Key takeaways
- Arasaka Tower is in Corporate Plaza, City Center, not in Watson and not at Konpeki Plaza.
- The building is normally inaccessible Its principal playable appearances are tied to The Heist, Nocturne OP55N1, Totalimmortal and the ending missions.
- Yorinobu’s penthouse in The Heist is in Konpeki Plaza, not in Arasaka Tower.
- The tower’s most important spaces are the public entrance, executive and boardroom areas, upper-floor combat routes, rooftop or landing-zone areas, the preserved memorial section and the subterranean access to Mikoshi.
- The tower’s occupants and enemies vary radically by mission state A quiet corporate headquarters, a hostile endgame assault and a Johnny-led raid are not the same encounter.
- The most reliable tower-specific rewards are mission loot, ending rewards and enemy drops. There is no normal shop, ripperdoc, apartment service, vehicle terminal or repeatable activity inside the tower.
About this guide
Scope: Cyberpunk 2077 base game, including its main-story and ending-state versions. Phantom Liberty content is excluded unless it directly changes how Arasaka Tower is reached. References to the tabletop games and Cyberpunk: Edgerunners are kept separate from the playable 2077 location.
About this guide
Major spoilers: This guide discusses The Heist, Nocturne OP55N1, Totalimmortal, the base-game endings, Adam Smasher, Mikoshi and the fates of several major characters.
Overview
Arasaka Tower is the rebuilt North American headquarters of the Arasaka Corporation, standing in Corporate Plaza in the City Center district of Night City. In the 2077 setting it is a 620-metre, 140-floor skyscraper and one of the city’s defining symbols of corporate power. It occupies the site of the Arasaka Towers destroyed during the 2023 bombing, although the rebuilt complex is not the same playable building as the original pre-2023 headquarters.
For most of the game, Arasaka Tower is a visible but inaccessible landmark. It becomes explorable only during tightly controlled story sequences and selected endings. The tower therefore works less like a conventional open-world dungeon and more like a series of bespoke mission spaces: the lobby and executive areas in The Heist, the public-facing entrance and boardroom in Nocturne OP55N1 and Totalimmortal, and the combat-focused internal route used by several endings.
Named places within or directly associated with the location
Nearby places that are not part of the tower
The last group is included to prevent common guide errors. In particular, Yorinobu’s penthouse is a separate location in Konpeki Plaza in Watson. It is not an upper floor of Arasaka Tower, despite the story linking Yorinobu, the Relic and Arasaka’s leadership.
---
Arasaka Tower is the North American headquarters of a megacorporation that combines finance, military contracting, security, research and advanced digital technologies. Its physical layout reflects that hierarchy. The visible spaces are clean, quiet and ceremonial, while the restricted areas are built around surveillance, controlled access and rapid deployment of heavily armed security.
The tower’s most important hierarchy is not simply vertical. It is organisational:
The older tabletop depiction of Arasaka’s tower complex describes offices, laboratories, executive suites, employee facilities, landing pads, restricted underground areas and strong internal security. Those details are useful background for the setting but should not be treated as a complete room-by-room map of the 2077 game location. The 2077 tower is a mission-built environment, and the game does not expose all 140 floors as explorable spaces.
Tower interior
Nearby places that are not part of the tower
Nearby places that are not part of the tower
| Name | Details |
|---|---|
| Public-facing access | lobby, entrance areas and corporate reception. |
| Administrative and executive levels | offices, meeting spaces and areas associated with senior Arasaka management. |
| Security-controlled areas | checkpoints, guarded corridors, restricted lifts and combat zones. |
| Research and data infrastructure | areas connected to Soulkiller, the Relic programme and Mikoshi. |
| Landing and evacuation infrastructure | rooftops, AV pads and upper-level access routes. |
| Subterranean facilities | the infrastructure beneath the tower, culminating in Mikoshi. |
Public access and security
During free roam, V cannot simply enter through the main doors and take an elevator to the upper levels. The tower has no regular visitor route, shop district or publicly usable corporate service floor. Access is granted only by story scripting, mission disguise or an ending-specific assault.
The game does not provide an ordinary fast-travel point, vendor, wardrobe, apartment stash or repeatable public activity inside Arasaka Tower.
