Persona 5 slot machine
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New casino slots to play real money
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Persona 5 slot machine
To win $1,600





Now answer these 3 questions:
Have you won anything online before?
Do you have a valid email address?
Checking answers, please wait.
CONGRATULATIONS YOU WON!

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Sam lewis how do I get the mystery prize . I want that instead of money

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Jade fuller can I try again cuz it spun without my tapping and then i lost.

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How to create A nearly invincible killing machine in persona 5
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One of the most fun parts of persona 5 is the fusion system. You enlist a variety of demonic allies, then mix them together to create even more powerful personas to use in combat. For the sake of balance, most of these creatures have strengths and weaknesses – but what if you’d rather be ridiculously overpowered? There is a way to minimize your vulnerability by creating a persona that only takes damage from an extremely narrow selection of sources – and who has a devastating physical attack.
[note: this feature contains no story spoilers, but it does reveal the names of a handful of late-game personas.]
What you’re doing
The goal is to fuse a version of yoshitsune (a persona of the tower arcana) that is invulnerable to most types of damage and, in several cases, absorbs that damage as extra HP to fuel his powerful physical attacks.
How you’re doing it
Yoshitsune has fantastic natural immunities; he takes reduced damage from fire, nullifies all physical attacks, and reflects lightning and bless spells back at enemies. Plus, he doesn’t have any weaknesses. We’re going to make yoshitsune practically unstoppable by plugging holes in the remaining elemental categories, fusing a version that also absorbs ice, wind, psy, and nuclear damage, and that also reflects curse (including those pesky instant-death spells). That means the only times he will take damage are from A) fire spells that only do reduced damage, and B) gun attacks, which are rare. In other cases, you take no damage or get healed, and you use that extra HP to perform yoshitsune’s exclusive and powerful hassou tobi attack.

Why you’re doing it
Maybe you just love the fusion system so much that you like seeing how badly you can break the rules by exploiting it – but there’s a more practical reason to create this super-yoshitsune for hardcore players. Persona 5 has a superboss that is only accessible on new game+, and while I won’t spoil any details, I can tell you that this persona will make that fight dramatically more manageable. He can also help you through the tough battles at the end of your first playthrough. However, be warned that your sense satisfaction in both cases might be diminished.
Preparation:
1. Hit rank 10 with ryuji, ann, and mishima. This shouldn’t be tough (ryuji and ann are some of the earliest confidants available to you). Maxing out all three ensures you’re able to fuse chi you, ishtar, and sandalphon, the ultimate personas in the chariot, lovers, and moon arcana respectively.
2. Fuse some other stuff. For this process, we’re also going to want the following personas: atropos, silky, high pixie, arahabaki, shiki-ouji, and narcissus. Just make sure you have them in your compendium so you can summon them when the time comes. You don’t need to worry about any of their abilities or levels. They’re just fuel for fusion.

Sacrificing a crystal skull in the gallows is a good way to speed up levels/skills during this process
3. Level up and save money. If you are not level 92 or higher, you also need to finish the strength arcana, which lets you pay to summon personas at a level higher than your main character.
NOTE: if you are planning on tackling the superboss on new game+, I highly recommend performing the yoshitsune fusion late in your first playthrough rather than waiting until you start over fresh. Your level and confidants reset on your second time through, so you should take advantage of not having pay through the nose for high-level fusions. Plus, your higher confidant ranks closer to the end of the game will provide more bonus experience to everything you create.
4. Keep playing the game. Yoshitsune is a fairly late-game fusion, and there’s no getting around that. That’s because the persona futsunushi is a requirement to create yoshitsune, and you need your magician confidant at rank 10 before it becomes available. For this particular fusion, you also want judgment at rank 10 for access to the satan persona, which happens even later. These relationships advance automatically as the story progresses, so just relax until then.

