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Jinchu-Maru



Jinchu-Maru
Jinchu-Maru
Class Melee Weapon
Type Blade
Weapon Katana
Tier Iconic
Armor Pen 25%
Attack Speed 2.1
Location Japantown

Jinchu-Maru is the Arasaka katana of Sandayu Oda, Hanako Arasaka's bodyguard. V takes it from him after the boss fight in the main job Play It Safe. It is a katana for players who fight in combos. The final strike of every combo hits much harder than the rest. With Optical Camo active, every hit becomes a crit. A cloaked V can cut through a group before the enemies know where the attack came from. It also has its own place on the weapon wall in V's apartment. Jinchu-Maru is a mid-game story reward, looted from Sandayu Oda during the main job Play It Safe in Japantown.

Combat


Jinchu-Maru is a classic katana, with fast light attacks and heavier strong attacks. Its first special effect comes at the end of a combo. The last strike always lands far harder than a normal hit, so a full combo ends with a burst of damage. Stopping a combo early wastes that bonus, so the katana rewards finishing every combo on a target.

The second effect works with Optical Camo. While the camo is active, every hit is a crit. The start of a fight is therefore the strongest moment. V can cloak, get close and cut through a group with crits before the camo runs out. Against tough single targets, the end-of-combo strike provides the damage instead. The katana is weakest against crowds of gunners at range, where V has to get close first.

How to Get Jinchu-Maru Guide


  • Play the main story until Takemura calls to start Play It Safe.
  • Meet Takemura at the bazaar in Japantown.
  • Take out the three snipers along the parade route.
  • Reach the netrunner and disconnect them from the net.
  • Defeat Sandayu Oda and loot Jinchu-Maru from him.

Jinchu-Maru Map Location and Quest Guide


  1. Wait for Takemura's call and meet him in Japantown to start the main job Play It Safe.
  2. Neutralize the snipers along the parade route.
  3. After the third sniper, pull the link out of the netrunner's system.
  4. Defeat Sandayu Oda when he attacks.
  5. Loot Jinchu-Maru from Oda after the fight, whether he is spared or killed.

Jinchu-Maru map location:

Map credit by Map Genie.

Upgrades


With upgrades, Oda's katana stays useful into the late game. The crafting menu's Upgrades tab raises it a tier at a time. Each tier is paid for in crafting components from loot, crafting and disassembly. Keep Jinchu-Maru in the inventory while upgrading, not on the stash wall.

The table shows what each tier step of Jinchu-Maru 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


Jinchu-Maru works best in a Reflexes build for blades, with some Cool for stealth. Lead And Steel cuts the Stamina cost of blade attacks and lets V block bullets. Bullet Deflect sends blocked bullets back where the crosshair points. Flash And Thunderclap makes strong attacks leap to nearby enemies, which helps V get close. Finisher: Bladerunner unlocks a blade finisher that restores Health. Opportunist makes Stunned, Bleeding or Blinded enemies easier to finish. Slaughterhouse makes every attack apply Bleeding.

For stealth, the Optical Camo cyberware is what turns on the crit effect. Creeping Death grants Health, Stamina and speed after each kill while the camo is active. Vanishing Act turns the camo on automatically when crouch-sprinting or sliding. The Emergency Cloaking Relic perk lets V cloak in combat to make enemies lose track of V. The katana then gets more chances to land crits. Stabber adds crit chance with blades, and Microrotors raise melee attack speed.

Select a Build

Attributes: Body 5, Reflexes 20, Technical Ability 20, Intelligence 16, 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
Blind Spot Blind Spot Cool 4 Slower enemy detection while crouched
Feline Footwork Feline Footwork Cool 4 Faster and harder to hit while crouched
Gag Order Gag Order Cool 4 A quick hit after being spotted delays the alarm
Killer Instinct Killer Instinct Cool 4 More damage with knives, axes and silenced guns outside combat
Creeping Death Creeping Death Cool 15 Health, Stamina and speed after a stealth kill
Ninjutsu Ninjutsu Cool 15 Crouch sprinting and more mitigation while crouched
Bullet Deflect Bullet Deflect Reflexes 9 Blocked bullets fly back where the reticle points
Bullet Time Bullet Time Reflexes 9 Free deflects that crit while time is slowed
Flash And Thunderclap Flash And Thunderclap Reflexes 9 Strong attacks leap to enemies in range
Lead And Steel Lead And Steel Reflexes 9 Blades block incoming bullets
Seeing Double Reflexes 9 Stronger counterattacks
Dash Dash Reflexes 9 Dash replaces the dodge
Finisher: Bladerunner Finisher: Bladerunner Reflexes 15 Faster blade attacks and a finisher that restores Health
Flash Of Steel Flash Of Steel Reflexes 15 Speed and attack speed after a finisher
Going The Distance Going The Distance Reflexes 15 Double finisher range
Air Dash Air Dash Reflexes 15 Dash in midair
Slaughterhouse Reflexes 20 Every attack causes Bleeding
Tailwind Tailwind Reflexes 20 Stamina from air dashes and double jumps
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
Ambidextrous Ambidextrous Technical Ability 15 A second Hands cyberware slot
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
Isometric Stabilizer Isometric Stabilizer Circulatory System Cheaper attacks
Shock Absorber Shock Absorber Hands Less recoil
Optical Camo Optical Camo Integumentary System Near invisibility for a few seconds

Lore


Sandayu Oda is an Arasaka solo and cyberninja, trained by Goro Takemura and assigned as the personal protector of Hanako Arasaka. Jinchu-Maru is his signature weapon, and he carries it into the fight with V.

Play It Safe takes place during the Arasaka parade in Japantown, held in memory of Saburo Arasaka. Takemura plans to jump onto Hanako's float and speak to her face to face. V's job is to clear the way by taking out three snipers watching the route. V must then disconnect the netrunner backing them up. Oda is waiting. He attacks with fast blade work and keeps slipping away under camouflage. He fights with the same abilities the katana rewards. Once he is down, Jinchu-Maru can be looted from him.

Notes


  • Jinchu-Maru has its own display spot on the weapon wall in V's apartment.
  • If it is missed, Herold Lowe sells it at the black market in the EBM Petrochem Stadium in Dogtown, with Phantom Liberty.

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%