---
Security varies by state
| State | Access | Security condition |
|---|---|---|
| Ordinary free roam | None | Exterior landmark only |
| The Heist | Covert access to Konpeki Plaza, not the tower | Arasaka personnel and response forces appear after Saburo’s death |
| Nocturne OP55N1 | Hanako’s invitation | Controlled corporate meeting, initially non-combat |
| Totalimmortal | Story access | Arasaka internal areas become hostile |
| Rogue ending | Assault route | Full combat raid with allies |
| Aldecaldos ending | Underground breach | Combat route through Arasaka security infrastructure |
| Secret ending | Solo frontal assault | High-difficulty Arasaka combat route |
The Heist: do not confuse Konpeki Plaza with Arasaka Tower
The first major Arasaka-related operation is The Heist. V and Jackie infiltrate Konpeki Plaza to steal the Relic from Yorinobu Arasaka’s penthouse. The mission includes Arasaka executives, Saburo Arasaka, Yorinobu, Goro Takemura and Adam Smasher, but it takes place in Konpeki Plaza in Arasaka Waterfront, not in the Corporate Plaza tower.
The distinction matters because several items and story details associated with “Arasaka’s tower” are actually located in the Konpeki mission space.
Important The Heist items
Kongou is especially missable because the mission moves quickly once the hotel lockdown begins. Search Yorinobu’s bedroom before leaving the penthouse area. Guides consistently place the weapon on the side table beside the bed.
Important The Heist items
| Name | Details |
|---|---|
| Kongou | iconic pistol found beside Yorinobu’s bed in the penthouse. |
| Saburo’s dog tag | associated with the penthouse story scene. |
| Yorinobu’s clothing and other environmental loot | mission-specific and easy to overlook. |
| Relic | the central story objective, not a conventional inventory collectible. |
Practical checklist for The Heist
- 01Search the penthouse bedroom before entering the escape sequence.
- 02Pick up Kongou beside Yorinobu’s bed.
- 03Search the AV and penthouse route for optional weapons and clothing.
- 04Do not assume that returning to Konpeki Plaza later will reproduce the mission state.
- 05Treat the penthouse as a separate location from Arasaka Tower.
Nocturne OP55N1: Hanako’s invitation
The base game’s point-of-no-return mission is Nocturne OP55N1. V travels to Embers, meets Hanako Arasaka and later reaches Arasaka Tower as part of the Arasaka route. Hanako’s proposal concerns exposing Yorinobu and locating a way to separate V from Johnny, with Mikoshi beneath Arasaka Tower central to the plan.
Before entering the final sequence, make a manual save. The game warns the player that the mission begins the ending chain. After completing an ending, the game normally returns V to a pre-ending state, allowing other content and endings to be attempted from the point of no return.
Route through the Hanako sequence
This path is heavily scripted. Exploration is possible in some rooms, but it is not a free-roam visit and should not be treated as a permanent unlock.
Route through the Hanako sequence
- 01Travel to Embers and meet Hanako.
- 02Follow the story route to Arasaka Tower.
- 03Enter the tower under controlled circumstances.
- 04Attend the corporate meeting and follow Hanako through the executive areas.
- 05Continue into Totalimmortal when the situation changes.
- 06Decide whether to support Hanako’s plan or pursue another ending route.
Totalimmortal
Totalimmortal is the principal Arasaka Tower mission in the Hanako route. It begins as a corporate and political confrontation before developing into an armed escape through hostile Arasaka facilities. The tower’s executive architecture is used to show the collapse of formal corporate order: meeting rooms and ceremonial spaces give way to security corridors, combat arenas and restricted infrastructure.
Enemy composition can vary with difficulty, updates and the exact ending route. The reliable constant is that the tower becomes a late-game combat location, not a place for normal shopping or exploration.
---
Arasaka Tower appears in several ending configurations. These should be treated as separate progression states rather than one continuous map.
The Devil
The Devil route accepts Hanako’s assistance. It is the ending most directly associated with Arasaka’s internal politics and corporate solution to V’s condition. V is taken through Arasaka-controlled facilities and eventually reaches the technology connected to Mikoshi and the engram process.
This route is primarily story-driven. It offers the clearest view of Arasaka’s institutional response to the Relic crisis, but it is not a free-roam tour of the entire tower.
The Sun and Rogue’s assault
If V chooses the Rogue route, Johnny takes the lead in an assault on Arasaka Tower with Rogue. This route includes the iconic ending-specific raid and can provide unique rewards, including Prejudice and Caretaker’s Spade according to base-game item references. These rewards are tied to the ending route rather than to ordinary tower exploration.
The assault is linear and combat-heavy. Keep moving with the objective markers, search defeated enemies and rooms before advancing, and do not assume that every temporary weapon or clothing item remains available after the ending sequence.
Temperance
Temperance follows the same broad endgame conflict but changes who ultimately leaves with control of V’s body. The tower and Mikoshi sections remain story-critical, while the final outcome concerns V, Johnny and the body-versus-construct decision.
Don’t Fear the Reaper
The secret route is a solo assault on Arasaka Tower. It is one of the most dangerous versions of the location because V must proceed without the normal group of backup allies. The route is available only if the relevant Johnny relationship and dialogue conditions have been met, followed by the correct choice on the rooftop during Nocturne OP55N1. The exact dialogue requirements are often documented differently by guides and can vary with patches, so make a pre-rooftop save if attempting it.