Fusing yoshitsune:
When other preparations are complete, head to the velvet room. You need five different personas to fuse yoshitsune, but just three of them require special attention, all with the goal of inheriting five (the max you can assign) specific passive traits: drain wind, drain ice, drain nuke, drain psy, and repel curse. You must select those skills to carry over in the steps outlined the below, but the other traits you inherit don’t matter.
1. Futsunushi with repel curse
- Fuse sandalphon (level 78+ for repel curse) with narcissus
2. Yatagarasu with drain ice
- Fuse satan (level 98+ for drain ice) with high pixie
3. Okuninushi with drain psy, drain wind, drain nuke
- Fuse ishtar (natural drain wind) with chi you (level 90+ for drain psy) to create gabriel
- Fuse gabriel with atropos to create kali
- Bring kali to level 82+ to learn drain nuke
- Fuse kali with silky
4. & 5. Arahabaki and shiki-ouji
- Summon these two personas. Their skills don’t matter.
The big moment
With all five required personas in your stock, go to advanced fusion and create yoshitsune and use the five empty skill slots to inherit drain wind, drain ice, drain nuke, drain psy, and repel curse.

The finishing touch
Now, level yoshitsune up to 86 to learn hassou tobi (and don’t apply any other skills he learns along the way). This can be expedited by having a high rank in the tower confident for bonus XP when you fuse him, and/or by using the gallows execution to transform other persona into XP. You won’t have any open slots for hassou tobi; I chose to overwrite brave blade with it. Hassou tobi hits all enemies eight times with physical damage, which is enough to quickly blow through the HP of even the toughest bosses.
Congratulations! You now have a persona that effectively allows you to withstand almost every attack, and kill any assembly of enemies who don’t nullify physical damage. That particular set of skills also means that you can solo the superboss on new game+, provided you are lucky enough to not get hit by a critical gun attack.
One last option…
If you’re obsessive about optimization like I am, that lingering ziodyne is probably bothering you. Charge is great for making hassou tobi even more powerful, but ziodyne? You have plenty of other personas who can use that if you need it – why waste a skill slot on your best one?
You can use skill cards or the skill inheritance from gallows fusion to overwrite ziodyne with a more useful skill. Firm stance or ali dance are good choices to further decrease the already minimal damage yoshitsune takes. Unshaken will imparts immunity to various status ailments, which can be handy. Personally, I went with arms master (which I inherited from sacrificing raphael in the gallows), a skill that halves the HP cost of performing hassou tobi. But you can examine your options and choose what works best for your playstyle.
Have fun destroying everything!

