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Murphy's Law



Murphy's Law
Murphy's Law
Class Melee Weapon
Type Blunt
Weapon One-handed Club
Tier Iconic
Armor Pen 50%
Attack Speed 1.7
Charge Time 1 s
Weight 4.2
Location Dogtown

Murphy's Law is the baton of Albert Murphy, a senior BARGHEST soldier, and an Iconic one-handed club from Phantom Liberty. It rewards a fighter who knocks enemies to the ground and keeps hitting them there. Every hit on a knocked-down enemy speeds up V's attacks, and strong attacks deal extra damage. With Body perks that cause knockdowns, V can knock an enemy down and then hit it again and again on the floor. It is only available on one branch of the story. Murphy's Law is a late Phantom Liberty reward from the main job Firestarter at the EBM Petrochem Stadium. Only players who side with Songbird can get it.

Combat


Murphy's Law is a one-handed club. Like every blunt weapon, it knocks enemies out rather than killing them. Its Iconic effect triggers on knocked-down targets. Once an enemy hits the floor, every blow against them raises V's attack speed for a short time. V can then finish them quickly before they stand up.

Strong attacks also get extra damage, so they are the best way to start. A heavy strike that knocks a target down sets up a series of fast hits on the floor. Against groups, a fighter can knock one enemy down and finish them. V can then move to the next enemy while the speed bonus is still active. Against enemies who keep their distance, a dash gets V close before the first swing.

How to Get Murphy's Law Guide


  • Play Phantom Liberty to the main job Firestarter.
  • At the stadium, choose to help Songbird escape instead of handing her to Reed.
  • Fight through the stadium to the market area.
  • Defeat Albert Murphy when he blocks the escape route.
  • Loot Murphy's Law from his body.

Murphy's Law Map Location and Quest Guide


  1. Play the Phantom Liberty story to the main job Firestarter.
  2. Drive to the stadium with Alex and follow Murphy inside.
  3. Leave the weapons in the locker and talk to Hansen while posing as a Cassel twin.
  4. Follow Songbird to the Neural Matrix and choose to help her escape. Handing her to Reed loses Murphy's Law.
  5. Signal Alex, then fight through the secured area to the locker with V's gear.
  6. Wait for Songbird to open the doors, then push on into the market.
  7. Defeat Albert Murphy when he blocks the way.
  8. Loot Murphy's Law from his body.

Murphy's Law map location:

Map credit by Map Genie.

Upgrades


Murphy's Law can be raised through the tiers in the Upgrades tab of the crafting menu, like every Iconic weapon. Each tier costs crafting components, gathered by looting, crafting and breaking down unwanted gear. The baton needs to be in V's inventory to appear in the list.

The table shows what each tier step of Murphy's Law costs.

Upgrade Components Requirement
Tier 1 to Tier 1+ 75 Tier 1 components -
Tier 1+ to Tier 2 40 components -
Tier 2 to Tier 2+ 75 Tier 2 components -
Tier 2+ to Tier 3 40 components -
Tier 3 to Tier 3+ 75 Tier 3 components -
Tier 3+ to Tier 4 40 components -
Tier 4 to Tier 4+ 75 Tier 4 components -
Tier 4+ to Tier 5 40 components -
Tier 5 to Tier 5+ 75 Tier 5 components -
Tier 5+ to Tier 5++ 200 Tier 5 components Phantom Liberty

Character Builds


Blunt weapons use the Body tree, and several of its perks work with the baton's effect. Quake unlocks a ground slam that staggers nearby enemies and can knock them down. Clapback adds Knockdown chance to defensive attacks and Stun chance to counterattacks. Kinetic Absorption rewards blocking with Stamina and extra Blunt damage. Wrecking Ball lowers the Stamina cost of Blunt attacks. It also lets V ram into enemies while sprinting and blocking. Finisher: Savage Sling adds a Blunt finisher that restores Health. Stunned enemies are easier to finish.

For cyberware, Microrotors add melee attack speed, which adds to the Iconic bonus. Adrenaline Booster returns Stamina after each melee takedown. A Berserk operating system limits V to melee weapons. In return, it removes the Stamina cost of attacks and adds attack speed while active.

Select a Build

Attributes: Body 20, Reflexes 18, Technical Ability 20, Intelligence 3, Cool 20.

The perks, cyberware and weapon mods for this build are listed below.

Name Image Level Effect
Painkiller Painkiller Body 4 Slow Health regeneration in combat
Breakthrough Breakthrough Body 9 Strong attacks strip enemy Armor for a short time
Kinetic Absorption Kinetic Absorption Body 9 Blocking gives Stamina and blunt weapon damage
Wrecking Ball Wrecking Ball Body 9 Cheaper blunt attacks and a sprinting shoulder charge
Aftershock Aftershock Body 15 Stamina for each enemy hit by Quake
Epicenter Epicenter Body 15 Midair Quake hits harder from higher falls
Quake Quake Body 15 Faster blunt attacks and a ground slam
Ripple Effect Ripple Effect Body 15 Health for each enemy hit by Quake
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Unstoppable Force Unstoppable Force Body 15 Immunity to knockdown and blinding during Adrenaline Rush
Finisher: Savage Sling Finisher: Savage Sling Body 20 Blunt weapon finisher that can throw the enemy
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Dash Dash Reflexes 9 Dash replaces the dodge
Air Dash Air Dash Reflexes 15 Dash in midair
Machine Learning Machine Learning Relic Crit damage builds on enemy Vulnerabilities
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
Chrome Constitution Chrome Constitution Technical Ability 9 Less damage taken with full Skeleton and Integumentary slots
Built Different Built Different Technical Ability 15 Unlocks the Cellular Adapter cyberware
Cyborg Technical Ability 15 Shorter cyberware cooldowns with every slot filled
Extended Warranty Extended Warranty Technical Ability 15 Cyberware effects last longer
License To Chrome License To Chrome Technical Ability 15 Stronger cyberware, more armor and a Skeleton slot
Edgerunner Technical Ability 20 Cyberware past the capacity limit for a small Health cost
Name Image Slot Effect
Blood Pump Blood Pump Circulatory System A Health item that heals over time
Heal-On-Kill Heal-On-Kill Circulatory System Health on each kill
Self-ICE Self-ICE Frontal Cortex Blocks an enemy quickhack
Reinforced Tendons Reinforced Tendons Legs Double jump
NeoFiber NeoFiber Nervous System More mitigation chance and strength

