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
- Wait for Takemura's call and meet him in Japantown to start the main job Play It Safe.
- Neutralize the snipers along the parade route.
- After the third sniper, pull the link out of the netrunner's system.
- Defeat Sandayu Oda when he attacks.
- 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 | Body 4 | Slow Health regeneration in combat | |
| Blind Spot | Cool 4 | Slower enemy detection while crouched | |
| Feline Footwork | Cool 4 | Faster and harder to hit while crouched | |
| Gag Order | Cool 4 | A quick hit after being spotted delays the alarm | |
| Killer Instinct | Cool 4 | More damage with knives, axes and silenced guns outside combat | |
| Creeping Death | Cool 15 | Health, Stamina and speed after a stealth kill | |
| Ninjutsu | Cool 15 | Crouch sprinting and more mitigation while crouched | |
| Bullet Deflect | Reflexes 9 | Blocked bullets fly back where the reticle points | |
| Bullet Time | Reflexes 9 | Free deflects that crit while time is slowed | |
| Flash And Thunderclap | Reflexes 9 | Strong attacks leap to enemies in range | |
| Lead And Steel | Reflexes 9 | Blades block incoming bullets | |
| Seeing Double | Reflexes 9 | Stronger counterattacks | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Finisher: Bladerunner | Reflexes 15 | Faster blade attacks and a finisher that restores Health | |
| Flash Of Steel | Reflexes 15 | Speed and attack speed after a finisher | |
| Going The Distance | Reflexes 15 | Double finisher range | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Slaughterhouse | Reflexes 20 | Every attack causes Bleeding | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot | |
| 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 | Circulatory System | Cheaper attacks | |
| Shock Absorber | Hands | Less recoil | |
| 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 | 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% |