[I used this tool a lot when figuring out this process, so check it out if you want to experiment and make your own tweaks]
Mu continent
Mu continent (ムー大陸, muu tairiku) ? Is a location in persona 2.
Appearances edit
Profile edit
Innocent sin edit
After the party spreads a rumor about mu being a casino, coins can be purchased from the manager for ¥100 each; the rumors are available from the rumormongers after clearing sevens. Depending on the specific rumor spread, poker or slots can be made easier to win, or the payout for blackjack can be doubled, though the odds of winning are unaffected.
The machines have the following default rates for winning:
Wild 9 (poker):
machine 1 (2); machine 2 (0); machine 3 (4); machine 4 (3); machine 5 (1);
machine 6 (1); machine 7 (2); machine 8 (3); machine 9 (0); machine 10 (1)
Arouse blank (slots):
machine 1 (1); machine 2 (2); machine 3 (0); machine 4 (1);
machine 5 (3); machine 6 (1); machine 7 (0); machine 8 (2)
If the spread rumor is for poker or slots, one machine has it's chance of winning increased to 7, the maximum allowed by the game; the specific machine affected is learned by talking to people in the yumezaki area after spreading the rumor. For all other machines, tatsuya's luck gives a bonus to the chance of winning, to a maximum of 7, with the modifiers as follows:
- 1-20 (+0)
- 21-40 (+1)
- 41-60 (+2)
- 61-80 (+3)
- 81-99 (+4)
Note: the numbers are relative, simply to indicate on which machine its easier to score large payouts, and how luck affects that; they do not indicate any specific chance or odds.
Eternal punishment edit
After the party spreads a rumor about mu being a casino, coins can be purchased from the manager for ¥100 each; the rumors are available from the rumormongers after clearing sevens. Depending on the specific rumor spread, poker or slots can be made easier to win, or the payout for blackjack can be doubled, though the odds of winning are unaffected.
Wild 9 (poker) edit
Wild 9 poker is played with 1 character who is dealt 5 cards. The goal is to get a winning hand that will determine how many coins are paid back. Up to 10 coins may be bet at a time when starting; however, winning a hand will allow you to raise your bet to increase the payout: e.G., betting 10 coins and getting 3 of a kind will win you 20 kinds; you can either take the 20 coins or increase your bet to 20 for the next hand. Bets may be raised consecutively with multiple winning hands, but there is an upper limit of 5,000 coins per bet. When this limit is reached, you are immediately paid out, and your bet is reset.
The deck is a standard 52 card deck and aces are only played high (meaning they count as higher than a king for straights but do not count as a 1). There is also a joker card. This card is always held and can act as any one other card; it will operate as whatever gives the greatest payout. Joker cards have a "chance #" value that denotes how many hands it is good for. It can start anywhere from 1 to 9 and will decrement the count every fresh hand.
The payout is determined by the hand; a joker works for every hand except for a royal flush. If a royal flush is dealt with a joker, it is counted as a wild royal flush.
- Royal flush (10, J, Q, K, A; all of the same suit; no joker) - jackpot (if bet was at least 10) or 25 x bet (if bet was less than 10)
- Wild royal flush (10, J, Q, K, A; all of the same suit with a joker) - 100 x bet
- 5 of a kind (5 cards of the same value; only possible with 4 of a kind and a joker) - 50 x bet
- Straight flush (5 cards of consecutive values and all of the same suit; e.G 7, 8, 9, 10, J; remember: aces high) - 30 x bet
- 4 of a kind (4 cards of the same value) - 10 x bet
- Full house (3 cards of the same value and a set of 2 cards with the same value) - 7 x bet
- Flush (5 cards of the same suit) - 5 x bet
- Straight (5 cards of consecutive values; e.G 7, 8, 9, 10, J; remember: aces high) - 3 x bet
- 3 of a kind (3 cards of the same value) - 2 x bet
- 2 pair (2 cards of the same value and another pair of 2 cards with the same value) - 1 x bet
Bingo edit
Bingo is played with 4 separate cards invariably; you cannot choose to play more or less. Bets are placed on all four cards for the same amount, in multiples of 10, meaning the lowest bet is 40, the next is 80, and the highest is 400. There are 30 numbered balls and 3 special balls. A minimum of 10 balls are chosen at random, and one by one they fill a table similar to the one at the right. The number on the ball chosen marks off those squares on each card if they are there. If a bingo (5 balls in a line) is completed by a ball, then the payout is increased by the initial bet (per card) multiplied by the number of the box it filled in. For example, if 5 balls were drawn, the initial bet was 10 per card (a total of 40), and the 5th ball completed 1 bingo, then the payout would be 10 x 16 = 160 coins would be added to the pay out. There is a payout increase for every bingo completed, even if completed on the same card. So if 2 bingos were completed in the earlier example, the pay out would increase by 320. The jackpot is only available if the maximum bet is placed.
There is no input from the player after the bet is placed and the game is started, and until the final chance. Bingo is normally slow, but the speed of the game can be greatly increased by pressing start before playing. The four cards to be played on can be redrawn randomly by pressing square. This can be done an unlimited number of times. If a number does not appear on any of the four cards, then it will be displayed on the left side of the screen.
Each numbered ball has a special color that does not matter until the end. Balls 1 through 10 are colored red ; balls 11 through 20 are colored blue ; balls 21 through 30 are colored green . The three special balls are colored yellow .
The special balls do not fill in any of the betting table. Two of the balls fill in specific squares on every card; one fills in each of the four corners, the other fills in the 4 numbers in the center of each line on the perimeter. The last special ball doubles the bet of any subsequent bingos of the game. So if 5 numbered balls were drawn, the bet that was 16x is not increased to 32x, but the 12x will be doubled to 24x, and so on.
The final square of the betting square is initially undefined, and will be defined in one of two ways: it will take the value of the first bingo multiplier won. So if 5 balls were drawn, winning a 16x, the bottom square will become 16x. If no bingo is won, it will take on a value of 2x. This square can be doubled by the yellow 2x ball like all the others.
If any bingos were won, when the game ends, there will be a final chance. In this final chance game, the remaining balls are counted and a total is given for each count by color (red, blue, green). This count determines a multiplier for a bet. One of the 3 colors is chosen, and then one of the remaining balls is removed at random. If the removed ball is of the same color, then the payout is multiplied by the defined multiplier of that color. This final chance can be played consecutively, up to a maximum bet of 50,000.
Prizes edit
Innocent sin edit
Initially, the following prizes are available:
After jun joins, the following additional prizes are available:
Persona 5: niijima palace - members floor, house of darkness maze, battle arena in the casino palace
How to explore and beat the sixth palace.
In persona 5 niijima's palace is the sixth dungeon, and takes place during the months of october and november.
As before, you'll be taking a few visits to niijima's palace dungeon, with several infiltrations and a run to get the treasure and take on the boss.
If you're after help for other parts of the game, consult our persona 5 guide and walkthrough.
Niijima's palace dungeon
Investigation
On the main floor, head up the stairs to the right and go through the door - you'll recognise this area from the game's opening moments. Make your way across the suspended platforms to the south west corner of the room, try the locked door, then head across to the western edge of the room and crawl through the vent. Drop down to the area below and speak to the palace's owner.
Once they're gone head to the lower area and try the elevator, defeat the shdow that appears, and then return to the real world.
Infiltration

