Persona 5 sae palace
Image: atlus/sega via polygon platform up the wall behind the elevator and grapple onto the chandelier.
New casino slots to play real money
Jump back down onto the back wall and climb until you find a vent. Crawl through, and you’ll meet a powerful shadow. Kill it, open the sealed door, and pick up sae’s blue will seed of jealousy.
Persona 5 royal guide: sae niijima’s palace will seeds of jealousy locations
Find the red, blue, and green will seeds in sae niijima’s palace
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Image: atlus/sega via polygon
In this persona 5 royal guide, we’ll show you how to find all three will seeds of jealousy and get the crystal of envy in sae niijima’s palace.
Persona 5 royal’s dungeons are largely the same as they were in persona 5 — despite the occasional use of the new grappling hook. But one major change in each palace is the existence of will seeds. Each persona 5 royal palace now has three will seeds hidden inside. Picking up all of them will net you a sweet new item, which jose can later upgrade for free in mementos.
Red will seed of jealousy location
- Sae red will seed of jealousy image: atlus/sega via polygon
- Sae red will seed of jealousy image: atlus/sega via polygon
- Sae red will seed of jealousy image: atlus/sega via polygon
Sae niijima’s palace’s red will seed of jealousy is in the staff-only area near the start of the dungeon.
After you get the keycard from the powerful shadow as part of the story, you’ll be able to open a locked door on the left side of the area. Go through the hallways and open the sealed door to pick up the red will seed of jealousy.
Green will seed of jealousy location
- Sae will seed of jealousy location image: atlus/sega via polygon
- Sae will seed of jealousy location image: atlus/sega via polygon
- Sae will seed of jealousy location image: atlus/sega via polygon
- Sae will seed of jealousy location image: atlus/sega via polygon
- Sae will seed of jealousy location image: atlus/sega via polygon
- Sae will seed of jealousy location image: atlus/sega via polygon
- Sae will seed of jealousy location image: atlus/sega via polygon
Sae niijima’s palace’s green will seed of jealousy is in the slot room, before the giant slot machine.
In the back area, you’ll find a cross-shaped hallway, with a wing on the left and right. From the top platform, drop down and turn left, climb over some crates, and grapple up to the landing above. Move forward and you’ll find the sealed door. Open it to get the green will seed of jealousy.
Blue will seed of jealousy location
- Sae blue will seed of jealousy location image: atlus/sega via polygon
- Sae blue will seed of jealousy location image: atlus/sega via polygon
- Sae blue will seed of jealousy location image: atlus/sega via polygon
- Sae blue will seed of jealousy location image: atlus/sega via polygon
- Sae blue will seed of jealousy location image: atlus/sega via polygon
Sae niijima’s palace’s blue will seed of jealousy is in the high limit lobby, after you’ve already left the dungeon and come back.
Platform up the wall behind the elevator and grapple onto the chandelier. Jump back down onto the back wall and climb until you find a vent. Crawl through, and you’ll meet a powerful shadow. Kill it, open the sealed door, and pick up sae’s blue will seed of jealousy.
Sae niijima’s palace will seeds of jealousy rewards
For all your trouble, you’ll get the crystal of envy, which offers a spell to increase the accuracy and evasion of the entire party. When you use jose to upgrade it to the ring of envy, it offers an additional effect that causes the user’s first spell in combat to deal double damage.
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Persona 5: every palace, ranked from worst to best
Persona 5 has 8 palaces for players to visit, but how do they rank from worst to best? From okumura's palace to madarame's palace, here we list them.
Persona 5 is a one-of-a-kind experience, seamlessly blending classic JRPG combat mechanics with some of the most memorable characters in gaming, all within an incredibly stylish acid jazz noir-inspired package. First released in the united states on september 15, 2016, it will soon get an updated re-release in the form of persona 5 royal on march 30, 2020.
The dungeons in P5, or "palaces," offer up a unique setting for the phantom thieves to infiltrate. As the team embarks on their quest to steal hearts and right societal wrongs, they're plunged into twisted, albeit iconic, representations of their targets psyche. Here we are ranking all 8 of them from worst to best.
