Persona 5 okumura palace прохождение
Persona 5 Royal is a relatively easy game, with the changes to the battle system and gameplay largely reducing Persona 5’s challenge rather than adding to it (as discussed further in my full review).
This is with one notable exception – the boss of the fifth palace, Kunikazi Okumura.
The reason this can be such a troublesome battle is that the cheap mechanics come completely out of the blue, and if you’ve saved your game after entering the palace to fight him you might find yourself in a rather tough spot.
Okumura’s ‘Work Order’ move releases waves of gradually-stronger minions, with a couple of batches particularly infuriating. If you do not finish off all of the enemies within two turns, they’ll evacuate, which undoes all your hard work and requires you to fight a fresh set of workers from scratch. With the clock ticking down, this is incredibly frustrating.
Fortunately, he can be taken down with the right tactics.
For the sake of completeness, I’ll cover all stages of the battle and the way to take them down well within the 30-minute time limit.
Before the battle
- Put Haru in your party – her psi attacks are crucial in the latter part of the battle and at normal party levels the boss is virtually impossible without her
- I’d suggest Morgana for one of your other members as his wind attacks are also very useful
- The fourth doesn’t really matter, but Makoto or Ryuji would be my choice as their attacks will be handy on the third phase
- Joker with a persona that has psi attacks (preferably Psio and Mapsio) or curse attacks, and a persona that has wind attacks (Garula and Magarula at least) – if you don’t have these already, check every possible fusion available and scroll through your compendium to find them
- Ideally, a couple of wind items and a couple of psi or curse damage items, particularly the latter pair – these will make it easier so if you don’t have them, it is worth crafting a few before you head in to steal the treasure if you still have the chance
Phase 1 – the little blue guys
The first set of workers are incredibly easy – they are weak to fire and wind and will likely be taken out with one multi-hitting attack of these elements. No problems here.
Phase 2 – the little yellow guys
Things don’t get much harder yet. The second phase is weak to ice and psi. Just use Haru or Joker to take them down comfortably with either. These guys have so little health it still doesn’t even matter if you hit them with other moves. They’ll go down without any trouble.
Phase 3 – the tall red and yellow guys
This is why I’d recommend Makoto or Ryuji. The third phase is weak to nuke and electric, and are slightly more difficult. They aren’t a huge concern and can be beaten without these two, but rather than waste time and SP whittling down their health with attacks that don’t strike their weakness, they are still best dispatched quickly.
If Joker has a nuke or electric persona, then obviously use these moves as well. On Morgana’s turn, it’s worth attempting Miracle Punch to get a critical hit, so you can baton pass to Makoto/Ryuji, hit them with another attack and finish them off.
It’s also a good time to buff up when they are nearly down, as the most difficult phases are about to come. Boost your attack with items or moves if you get a chance.
Phase 4 – the tall blue workers
This is where the challenge starts ramping up. They aren’t the toughest part of the fight, but don’t underestimate them. It’s best to be safe by using the most ruthless tactics.
They are weak to wind (and bless) which is why Morgana’s here. On his turn, do not cast Magarula. Hit the first three individually with Garula, and when only one is left on their feet, then use Magarula. This way, even though it costs more SP, three out of four have been hit twice. Once they’re all down, baton pass to power up Joker, who can follow up with a more powerful Magarula of his own, hitting them all again which will take off a lot of their health, and on Joker’s actual turn you can use another Magarula since they’re now all down (if Joker goes before Morgana, just do it the other way around).
You still have a full turn left to go and depending on how much health they have left, either do the same thing again or just finish them with a multi-hitting move to save SP.
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Phase 5 – the big green bastards
By far the most troublesome part of the battle, where strategy is very important. They are very difficult to take down with conventional means, so it’s time to utilise Haru and Joker’s psi attacks along with baton passes and if necessary, damage-dealing items.
They are weak to psi and curse, so it’s essential that along with Haru’s psi, Joker has access to individual and multi-hitting attacks of one of these elements.
The same basic strategy applies. If you engineer a fully-powered baton pass, which is only possible with psi or curse items, this can give you an important edge.