Make your way back to the elevator, use the safe room, and then head through the door in the south west corner.

Follow the corridor around to the west, climb the stairs, go through the door ahead, and climb over the machinery to the south. Keep following the passageway until you find a flight of stairs with a powerful shadow at the top - you will have to fight him eventually, but for now leave him be. Head north to find another safe room, then climb on the machinery on the west of the room to find an air vent.
Crawl through, drop down on the other side, and go through the door to the east - this will allow you to ambush the shadow you skipped earlier and make the fight a little easier. Once defeated he'll drop a keycard, so head back through the door and head to the north. Use the keycard on the locked door ahead, then crawl through the vent into the surveillance room.
Ambush the shadow and grab the membership card, then leave the room via the vent in the north east corner. Exit the room using the keycard then head up the stairs to the east and use the keycard on the next door to return to the main floor and make your way back down to the elevator to ride to the next area.

After another brief meeting with the palace's owner, talk to the cashier, use the safe room, and then head to the west to enter the dice area.
Pick a room at random and try a few games of dice until you realise it's rigged, then crawl through the vent near the northernmost dice room.

Follow the passage around anticlockwise then jump over the machinery ahead. Head west, follow the passage north, then turn right and go up the stairs. Once the corridor heads south turn right at the end, use the safe room, and then head east. Keep following the passage around until you reach the door at the end, then head through to enter the dice control room.

Defeat the shadow in the control room then return to the main gambling area. Futaba will mark a room on your map, so pop in there and play a few more games of dice - this time you can't lose, so keep going until ryuji and another member of your party volunteer to grind for cash, then return to the lobby.
You now have enough cash to play the slots, so make a quick stop in the safe room and then head through the door to the east.