8 okumura's palace
In theory, okumura's palace should be one of the coolest. The futuristic setting is rad, and the concept of okumura seeing his fast-food workers as disposable mechanical drones is the kind of perverse villain trait that makes your eventual takedown of him incredibly satisfying.
However, this palace is kneecapped by both its extreme length and narrative shortcomings. While the stakes are still high, they're in relation to haru, a character introduced as morgana's sidekick during his rebellious phase. By the time okumura's treasure is found, it's become less about saving your new friend from her forced betrothal and more about trying to move on past this part of the game.
7 the final palace
The final palace in mementos has a lot of heavy lifting to do. Not only is it propelling the phantom thieves to their final confrontation, but it also has to keep things moving and fun. For the most part, it works just fine. The stark red and black color scheme, a fun puzzle mechanic, and some grim realizations all help make this a very serviceable palace.
P5 is at its best, though, when its characters are front and center in the conflict. Sure, the hearts of tokyo are at risk, but a world-ending threat just isn't as compelling or creative as the more personal moments that the phantom thieves go through in prior palaces.
6 kaneshiro's palace
The best thing kaneshiro's palace has going for it is the introduction of the newest phantom thief, queen (a.K.A. Makoto, a.K.A best girl). The next best thing is the absolutely gonzo boss fight, where an insectoid version of kaneshiro summons a giant mechanical piggy bank to ruin your day.
The keypad puzzles are fun at first, but grow stale after a while. Plus, coming off of the highs of madarame's palace (both from a narrative and level-design perspective), robbing an actual bank somehow feels just a little dull.
5 shido's palace
Shido's palace has some of the absolute coolest and most thematically resonant moments in the entire game. Taking all the people that shido's coerced into his circle to task is super satisfying, and the fight against akechi towards the end is both thrilling and heartbreaking. Fighting shido himself is a challenge, but it makes that eventual victory a fist-pumping moment of joy.
If only those stupid mouse puzzles weren't so annoying. The palace itself is already pretty long, but turning into an (admittedly cute) rodent in rooms full of enemies makes backtracking and exploring a slog.
4 futaba's palace
The best palaces in P5 tell you more than you thought you knew about whomever it is you're infiltrating; futaba's palace gives you an almost fully colored-in picture of her psyche from top to bottom. What starts as a mission to get medjed off the phantom thieves' back turns into a sweet and poignant story about helping futaba coming to terms with guilt.
Crawling through the pyramid is also a lot of fun, if not a bit repetitive. The egyptian-inspired personas you discover help give this palace a strong sense of place, and the puzzles help tell a story as well as break up the gameplay.
3 madarame's palace
Madarame's palace is the first time where persona 5 truly pops off. Where every palace at its core is about stealing a treasure, this is one of the few that truly feels like a heist. The museum feels fully realized, complete with all the things you'd expect to find: an intricate security system, obtuse modern art, and, yes, even a help desk. Even the different sections within the museum feel unique and easily distinguishable. It's also one of the few palaces in the game where the phantom thieves have to work in both the metaverse and the real world to pull off the infiltration.
On top of all that, yusuke's story is told very well here. His complex relationship with both madarame and art help make someone who could easily become a joke character stand out as one of the more emotionally grounded members of the group. To cap it all off, the final escher-esque portion of the palace has some bonkers visuals and a fun navigation mechanic to boot.
2 kamoshida's palace
Lots of video games come with the caveat of "it doesn't get good until about [10, 15, 30, etc] hours in." persona 5 eschews this trend at the top by almost immediately throwing you into kamoshida's palace. Even though it functions as an extended tutorial, each trip into the castle manages to be fun while still telling something about the world, its rules, and its characters.
As ryuji, morgana, and ann become more and more endearing to the player, kamoshida, on the other hand, rapidly cements himself as one of the biggest jerks in gaming. Taking him down feels GREAT and propels the player into their role as a phantom thief for the next 90 hours of gameplay.
1 sae's palace
A 777 indeed! Sae's palace can be best described as a "bop." everything in this palace turns the best elements of P5 all the way up. Akechi joins the party! The music slaps! You get to cheat at dice! By this point in the game, the phantom thieves have fully formed, the story has caught up to the beginning scene, and all systems are firing.