If you don’t have them, then the real damage is done on Haru and Joker’s turns. Again, resist the urge to cast Mapsio straightaway – cast Psio instead. Hit the first three individually, before finishing off with Mapsio. This way, again three of the four have taken two hits. If Joker has access to psi, then it makes sense to baton pass from Haru to Joker, or vice versa, so there’s a bit of extra power.
- Makoto/Ryuji – throw a Psycho bomb, baton pass to Morgana, throw a Psycho bomb at someone else, baton pass to Haru, Psio on the third enemy, baton pass to Joker, fully charged Mapsio on them all – at this point they’re all knocked down, and then another Mapsio on Joker’s bonus move
- Joker – Mapsio on them all since they’re already knocked down
- Haru – Mapsio on them all since they’re already knocked down
- Morgana – use an item to increase Joker/Haru/the party’s attack, or heal HP/SP if needed
Obviously you’ll need to adapt the turn depending on who goes first. That’s four Mapsios, one fully baton-charged, in one turn. Even this may not beat them, but you’ll have a whole turn to finish them off – again, with individual Psio attacks on three, Mapsio on the fourth, and then another Mapsio after they’re all knocked down.
If you don’t have the items, then I reiterate that between Haru and Joker you follow the pattern of using individual attacks before multi-hitting moves. Your other party members should be boosting attack power or reducing the defence buff that Okumura can annoyingly put on one of his minions.
You can still get three Mapsios and a few Psios in there per turn, and across the two turns you have, should be able to do it. Although Mafreila and Magarula may not do a lot of damage, they are better than nothing if needed to finish them off.
There are other ways to win, but this is the most efficient which requires the least preparation – since the difficulties of this battle come with no real warning and like me, you may be stuck in the palace with no chance to grind in Mementos.
Another possibility is that if Joker has access to Concentrate on one of his personas, it’s worth using it on his turn and baton passing to him once Haru has individually knocked them all down (using, of course, three Psios and a final Mapsio). Then unleashing a super-powerful Mapsio from Joker which will hopefully see them off.
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Phase 6 – Executive Director
The executive director may look big and ominous, but he isn’t as difficult as the previous phase as the two-turn window to beat him no longer applies.
Don’t get me wrong, you still need to be careful. Stay healed up, buff up attack and defence as needed, and just hit him with your most powerful moves. He doesn’t have any weakness so there is no special tactic here outside of inflicting with forget and using technical attacks if you can.
The only thing to be aware of is his Big Bang Order, which you’ll see coming a turn in advance when he charges up. This is a strong attack which can take you out if you aren’t on high health – when it’s coming, forget attacking – heal, buff defence, reduce the director’s attack, and if you haven’t got Joker’s HP over 300, guard to make sure he doesn’t fall.
It’s an attritional part of the battle but not hugely difficult if you just rinse and repeat.
Phase 7 – Haru
Haru is easy, as she will shortly be ordered to self-destruct. Rather than trying to beat her before this, you’re best off healing up and making sure you withstand the explosion. You’ll have two whole turns to get yourself in order. Take your first turn to use healing moves, and guard on your second turn. If you want added peace of mind, you can buff your defence, but there isn’t actually any need and your party should easily survive as long as they’re on about half health.
Phase 8 – Okumura
Okumura finally has no-one left.
He has pitifully low health and can easily be finished off. The only thing I’ll say is if the countdown is running low, just skip through the dialogue and use Rush to put an end to him as quickly as possible.
Otherwise, if anyone ended up KO’d, revive them before finishing the battle.
And like that, the most irritating part of the whole game is done and dusted, allowing you to snag the treasure and escape with your sanity intact.
If all else fails, change the difficulty
We know these tips should be enough, but if you are still having trouble there is one more option. Change the difficulty… by putting it up to Merciless. This can be done before the battle by selecting Config within the System section of the pause menu.
No, this isn’t a joke. On Merciless difficulty, you will deal three times as much damage from weakness hits, technical hits and critical hits. This actually makes it far easier to defeat the green workers at phase 5. However, the triple multiplication works both ways, and enemies generally inflict more damage, so you still need to be very careful and take particular care of Joker. Ensure he stays healed at all times, and don’t take any risks – you won’t need as many turns to take down the workers so you can afford to sacrifice an extra one to heal and buff defence where necessary.