The route is not a shortcut. It removes much of the safety provided by companions and makes resource management, healing, cover and cyberware choices more important.
Aldecaldos assault
The Panam and Aldecaldos route reaches Arasaka through an underground breach rather than a straightforward front-door assault. The route uses vehicles, drilling equipment and subterranean access before entering Arasaka’s deeper infrastructure. It is one of the clearest demonstrations that “Arasaka Tower” includes more than the visible lobby and executive floors.
---
Arasaka Tower is a corporate headquarters, so its permanent population is mostly implied rather than represented through named free-roaming residents.
Arasaka leadership
| Name | Details |
|---|---|
| Saburo Arasaka | founder and senior patriarch; appears in the story connected with the Relic and the Arasaka succession crisis. |
| Yorinobu Arasaka | Saburo’s son and CEO in 2077; his presence drives the succession conflict. |
| Hanako Arasaka | Yorinobu’s sister and the principal representative of the Arasaka-aligned ending route. |
| Adam Smasher | Arasaka’s heavily augmented enforcer and a major endgame boss. |
| Goro Takemura | Saburo’s bodyguard; associated with the events surrounding The Heist, although not a normal tower resident. |
Visitors and story participants
| Name | Details |
|---|---|
| V: mercenary and player character. | — |
| Johnny Silverhand | engram within V’s mind and participant in several ending routes. |
| Rogue Amendiares | joins the Rogue assault route. |
| Panam Palmer | leads the Aldecaldos route with V. |
| Mitch Anderson | associated with the Aldecaldos support operation. |
| Saul Bright | appears in the wider Aldecaldos storyline, though not as a tower resident. |
| Alt Cunningham | connected to Mikoshi and the engram plot rather than the tower’s ordinary population. |
Ordinary NPCs
Depending on the mission state, Arasaka Tower may contain:
The game does not present a stable civilian population comparable to a market, apartment complex or public megabuilding. Most NPCs are mission actors, guards or background corporate personnel.
Factions
---
Arasaka security
Arasaka forces are the tower’s standard hostile faction during assault states. Expect a mixture of firearms, smart weapons, heavy armour, netrunning support and close-quarters specialists. The exact mix depends on the route and difficulty.
Adam Smasher
Adam Smasher is the tower’s major boss and one of Arasaka’s most important military assets. He appears in the endgame routes and is also central to the story surrounding the original tower’s destruction and the later Edgerunners continuity.
The encounter is an arena battle rather than a conventional exploration fight. Smasher’s attacks include heavy ranged fire, explosive pressure, close-range attacks and support from other combatants. His behaviour and difficulty have changed across game updates, so older build-specific advice should be treated cautiously.
Boss checklist
The tower’s enemy encounters are fixed mission encounters, not random open-world events. There is no normal NCPD scanner-hustle cycle, gang hideout or repeatable organised-crime activity inside the tower.
---
Arasaka Tower has fewer conventional collectibles than most open-world districts because its accessible sections are mission spaces.
Verified or strongly associated items
Kongou belongs in a separate Konpeki Plaza checklist despite its Arasaka connection. Prejudice and Caretaker’s Spade are associated with the Rogue ending and should not be described as free-roam tower collectibles.
Verified or strongly associated items
| Item | Where or when | Status |
|---|---|---|
| Kongou | Yorinobu’s bedroom in Konpeki Plaza during The Heist | Iconic pistol; missable if not collected |
| Prejudice | Rogue ending route | Ending-specific iconic weapon |
| Caretaker’s Spade | Rogue ending route | Ending-specific iconic weapon |
| Adam Smasher’s key and loot | After the endgame boss fight | Mission reward or boss loot |
| Mission weapons and armour | Various tower assault routes | Fixed or semi-fixed mission loot |
| Access points and data | Restricted tower routes | Mission-state dependent |
Missability
Because item behaviour has changed between versions, a current playthrough should verify unusual retention tricks in-game rather than relying on launch-era exploits.
---
For a first playthrough, use this order
- 01Visit the tower exterior and memorial grounds in Corporate Plaza.
- 02Complete The Heist, while remembering that Konpeki Plaza is a separate Arasaka location.
- 03Explore the wider game and complete desired companion quests.
- 04Make a manual save before entering Embers for Nocturne OP55N1.
- 05Complete the Hanako route if you want the clearest corporate perspective.
- 06Reload the pre-point-of-no-return save for the Rogue, Aldecaldos or secret assault routes.
