Satori
| Satori | |
|---|---|
| Class | Melee Weapon |
| Type | Blade |
| Weapon | Katana |
| Tier | Iconic |
| Armor Pen | 25% |
| Attack Speed | 2.1 |
| Weight | 4.5 |
| Location | Arasaka Waterfront |
Satori is Saburo Arasaka's katana, an Iconic blade left in his personal AV on the roof of Konpeki Plaza during The Heist. It is missable, because it can only be taken in a short window before the job moves on. Its Iconic effect makes it a sword for one-on-one fights. V can leap at distant enemies. A Quickdraw Attack from the sheath always makes the target Bleed. With Saburo's knife, Nehan, the two blades turn that Bleeding into a hemorrhage. The hemorrhage drains the enemy and heals V. For a Reflexes blade build, Satori is a katana with its own story and its own combo. Satori is an early, missable find on the rooftop landing pad of Konpeki Plaza during the main job The Heist.
Combat
Satori is a katana, with fast light attacks and heavier strong attacks. Its Iconic effect adds three extra abilities. First, V can leap toward enemies at a distance, which gets V close without a dash. Second, holding the attack button while the sword is sheathed performs a Quickdraw Attack. That strike always causes Bleeding, which deals damage over time and stops the target from sprinting.
The third ability needs Nehan. If an enemy is already bleeding from Nehan, a Satori hit turns the wound into a hemorrhage. The hemorrhage drains the enemy's Health and restores V's at the same time. V can start a fight by throwing Nehan, then attack with Satori. A melee fighter then has a steady source of healing. Against groups, the leap lets V jump from one target to the next without slowing down.
How to Get Satori Guide
- Play the main job The Heist with Jackie.
- Reach Yorinobu's penthouse in Konpeki Plaza and wait for T-Bug to unlock the doors.
- Go up the stairs from the balcony to the rooftop landing pad.
- Take Satori from inside Saburo's AV.
- If it was missed, buy it from Herold Lowe at the black market in the EBM Petrochem Stadium in Dogtown, with Phantom Liberty.
Satori Map Location and Quest Guide
- Meet Jackie and Dex at the Afterlife to start the main job The Heist.
- Put the Flathead in the case, then ride with Jackie to Konpeki Plaza.
- Check in at the front desk and go up to the suite on the 42nd floor.
- Guide the Flathead through the vents to the netrunner's room.
- Wait for night, then take the elevator to Yorinobu's penthouse.
- Hide behind the panel when Yorinobu arrives, and wait out the scene with Saburo.
- When the hotel locks down, go up to the AV on the rooftop landing pad.
- Defeat the guards at the AV.
- Take Satori from inside the AV, where it leans against a seat.
Satori map location:
Map credit by Map Genie.
Upgrades
Satori is picked up in the first act, so it starts at a low tier. The crafting menu's Upgrades tab raises it one tier at a time. Each tier is paid for in crafting components from looting, crafting and scrapping unwanted gear. The katana needs to be in V's inventory, not hanging on the stash wall, for the tab to list it.
The table shows what each tier step of Satori 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
Satori works best in a Reflexes build. Lead And Steel lowers the Stamina cost of blade attacks and lets V block bullets with the sword. Bullet Deflect sends blocked bullets back where the crosshair points. Flash And Thunderclap makes strong attacks leap to nearby enemies, along with Satori's own leap. Finisher: Bladerunner adds a blade finisher that restores Health. Opportunist makes bleeding enemies easier to finish, and the Quickdraw Attack always makes them bleed. Slaughterhouse makes every blade hit apply Bleeding.
For Nehan, the Cool throwable perks help. Juggler and Scorpion Sting shorten Nehan's recovery between throws. For cyberware, Stabber adds crit chance with blades and throwables, and Microrotors raise melee attack speed. A Sandevistan slows time. It makes it easier to land the leap, the Quickdraw and the follow-up cuts one after another.
Select a Build
Attributes: Body 20, Reflexes 20, Technical Ability 18, Intelligence 3, 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 | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Feline Footwork | Cool 4 | Faster and harder to hit while crouched | |
| Ninjutsu | Cool 15 | Crouch sprinting and more mitigation while crouched | |
| Shinobi Sprint | Cool 15 | Cheap crouch sprinting in combat | |
| 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 | |
| Opportunist | Reflexes 15 | Easier finishers on stunned, blinded or bleeding enemies | |
| 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 | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Microrotors | Circulatory System | Faster melee attacks | |
| Behavioral Imprint-Synced Faceplate | Face | A disguise that escapes the police | |
| Handle Wrap | Hands | Crit chance for throwable weapons | |
| Stabber | Nervous System | Crit chance with blades and throwables | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Nehan is thrown at the target first. Satori then follows with a quickdraw strike that applies Hemorrhage.
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 | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| 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 | |
| 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 | |
| Opportunist | Reflexes 15 | Easier finishers on stunned, blinded or bleeding enemies | |
| 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 | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Microrotors | Circulatory System | Faster melee attacks | |
| Adrenaline Booster | Circulatory System | Stamina after a melee kill | |
| Self-ICE | Frontal Cortex | Blocks an enemy quickhack | |
| Axolotl | Frontal Cortex | Kills cut all cyberware cooldowns | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and turrets | |
| Handle Wrap | Hands | Crit chance for throwable weapons | |
| Cellular Adapter | Integumentary System | Tech weapon damage and resistances from Technical Ability | |
| Reinforced Tendons | Legs | Double jump | |
| Stabber | Nervous System | Crit chance with blades and throwables | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Attributes: Body 10, Reflexes 20, Technical Ability 20, Intelligence 6, Cool 15.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| 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 | |
| Opportunist | Reflexes 15 | Easier finishers on stunned, blinded or bleeding enemies | |
| 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 | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot | |
| Built Different | Technical Ability 15 | Unlocks the Cellular Adapter cyberware | |
| Cyborg | Technical Ability 15 | Shorter cyberware cooldowns with every slot filled | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| 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 |
|---|---|---|---|
| Microrotors | Circulatory System | Faster melee attacks | |
| Chitin | Integumentary System | Extra Health regeneration | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost | |
| Epimorphic Skeleton | Skeleton | More max Health |
Lore
Saburo Arasaka is the head of the Arasaka Corporation, and Satori is his own sword. On the night of The Heist, he flies to Konpeki Plaza to confront his son Yorinobu. The AV that carries him lands on the roof above the penthouse. The katana stays inside, leaning against a seat. Saburo never leaves the penthouse alive.
V and Jackie reach the penthouse to steal the Relic, with T-Bug guiding them through the hotel's systems. Once T-Bug opens the penthouse doors, a flight of stairs leads up from the balcony to the landing pad. The AV is there, and so is Satori. There is little time, because the job soon pushes V on. Konpeki Plaza cannot be entered again once The Heist is over.
Notes
- Satori is missable, because Konpeki Plaza cannot be entered again after The Heist.
- Nehan, Saburo's kaiken, can be taken from his body in the same job.
- Satori has its own display spot on the weapon wall in V's apartment.
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% |