +5% RAM Recovery Rate
- Level 30: +1 Max RAM
- Level 35: +1 Perk Point
- Level 40: -20% RAM cost for hacking devices/vehicles
- Level 45: +15% Control/Convert duration; +5% Combat hack damage
- Level 50: +40% Overclock duration
- Level 55: -10% Health loss during Overclock
- Level 60: Overclock Mode: Reveals enemies (10m) & hacks through cover
How to Level Up Netrunner (Intelligence)
- Looting Skill Shards from chests and enemies.
- Use offensive, control, or covert quickhacks on enemies during combat.
- Hack environmental objects, security cameras, and devices to distract enemies or trigger explosions.
- Successfully jack into and hack Access Points (Data Terminals) using Breach Protocol.
- Defeat enemies using Smart weapons or the Monowire.
Leveling Tips for the Hammer Build in Cyberpunk 2077
Here are a few general leveling tips for the Hammer Build in Cyberpunk 2077.
- Perfect Start
- How to make Money
- Upgrade Weapons
- How Gear Scaling Works
- How to get Perk Points Fast
- Dogtown Consumables
Perfect Start in Cyberpunk 2077
Here are the steps that I recommend taking with a new Cyberpunk 2077 playthrough.
Starter Build: You can also check out my Cyberpunk 2077 Starter Build that takes you from level 1 to level 15.
- Regular Start (Don’t skip ahead to Phantom Liberty).
- Immediately after the prologue, once you are out of your room and go downstairs before you enter the elevator.
- Weapon Vendor: Buy the Iconic pistol Dying Night.
- Coach Fred: Capacity Boosters (in case you get over capacity so you can still move).
- Buff Routine: Sleep & Shower. This gives you 20% Skill XP acquisition and Health Regen.
- Watson Clean Sweep (NCPD Missions):
- Watson is the first district you play in.
- Clearing all missions takes 1-2 hours. This will give you at least 10 levels, 15 Street Cred and over 150k Eddies Cash.
- Loot all enemies and either disassemble for materials or sell them at the vendor for extra Eddies.
- Get the Fenrir SMG from the monk mission. This SMG is insanely good at the start because it often stuns enemies.
- Visit a Ripperdoc at level 10: After you have enough money, its time to get chromed up.
- Reinforced Tendons (Legs): Allow you to double jump
- Kerenzikov (Nervous System): Slows Time by 60% for 2s.
- Synaptic Accelerator (Nervous System): Slows time by 20% for 2s when enemy detection reaches 50%.
- Whatever else you can fit!
- Time to start playing for real. The Pickup mission is waiting for you!
How to make Money
It is actually fairly easy to make money in Cyberpunk 2077. The best way to make money is to clear all the NCPD and Cyberpsycho missions in each district. As previously mentioned, clearing most of the Watson district NCPD mission alone already gives you approximately 150k Eddies Cash.
Upgrade Weapons
This often gets overlooked, but you can upgrade early-game weapons in Cyberpunk 2077. Go to the crafting section, then move to the Upgrade tab. Here you can upgrade all weapons if you have the necessary crafting components.
Gear Scaling in Cyberpunk 2077
Gear scaling is automated in Cyberpunk 2077. The moment you reach a certain level, you will start finding more and more high-quality items. Meaning the faster you reach a higher level the sooner you will find better gear from chests or enemies. That counts for Gear, Weapons, Cyberware, Outfits, etc.
- Tier 1: Level 1-9
- Tier 2: Level 10-19
- Tier 3: Level 20-29
- Tier 4: Level 30-39
- Tier 5: Level 40-44
- Tier Iconic: Level 45-50
How to get Perk Points in Cyberpunk 2077
You need Perk Points to unlock additional Perks for the Hammer Build in Cyberpunk 2077. Perks are the bread and butter of any CP2077 Build, as they significantly enhance your power.
- You get one Perk Point per character level.
- Skill Progression awards you with Perk Points.
- You can farm up to 13 Perk Shards (10 base game, 3 Phantom Liberty DLC)
Perk Point per Character Level
Not much needs to be said here; leveling up gives you one extra Perk Point.