The hardest phase on Merciless is probably the Executive Director, who doesn’t have a weakness. When you are not hitting weaknesses, your normal damage dealt will be decreased so it’s more advisable to go all out to inflict status ailments. Forget, Shock and Freeze can all be inflicted, and also have the bonus of impeding him from using his Big Bang Order.
Once the Director is taken down, the same tactic as before applies to Haru – heal up, buff up and have Joker guard. Once you survive her detonation, you can breathe a sigh of relief and simply set the difficulty back to normal (or whatever you chose) once you have access to the menu again.
As the thieves enter the palace, they find themselves in the middle of some nexus-like area.
Make your way to the Palace and a small cut-scene plays.
Infiltration pt. 2
Head back to the console area where you can take the lift down as an elevator. Go down the elevator and take out the shadow, Arahabaki. You can also negotiate with it to take on its power. Next, head to the left path and follow the balcony path. Take out the incoming shadows. One of them has Decarabia and the other shadow has Black Ooze.
After defeating the boss, another cut-scene will occur.
Second Phase: Making Your Way To The Treasure
Facility Passageway
Once you regain control, look to your right for a treasure chest. After that, approach the console or what appears as a big yellow dot on the map. Once the elevator goes down, another cut-scene plays.
Return back to the elevator and a cut-scene will ensue. After the cut-scene ends, head inside the elevator to move on to the next floor.
Barracks
Mini Boss Fight: CEO Robot with Minions
Facility Passageway
Spaceport Facility Surroundings
Spaceport Export Line
Spaceport Production Line
Disposal Line
Mini Fight: Golden Corporobo MDL-CH
After defeating them, head through the door at the other side of the room. Take the lift and head into the next area.
Spaceport Central Factory
Transfer Line
1st Level
When you enter this area, head through the first and only airlock you find. Then, head through the east one. Ignore the nearby control panel to go through the east airlock. After that, activate the control panel in this room before heading through the eastern airlock moving you south.
2nd Level
Once you enter the second level, head north. Then, head through the eastern airlock. When you get there, ignore the control panel there before going south to the eastern green airlock. However, once you go through it, it will disable itself and enable another airlock. Because of this, go through the north and then east airlocks in order.
Back in the long room you were in before, head through the center airlock and then through the east one and the north one after that.
Secret Weaponry Area
From the entrance, make a right to grab the treasure box. Follow the path down from the treasure box until you can make a left. You should find a door on your right leading to the Safe Room. From the Safe Room, take the ramp on your right. When you reach the end of the ramp, make another right and head straight toward the Big Bang Burger for a cut-scene. With that, you will also find the Okumura Palace Treasure!
Third Phase: Making the Treasure Appear
Okumura Palace Boss Battle
For a complete and detailed breakdown of stats, skills, and battle strategies against Shadow Okumura, read our boss guide:
Call reinforcements when there are less than four robots.
2) Sacrifice Order
Order one worker robot to self-destruct on the next turn.
3) Rakunda
Defense debuff on a single target for three turns.
4) Tarunda
Attack debuff on a single target for three turns.
5) Dekaja
High chance to inflict Hunger on a single target.
Moderate chance to inflict Hunger on the entire party.
8) Executive Punch
Strong physical damage to a single target. Often attacks Haru.
9) Makarakarn
Shields an ally to repel one magic spell.
10) Big Bang Order
Charges for Big Bang Challenge.
11) Big Bang Challenge
Delivers strong Almighty damage to the entire party and inflicts Hunger. If the target that receives the damage has Hunger, the damage is absorbed and the status effect is removed.
12) Heat Riser
Boss Strategy
1) Clear the waves of minions using spells they are weak against
2) Look after your HP and cast debuffs
Persona 5 Okumura Palace Guide to walk you through the palace, defeat the enemies in it, find loot, and defeat the boss at the end.