Cruising through the casino can be challenging if unprepared, but it feels so satisfying once you get to the final confrontation with sae and, just for a moment, it seems as though everything has finally gone according to plan. Looking cool, joker!
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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Persona 5: best ending walkthrough - good, bad, and other endings
How to get the true ending in persona 5
- By robert ramsey tue 7th apr 2020
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Does persona 5 have a bad ending? Yes, yes it does. It's actually got multiple bad endings, one questionable ending, and one good ending - at least, as far as we know. In this guide, we'll be showing you how to avoid the bad endings and end the game on a relatively happy note.
We've split this persona 5 endings guide into two parts. The first part will tell you how to get the best ending without spoiling any specific story points.
The second part of this guide will go into greater detail about how to avoid bad endings. Naturally, this second part will contain spoilers.
How to get the best ending in persona 5 (no specific spoilers)
This is how to avoid persona 5's bad endings:
Make sure you follow these key steps:
- Complete palaces before their deadlines. Each palace has a specific bad ending that plays out if you fail to steal their treasure before the deadline.
- Get as far into mementos as you can.
- When the time comes, do not sell out your friends.
- When the time comes, do not make a deal with the true enemy.
How to get the best ending in persona 5 (spoilers)
This is how to avoid persona 5's bad endings:
Again, this part of the guide contains specific story spoilers for persona 5.
If you're prepared to see these spoilers, simply highlight the black box below to read the text within.
Aside from failing to steal a treasure from a palace before the deadline, there are two key points during persona 5's story that determine what ending you'll get.
The first key point occurs once the story reaches the present day. The protagonist will still be inside of the interrogation room with sae niijima. Sae will eventually ask about your party members, and three dialogue options will appear. Avoid the bottom dialogue option if you want the best ending. The game will ask you if you're sure about choosing this dialogue option if you select it, essentially giving you a second chance.
This dialogue option sees the protagonist sell out his friends, revealing their identities to sae. With this information, sae has cracked the case and leaves the interrogation room. A bad ending follows.
The second key point occurs near the end of the game. After you discover igor is a fake, he will present you with a choice: you can either accept his deal and return the world to its previously ignorant form, or you can resist and continue to fight against what he stands for. Accepting his deal results in the game's 'other' ending. Refusing his deal is the only way to reach the good ending.
As far as we can tell, there is one more requirement to reach the good ending: you must get as far into mementos as you possibly can during the game. This means reaching the final locked door of mementos before you reach the last story arch and you have no more free time.
Follow all of these steps and you should get persona 5's good ending.
We also have best ending walkthrough, confidants guide, exam answers and skill level articles for the original persona 5 game.
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Persona 5: every palace, ranked from worst to best
Persona 5 has 8 palaces for players to visit, but how do they rank from worst to best? From okumura's palace to madarame's palace, here we list them.
Persona 5 is a one-of-a-kind experience, seamlessly blending classic JRPG combat mechanics with some of the most memorable characters in gaming, all within an incredibly stylish acid jazz noir-inspired package. First released in the united states on september 15, 2016, it will soon get an updated re-release in the form of persona 5 royal on march 30, 2020.
The dungeons in P5, or "palaces," offer up a unique setting for the phantom thieves to infiltrate. As the team embarks on their quest to steal hearts and right societal wrongs, they're plunged into twisted, albeit iconic, representations of their targets psyche. Here we are ranking all 8 of them from worst to best.
8 okumura's palace
In theory, okumura's palace should be one of the coolest. The futuristic setting is rad, and the concept of okumura seeing his fast-food workers as disposable mechanical drones is the kind of perverse villain trait that makes your eventual takedown of him incredibly satisfying.
However, this palace is kneecapped by both its extreme length and narrative shortcomings. While the stakes are still high, they're in relation to haru, a character introduced as morgana's sidekick during his rebellious phase. By the time okumura's treasure is found, it's become less about saving your new friend from her forced betrothal and more about trying to move on past this part of the game.