Ignore everything going on in this room for now, and just head for the door in the west.

Examine the giant slot machine, then head up the short flight of steps to your right and climb onto the bank of slot machines at the top. Examine the panel, then climb back down and return to the first slot room.
Turn right and follow the corridor, open the door, and then climb onto the machinery on the left at the end to find the green control panel. Double back and enter the main part of the slot room (heading back to the lobby) and the red panel will be on the wall to your rightjust past the last row of slot machines.
Once both panels are done return to the giant slot machine and give it a whirl, then return to the cashier and collect your high limit card then use the elevator to move to the next floor and speak to the bouncer.
This is as far as you can go in this visit, so return to the real world for now.
High limit lobby, house of darkness maze, and battle arena
Ignore everything for the moment and just head through the door to the south and use the machine next to the scales, then return to the lobby. There are two challenges you need to beat to earn yourself the required sum, and conveniently the entry fee for one of them is exactly the prize you can win for the other, so start by heading to the house of darkness to the west.

Once inside the maze visibility is extremely limited and there's no map, but the maze is reasonably simple to navigate.
Part 1: hug the wall to your left and follow it until you come across a vent, try the nearby door, then crawl through the secret passage.
Part 2: drop down to the floor below, and keep hugging the wall to your left. Skip past the first passage with the blue lights, then take the next one and keep hugging the left wall until you reach a locked door. Nearby you'll be able to see the back of an illuminated letter - climb onto it and head for the top, crawl through the vent, drop down the other side, and keep hugging the wall to the left until you reach another door, go through, and head down stairs and through the door on the west.

House of darkness outer chambers
After a cutscene your path will be blocked, so crawl through the vent on the left hand wall near the playing cards, follow the passage west and round to a flight of stairs, head up, and then climb onto the machinery in the north west corner of the passage above and take the door to the south to emerge past the blockage in the main hallway. Head through the door to the west, fight the shadow for your prize, and then return to the high limit lobby.

Cross the lobby and enter the arena area - you'll face off against three rounds of increasingly tough shadows, and you'll be fighting alone, but as long as you have plenty of healing items or personas with healing skills it shouldn't provide too much of a challenge.
Return to the scales, deposit your winnings, and cross the bridge to the treasure room before returning to the real world.

Confidants, romances, test answers, palaces and more.
Need more help? Our persona 5 guide and walkthrough features a complete month-by-month summary with important dates and palace strategies, as well as how to get the true ending. Elsewhere, learn how to make the most of your free time with all confidant, social link and romance options, the best ways to increase social stats such as knowledge, guts, proficiency, kindness and charm, create the best personas through fusions, how to cheat on exams with our test answers, how to get mementos requests, unlock the entire trophy list and learn about the upcoming DLC schedule.
Niijima boss fight
The fight itself is straightforward, but is complicated slightly with a gambling mechanic. If you win you'll be granted a buff, have HP or SP restored, or gain some other tactical advantage, but if you lose you'll hand the advantage to your opponent.

For the first few rounds, whatever you pick you will lose so only opt for low stakes bets, but pay attention to where the ball originally lands before being diverted; after a couple of rounds, when futaba asks if you've spotted how the cheat is being done answer with "there's a glass lid", then send one of your squad to deal with it. Once the cheat has been disabled, place high stakes bets on the number the ball originally landed on and you should be in for a relatively easy ride.
The second phase is a tougher fight, but the mechanics remain the same - we'd recommend using a combination of concentrate and fire-based attacks if possible, as while it's not a specific weakness it does seem to do slightly more damage than other attacks. Keep one party member on healing duties, and wear away until the fight is over.
You'll now revisit the opening sequence of the game, but this time it'll make some sort of sense - just do what you did last time around.
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So, let's see, what we have: persona 5 slot machine to win $1,600 now answer these 3 questions: have you won anything online before? Do you have a valid email address? Checking answers, please at persona 5 slot machine
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