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
- In The Pickup, call Meredith Stout and accept her deal.
- Leave the virus in her credchip and pay the Maelstromers with it.
- Wait for Meredith's message after Playing for Time, which starts Venus in Furs.
- Reply to her and go to the No-Tell Motel in Kabuki.
- Talk to Meredith in her room and spend the night.
- 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 | Body 4 | Slow Health regeneration in combat | |
| Comeback Kid | Body 4 | Faster Health regeneration at low Health | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Wrecking Ball | Body 9 | Cheaper Blunt attacks and a blocking charge | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a Blunt weapon | |
| Breakthrough | Body 9 | Strong attacks strip enemy armor | |
| Quake | Body 15 | Faster Blunt attacks and a ground slam that staggers | |
| Aftershock | Body 15 | Stamina back for each enemy hit by Quake | |
| Epicenter | Body 15 | Quake from midair grows with the fall | |
| Ripple Effect | Body 15 | Health back for each enemy hit by Quake | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Finisher: Savage Sling | Body 20 | A Blunt Finisher that heals | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Dash | Reflexes 9 | Unlocks the Dash and makes it cheaper | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| 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 | Arms | Arm launcher that fires explosive shots | |
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and mechs | |
| NeoFiber | Nervous System | More Mitigation Chance and Strength | |
| Reflex Tuner | Nervous System | Slows time at low Health | |
| Adrenaline Converter | Nervous System | Faster movement when combat starts | |
| Militech Berserk | Operating System | Invulnerable melee mode | |
| 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 | Axe | +125% | 25% | Dogtown | |
| BFC 9000 | One-Handed Club | Rancho Coronado | |||
| Baby Boomer | Two-Handed Club | 25% | |||
| Baseball Bat x-MOD2 | Two-Handed Club | Dogtown | |||
| Black Unicorn | Katana | 25% | |||
| Blue Fang | Knife | +150% | Badlands South | ||
| Butcher's Cleaver | Knife | 25% | Coastview | ||
| Byakko | Katana | 25% | Little China | ||
| Caretaker's Spade | Hammer | 25% | Corpo Plaza | ||
| Claw x-MOD2 | Axe | ||||
| Cocktail Stick | Katana | 25% | Japantown | ||
| Cottonmouth | One-Handed Club | 25% | Japantown | ||
| Crowbar | One-Handed Club | ||||
| Cut-o-Matic x-MOD2 | Chainsword | Dogtown | |||
| Errata | Katana | 25% | Arroyo | ||
| Fang | Knife | +50% | |||
| Gold-Plated Baseball Bat | Two-Handed Club | 25% | North Oak | ||
| Gwynbleidd | Sword | ||||
| Headhunter | Knife | +150% | West Wind Estate | ||
| Jinchu-Maru | Katana | 25% | Japantown | ||
| Murphy's Law | One-handed Club | 50% | Dogtown | ||
| Nehan | Knife | +150% | Arasaka Waterfront | ||
| Sasquatch's Hammer | Hammer | 75% | Coastview | ||
| Satori | Katana | 25% | Arasaka Waterfront | ||
| Scalpel | Katana | 25% | Northside | ||
| Sir John Phallustiff | Blunt | 25% | Kabuki | ||
| Stinger | Knife | +150% | Badlands East | ||
| Tinker Bell | One-Handed Club | 50% | Badlands East | ||
| Tsumetogi | Katana | 25% | Japantown | ||
| Volkodav | Machete | 25% | Dogtown |
Standard Melee Weapons
| Name | Image | Weapon | Headshot | Armor Pen | Location |
|---|---|---|---|---|---|
| Baseball Bat | Two-Handed Club | 25% | |||
| Chef's Knife | Knife | +150% | |||
| Claw | Axe | +125% | 25% | ||
| Cut-O-Matic | Chainsword | 50% | |||
| Electric Baton Alpha | One-Handed Club | Rancho Coronado | |||
| Electric Baton Beta | One-Handed Club | 50% | |||
| Electric Baton Gamma | One-Handed Club | 50% | |||
| Hammer | Hammer | 25% | |||
| Kaiken | Knife | +150% | |||
| Kanabo | Two-Handed Club | 25% | |||
| Katana | Katana | 25% | |||
| Knife | Knife | +200% | |||
| Kukri | Machete | 25% | |||
| Machete | Machete | 25% | |||
| Neurotoxin Knife | Knife | +150% | |||
| Punknife | Knife | +150% | |||
| Razor | Machete | 25% | |||
| Steel Pipe | One-Handed Club | 25% | |||
| Tire Iron | One-Handed Club | 25% | |||
| Tomahawk | Axe | +125% | 25% |