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Sir John Phallustiff



Sir John Phallustiff
Sir John Phallustiff
Class Melee Weapon
Type Blunt
Weapon Blunt
Tier Iconic
Armor Pen 25%
Weight 3.4
Location Kabuki

Sir John Phallustiff is an Iconic one-handed club that is really a vibrating dildo. Meredith Stout leaves it on the bed after her night with V at the No-Tell Motel. Despite the joke, it is a real blunt weapon for a Body build. Hits to the head raise its crit chance, and a strong attack can stun the target. Like every blunt weapon, it knocks enemies out rather than killing them. It works well in a run that keeps the number of kills low. Sir John Phallustiff is a mid-game reward from the minor job Venus in Furs in Kabuki, early in Act 2.

Combat


Sir John Phallustiff swings like a light one-handed club. Its Iconic effect rewards aimed hits. Strikes to the head raise V's crit chance, so several quick blows to the face hit harder and harder. Strong attacks have a small chance to stun, which stops an enemy in place for a moment.

As a blunt weapon, it leaves its targets alive. It is a safe choice for jobs that ask for the target alive. Every swing still costs Stamina, so long combos need Stamina perks or cyberware.

How to Get Sir John Phallustiff Guide


  • In the main job The Pickup, call Meredith Stout, take her deal and finish the job in her favour.
  • Early in Act 2, reply to Meredith's message with interest in seeing her again.
  • Go to the No-Tell Motel in Kabuki and enter room 6 on the first floor.
  • Spend the night with Meredith, then take Sir John Phallustiff from the bed.
  • If it was missed, buy it from Herold Lowe at the black market in the EBM Petrochem Stadium, Dogtown, with Phantom Liberty.

Sir John Phallustiff Map Location and Quest Guide


  1. In The Pickup, call Meredith Stout and accept her deal.
  2. Leave the virus in her credchip and pay the Maelstromers with it.
  3. Wait for Meredith's message after Playing for Time, which starts Venus in Furs.
  4. Reply to her and go to the No-Tell Motel in Kabuki.
  5. Talk to Meredith in her room and spend the night.
  6. Take Sir John Phallustiff from the bed after Meredith leaves.

Sir John Phallustiff map location:

Map credit by Map Genie.

Upgrades


Sir John Phallustiff is an Iconic weapon, so it can be raised through the tiers in the Upgrades tab of the crafting menu. Each step costs crafting components. The club must be in V's inventory to appear there. It is a mid-game pickup, so keeping it useful into the late game takes several upgrades.

The table shows what each tier step of Sir John Phallustiff 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


The club uses the blunt weapon perks in the Body tree. Wrecking Ball lowers the Stamina cost of blunt attacks, which matters on a weapon that uses this much Stamina. Breakthrough strips enemy armor after a strong attack. Clapback adds a stun chance to counterattacks and a knockdown chance to defensive attacks. It works well with the club's own stun. Kinetic Absorption rewards blocking with Stamina and bonus blunt damage. Quake adds attack speed and a ground slam. Finisher: Savage Sling adds a blunt finisher that heals V. Stunned enemies are easier to finish.

For cyberware, Microrotors raise melee attack speed. The Adrenaline Booster restores Stamina after each melee takedown. The Isometric Stabilizer cuts the Stamina cost of all attacks. A Berserk operating system removes Stamina costs entirely while it is active.

Select a Build

A one-handed club and Dashes pick off enemies one by one while Berserk is on cooldown. Once Health drops, Berserk makes the character invulnerable and melee attacks cost no Stamina. Quake slams the ground whenever it is ready and staggers every enemy nearby.

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

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
Comeback Kid Comeback Kid Body 4 Faster Health regeneration at low Health
Dorph-Head Dorph-Head Body 4 Brief full Mitigation after using a Health item
Wrecking Ball Wrecking Ball Body 9 Cheaper Blunt attacks and a blocking charge
Fly Swatter Fly Swatter Body 9 Less ranged damage while blocking with a Blunt weapon
Breakthrough Breakthrough Body 9 Strong attacks strip enemy armor
Quake Quake Body 15 Faster Blunt attacks and a ground slam that staggers
Aftershock Aftershock Body 15 Stamina back for each enemy hit by Quake
Epicenter Epicenter Body 15 Quake from midair grows with the fall
Ripple Effect Ripple Effect Body 15 Health back for each enemy hit by Quake
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Finisher: Savage Sling Finisher: Savage Sling Body 20 A Blunt Finisher that heals
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Dash Dash Reflexes 9 Unlocks the Dash and makes it cheaper
Mad Dash Mad Dash Reflexes 9 Double Dash range toward enemies
Air Dash Air Dash Reflexes 15 Dash in midair
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
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
Projectile Launch System Projectile Launch System Arms Arm launcher that fires explosive shots
Biomonitor Biomonitor Circulatory System Uses a Health item when Health runs low
Newton Module Newton Module Frontal Cortex Kills cut cyberware cooldowns
Mechatronic Core Mechatronic Core Frontal Cortex More damage against drones, robots and mechs
NeoFiber NeoFiber Nervous System More Mitigation Chance and Strength
Reflex Tuner Reflex Tuner Nervous System Slows time at low Health
Adrenaline Converter Adrenaline Converter Nervous System Faster movement when combat starts
Militech Berserk Militech Berserk Operating System Invulnerable melee mode
Dense Marrow Dense Marrow Skeleton More melee damage

Lore


Meredith Stout is the senior operations manager for Militech. A company leak led the Maelstrom gang to hijack a Militech convoy, and Meredith was told to find the leak. During the main job The Pickup, V can call her and offer a deal. If V sides with her and the job ends in her favour, Venus in Furs becomes available later.

Some time into Act 2, Meredith sends V a message. A flirty reply earns an invitation to the No-Tell Motel in Kabuki. She waits in room 6, and the night plays out in a cutscene. V wakes up alone. Meredith leaves a parting gift on the bed and a final text, and the fling ends there.

The weapon's own text plays along with the joke. It promises to crumble an enemy's pride as V's crit chance rises. It also hints that a strong dildoslap might even stun them.

Notes


  • Venus in Furs is missable. Siding against Meredith in The Pickup closes it for the playthrough.

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%