Lore


Albert Murphy is a former Militech soldier who served under Kurt Hansen. When Hansen broke away and founded BARGHEST in Dogtown, Murphy went with him and rose to a high rank in the militia. The item text gives the baton its name and its mood: for when things go very, very wrong.

Firestarter is the turning point of Phantom Liberty. V and Alex arrive at the stadium disguised as the Cassel twins. Murphy meets them at the door and escorts them inside. He makes them leave their weapons in a locker before they see Hansen. After the meeting, Songbird leads V away. V must choose between helping her escape and handing her to Solomon Reed. If V helps Songbird, Alex makes her move against Hansen, and the whole stadium turns on the two agents. On the way out, Murphy leads a squad of BARGHEST soldiers to block the escape. V can slip past him or fight him, and his baton drops when he goes down.

Notes


  • Siding with Reed in Firestarter makes Murphy's Law impossible to get.
  • If it is missed on the Songbird path, Herold Lowe sells it at the black market in the stadium, under the same condition.

Weapon Categories




All Melee Weapons



Every melee weapon is listed below. The Iconic weapons come first, then the standard ones.

Iconic Melee Weapons

Name Image Weapon Headshot Armor Pen Location
Agaou Agaou Axe +125% 25% Dogtown
BFC 9000 BFC 9000 One-Handed Club Rancho Coronado
Baby Boomer Baby Boomer Two-Handed Club 25%
Baseball Bat x-MOD2 Baseball Bat x-MOD2 Two-Handed Club Dogtown
Black Unicorn Black Unicorn Katana 25%
Blue Fang Blue Fang Knife +150% Badlands South
Butcher's Cleaver Butcher's Cleaver Knife 25% Coastview
Byakko Byakko Katana 25% Little China
Caretaker's Spade Caretaker's Spade Hammer 25% Corpo Plaza
Claw x-MOD2 Claw x-MOD2 Axe
Cocktail Stick Cocktail Stick Katana 25% Japantown
Cottonmouth Cottonmouth One-Handed Club 25% Japantown
Crowbar Crowbar One-Handed Club
Cut-o-Matic x-MOD2 Cut-o-Matic x-MOD2 Chainsword Dogtown
Errata Errata Katana 25% Arroyo
Fang Fang Knife +50%
Gold-Plated Baseball Bat Gold-Plated Baseball Bat Two-Handed Club 25% North Oak
Gwynbleidd Gwynbleidd Sword
Headhunter Headhunter Knife +150% West Wind Estate
Jinchu-Maru Jinchu-Maru Katana 25% Japantown
Murphy's Law Murphy's Law One-handed Club 50% Dogtown
Nehan Nehan Knife +150% Arasaka Waterfront
Sasquatch's Hammer Sasquatch's Hammer Hammer 75% Coastview
Satori Satori Katana 25% Arasaka Waterfront
Scalpel Scalpel Katana 25% Northside
Sir John Phallustiff Sir John Phallustiff Blunt 25% Kabuki
Stinger Stinger Knife +150% Badlands East
Tinker Bell Tinker Bell One-Handed Club 50% Badlands East
Tsumetogi Tsumetogi Katana 25% Japantown
Volkodav Volkodav Machete 25% Dogtown

Standard Melee Weapons

Name Image Weapon Headshot Armor Pen Location
Baseball Bat Baseball Bat Two-Handed Club 25%
Chef's Knife Chef's Knife Knife +150%
Claw Claw Axe +125% 25%
Cut-O-Matic Cut-O-Matic Chainsword 50%
Electric Baton Alpha Electric Baton Alpha One-Handed Club Rancho Coronado
Electric Baton Beta Electric Baton Beta One-Handed Club 50%
Electric Baton Gamma Electric Baton Gamma One-Handed Club 50%
Hammer Hammer Hammer 25%
Kaiken Kaiken Knife +150%
Kanabo Kanabo Two-Handed Club 25%
Katana Katana Katana 25%
Knife Knife Knife +200%
Kukri Kukri Machete 25%
Machete Machete Machete 25%
Neurotoxin Knife Neurotoxin Knife Knife +150%
Punknife Punknife Knife +150%
Razor Razor Machete 25%
Steel Pipe Steel Pipe One-Handed Club 25%
Tire Iron Tire Iron One-Handed Club 25%
Tomahawk Tomahawk Axe +125% 25%