7 the final palace
The final palace in mementos has a lot of heavy lifting to do. Not only is it propelling the phantom thieves to their final confrontation, but it also has to keep things moving and fun. For the most part, it works just fine. The stark red and black color scheme, a fun puzzle mechanic, and some grim realizations all help make this a very serviceable palace.
P5 is at its best, though, when its characters are front and center in the conflict. Sure, the hearts of tokyo are at risk, but a world-ending threat just isn't as compelling or creative as the more personal moments that the phantom thieves go through in prior palaces.
6 kaneshiro's palace
The best thing kaneshiro's palace has going for it is the introduction of the newest phantom thief, queen (a.K.A. Makoto, a.K.A best girl). The next best thing is the absolutely gonzo boss fight, where an insectoid version of kaneshiro summons a giant mechanical piggy bank to ruin your day.
The keypad puzzles are fun at first, but grow stale after a while. Plus, coming off of the highs of madarame's palace (both from a narrative and level-design perspective), robbing an actual bank somehow feels just a little dull.
5 shido's palace
Shido's palace has some of the absolute coolest and most thematically resonant moments in the entire game. Taking all the people that shido's coerced into his circle to task is super satisfying, and the fight against akechi towards the end is both thrilling and heartbreaking. Fighting shido himself is a challenge, but it makes that eventual victory a fist-pumping moment of joy.
If only those stupid mouse puzzles weren't so annoying. The palace itself is already pretty long, but turning into an (admittedly cute) rodent in rooms full of enemies makes backtracking and exploring a slog.
4 futaba's palace
The best palaces in P5 tell you more than you thought you knew about whomever it is you're infiltrating; futaba's palace gives you an almost fully colored-in picture of her psyche from top to bottom. What starts as a mission to get medjed off the phantom thieves' back turns into a sweet and poignant story about helping futaba coming to terms with guilt.
Crawling through the pyramid is also a lot of fun, if not a bit repetitive. The egyptian-inspired personas you discover help give this palace a strong sense of place, and the puzzles help tell a story as well as break up the gameplay.
3 madarame's palace
Madarame's palace is the first time where persona 5 truly pops off. Where every palace at its core is about stealing a treasure, this is one of the few that truly feels like a heist. The museum feels fully realized, complete with all the things you'd expect to find: an intricate security system, obtuse modern art, and, yes, even a help desk. Even the different sections within the museum feel unique and easily distinguishable. It's also one of the few palaces in the game where the phantom thieves have to work in both the metaverse and the real world to pull off the infiltration.
On top of all that, yusuke's story is told very well here. His complex relationship with both madarame and art help make someone who could easily become a joke character stand out as one of the more emotionally grounded members of the group. To cap it all off, the final escher-esque portion of the palace has some bonkers visuals and a fun navigation mechanic to boot.
2 kamoshida's palace
Lots of video games come with the caveat of "it doesn't get good until about [10, 15, 30, etc] hours in." persona 5 eschews this trend at the top by almost immediately throwing you into kamoshida's palace. Even though it functions as an extended tutorial, each trip into the castle manages to be fun while still telling something about the world, its rules, and its characters.
As ryuji, morgana, and ann become more and more endearing to the player, kamoshida, on the other hand, rapidly cements himself as one of the biggest jerks in gaming. Taking him down feels GREAT and propels the player into their role as a phantom thief for the next 90 hours of gameplay.
1 sae's palace
A 777 indeed! Sae's palace can be best described as a "bop." everything in this palace turns the best elements of P5 all the way up. Akechi joins the party! The music slaps! You get to cheat at dice! By this point in the game, the phantom thieves have fully formed, the story has caught up to the beginning scene, and all systems are firing.
Cruising through the casino can be challenging if unprepared, but it feels so satisfying once you get to the final confrontation with sae and, just for a moment, it seems as though everything has finally gone according to plan. Looking cool, joker!
So, let's see, what we have: each palace in persona 5 royal has three will seeds to locate, and finding all three will give you a powerful new accessory. Here’s how to find all three will seeds in sae niijima’s palace. At persona 5 sae palace
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