Combat route
---
Arasaka Tower is a monument built over a corporate crime scene. The original Arasaka complex was destroyed in 2023 during the Fourth Corporate War. Johnny Silverhand’s assault, the Soulkiller conflict and the nuclear explosion transformed the site into one of Night City’s defining historical scars. The 2077 structure deliberately turns that history into corporate propaganda: the ruins are preserved, but Arasaka controls the memorial narrative.
The tower also represents the company’s return to the NUSA after the Unification War. Arasaka was allowed to rebuild in North America, selected the old site and constructed a much larger headquarters. The rebuilt tower’s height and visual dominance communicate a simple message: Arasaka survived, returned and now owns the skyline.
Its deepest symbolic function is the connection between physical power and digital immortality. The upper tower houses the corporation’s political authority, while Mikoshi beneath it houses the technology that allows Arasaka to preserve, interrogate and manipulate human personalities as engrams. V’s crisis therefore ends at the place where Arasaka’s military, political and technological power converge.
For the Rogue, Aldecaldos and secret routes
- 01Enter with a full cyberware and consumable setup.
- 02Use stealth where it is possible, but do not build the entire plan around remaining undetected.
- 03Hack cameras before pushing through major rooms.
- 04Prioritise enemy netrunners and heavy units.
- 05Search bodies and containers after each arena.
- 06Save before the Adam Smasher encounter if the mission permits.
- 07Collect boss loot before following the final objective.
Related continuity: Cyberpunk: Edgerunners
Cyberpunk: Edgerunners uses Arasaka Tower during David Martinez’s final assault. This is a separate continuity and presentation from the base game’s playable missions, although the location, Arasaka security forces and Adam Smasher connect the two stories. The series depicts a direct attack involving David, Lucy, Rebecca and Falco, culminating in Adam Smasher’s intervention.
Do not merge the anime’s route, timing or building geography with the game’s mission maps. The shared location establishes setting continuity, not an identical floor plan.
Related tabletop continuity
Earlier Cyberpunk material describes the pre-2023 Arasaka Towers as a larger complex with multiple towers, bridges, executive accommodation, laboratories, landing pads, underground facilities and a heavily restricted internal layout. That material is valuable for understanding Arasaka’s architectural language, but the 2077 game depicts the rebuilt tower as a separate post-war structure and does not make every tabletop room playable.
---
Can I enter Arasaka Tower whenever I want?
No. The tower is normally an exterior landmark. Interior access is controlled by main-story missions and ending routes.
Is Yorinobu’s penthouse inside Arasaka Tower?
No. Yorinobu’s penthouse is in Konpeki Plaza in Arasaka Waterfront, Watson. It is separate from the rebuilt tower in Corporate Plaza.
Can I visit all 140 floors?
No. The 140-floor figure describes the building, not the playable map. The game exposes selected mission spaces only.
Is Memorial Park part of the tower?
It is directly associated with the tower and its history, but it is an adjacent public or memorial area rather than a standard tower interior.
Can I find shops, ripperdocs or apartments inside?
No confirmed player-facing services of those types operate inside the tower. Corporate offices, security spaces and mission facilities should not be treated as vendors merely because the setting implies that employees use them.
Where is Mikoshi?
Mikoshi is beneath Arasaka Tower and is reached through endgame story routes. It is a restricted digital and physical facility, not a public tower floor.
What is the best item to look for?
During The Heist, collect Kongou from Yorinobu’s bedroom in Konpeki Plaza. For the tower assault endings, check the Rogue route for ending-specific rewards including Prejudice and Caretaker’s Spade.
Can I keep exploring after finishing an ending?
The game returns you to a state before the final point of no return. You do not receive permanent unrestricted access to Arasaka Tower.
---
This guide separates confirmed 2077 locations from adjacent places and from earlier tabletop or anime appearances. The main unresolved area is the exact room-by-room identity of every tower interior shown across the different ending routes. The game reuses and rearranges mission spaces, while available location references often combine 2077 material with tabletop layouts. I have therefore not presented unverified floor numbers, office names, coordinates, vendor lists or a complete 140-floor directory.
The tower’s exterior rooftop traversal and hidden interaction points are also version-sensitive and may depend on collision behaviour, exploits or unofficial access methods. They should not be treated as standard intended entrances without current in-game verification.
Status: researched guide with clearly marked scope limits, not a claim that every background office, decorative storefront or inaccessible floor has been independently catalogued.
Sources
- Arasaka Tower | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Night City Holocaust | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Yorinobu's Penthouse | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- Arasaka Towers | Cyberpunk Wiki | Fandom — cyberpunk.fandom.com
- The Heist - Cyberpunk 2077 Walkthrough & Guide - GameFAQs — gamefaqs.gamespot.com
- Cyberpunk 2077 Nocturne OP55N1 Walkthrough — powerpyx.com
- Cyberpunk: Edgerunners — en.wikipedia.org