Skill Progression
This is often overlooked; the Skill Progression system also awards you Perk Points at 15 and 35. So you can get an additional 10 Perk Points from this.
Character menu > bottom right Skill Progression.
Perk Shards
There are 10 base-game Perk Shards and 3 Phantom Liberty DLC Perk Shards you can collect to earn additional perks in Cyberpunk 2077.
Read Guide: All 13 Perk Shard Locations in Cyberpunk 2077
Here is the full list, click on the hyperlink of each location to see images, it will send you to the full Cyberpunk 2077: Perk Shards Location Guide.
| Shard # | Exact Sub-Location | District | Nearest Fast Travel Point | Source Content |
|---|---|---|---|---|
| 1 | Abandoned Warehouse A B C (Garages) | Watson (Northside) | Offshore Street | Base Game |
| 2 | NCPD Scanner Alert (Car Trunk) | Westbrook (Japantown) | Dark Matter | Base Game |
| 3 | Roadside Crash Site (Billboard/Drone) | The Badlands | Sunset Motel | Base Game |
| 4 | Suspected Organized Crime Activity (NCPD) | The Badlands | Sunset Motel | Base Game |
| 5 | Dead Maintenance Worker at Ventilation Shaft | City Center (Corpo Plaza) | Corpo Plaza Apartment | Base Game |
| 6 | At Memorial Park, in a chest during NCPD Assault | City Center (Corpo Plaza) | Arasaka Tower | Base Game |
| 7 | Gang Activity under Bridge (NCPD) | Heywood (The Glen) | Ventura & Skyline | Base Game |
| 8 | Arasaka Park Entrance Building Upstairs | Santo Domingo (Arroyo) | Arasaka Industrial Park | Base Game |
| 9 | Reported Crime Garage (NCPD) | Santo Domingo (Rancho Coronado) | Woodhaven Street | Base Game |
| 10 | Riverside Garage (NCPD) | Santo Domingo (Arroyo) | Red Dirt Bar | Base Game |
| 11 | “Dog Eat Dog” Starter Quest | Dogtown | Dogtown Entrance | Phantom Liberty DLC |
| 12 | Red Van Junk Shop (Marcin) inside EBM Petrochem Stadium | Dogtown | EBM Petrochem Stadium | Phantom Liberty DLC |
| 13 | Longshore Stacks below Jung Store behind cardboard | Dogtown | Longshore Stacks | Phantom Liberty DLC |
Dogtown Consumables (Phantom Liberty DLC)
During the starter quest of the Phantom Liberty DLC in Cyberpunk 2077 called “Dog Eat Dog” you eventually enter the marketplace area (You can also access the area later at any time). Here you can buy various new stuff that isn’t available in the base game. his will also still be availabl
Some vendors also sell permanent consumable upgrades, 12k each. Best you go talk to all the vendors in that area and see what they offer.
- Bartender Shop: Dendritic Protoplasma Supplier permanent +1% Ram Recovery Rate.
- Netrunner Shop: Dendritic Protoplasma Supplier permanent +2% Ram Recovery Rate.
- Note: The items are called the same, but they both work, so you get a total of 3% Ram Recovery Rate.
- Food Vendor: Prototype Pseudo Embryonic Cell Builder permanent +2 Health.
- Meds Vendor: Prototype Pseudo Embryonic Cell Builder permanent +3 Health.
- Note: The items are called the same, but they both work, so you get a total of +5 Health.
- Note: You find the Meds vendor on the opposite side of the Netrunner Vendor in a hallway.
- Food Vendor: Military-Grade Lactic Acid Recyclers: +1% Stamina Regen Rate.
- Herold Weapon Vendor: Sells you all the Iconic Weapons you have missed during your playthrough.
- Marcin/ Michal Kicinski Junk Vendor: 1 Perk Shard and 1 Progression Shard of each type.
Additionally, make sure to check all other vendors in Dog Town. For example at the Longshore Stacks fast travel point, you also have vendors that sell you permanent upgrades.



