You should be able to start the Persona 5 Okumura Palace on Sept. 19 & must finish it by 10th October. In order to successfully clear the Okumura Palace, you must be at least Level 40.
Persona 5 Okumura Palace
While journeying through P5 Okumura Palace, you’ll also come across pretty good loot and other treasures.
In our Okumura Palace Guide, we’ve detailed everything you need to know about completely clearing out the Okumura Palace, defeating the enemies, and eliminating the boss at the end.
Facility Surroundings
Once a short cut scene is over, you must board the disc and proceed to use the Lift Switch. Once you reach the end, you’ll come across a patrolling Shadow with a Treasure Chest alongside containing a Rasetsu Ofuda item and a new Safe Room. Save and prepare, then continue onward.
There’s another Treasure Chest with a Spyware-laden Gear midway along the linear path. Grab it before it descends to the next area.
Export Line
A Treasure Chest is found up the ramp with a Black Kogatana in it. Follow the path down and head south into a Safe Room. Once prepared, head eat and trigger a cutscene.
Once you’ve reached Conveyor belts, move north to come across a robot arm break. From here head southwest of the level and test the console with the flashing blue light. Break the it to create a pathway. Just increase the speed and it’ll do everything on its own.
Climb across the broken robot arm towards the north side. Once you’re on top of the ramp, head northeast more and find a console with the flashing purple light. Agin, increase the speed and break it.
Move across the broken arm and come across another chest containing a Fury Blade weapon for Yusuke, Bead and Emerald. Interact with the console with the flashing yellow light and break the arm.
Go back to the room where you found the purple console and jump down onto the yellow arm from the ledge outside. Entering the door leads you to the Production Line.
Production Line
Keep moving towards the north and the party will encounter hydraulic presses blocking the exit. A light blue console is found in this area along with a light blue hydraulic press.
You’ll come across the Shadows in between the console and the light blue hydraulic press. Take them out and interact with the console. Select to set the machine to Lunch for enough time to cross the press.
After selecting the Lunch, head to the west light blue press. Cross it and find a Fragmented Armor inside a Treasure chest.
Then interact with the light blue console and start the lunch again. Loop around the hydraulic presses and head to the central southern platform.
On the east end of the platform there’s a purple console. Set it to lunch and firstly run across the hydraulic press then to the purple hydraulic press. Enter the door and enter another area.
Disposal Line
A new Safe Room is opened on the South. Save and prepare, once done head down from the ramp and come across a console with a flashing purple light. Break it and traverse it.
There’s a blue console at the western end of the platform, examine and set a Lunch Break. From here, return to the light blue hydraulic press (east).
From the hydraulic press jump onto the platforms to its east and find a locked chest with a No Mercy SMG for Ann, Balm of Life and an Opal. Again, cross the area to the west and hug the north side and come across a blue light. Do what you did previously, increase the speed and break the arm (south) and cross it.
Find a Treasure chest on the east side of the platform with Shield Goggles inside.
Simply set the Yellow console to Lunch and run towards the yellow hydraulic press. Cross it and get ready to fight the yellow Corporobo MDL-CH cognitions.
Use Ice and Psy skills and you’ll find your way towards the fifth wave of the adversaries to end the fight
Initial Infiltration
Once the cutscenes are over, use the console & head down using the elevator. After arriving in the new area, head left & into the hallway to trigger another cutscene.
From the area, follow the balcony & head into the next room. Grab the item in the room, check the blue object, and proceed towards the door. At this point, simply watch the cutscene and find yourself out.
Second Infiltration
Continue to chase Morgana & head right when the path splits up. Simply continue the chase & trigger a lengthy cutscene.
After the cutscene is over, take the elevator down to defeat Arahabaki. Once done, head left towards the balcony area & defeat some more Shadows. Now head inside the room at the end of the balcony, grab the item & defeat the shadow.
To defeat the Fiancee Robot, make sure to use Psi-based & Wind-based attacks and watch the cutscene.
Finding the Treasure
Continue to proceed through the vent and deal with the Shadow near the barrels. Now continue to climb up the barrels and ledges in order to find a blue console.
After getting the map, climb the barrels and ledges to find another vent. Continue to follow the vent & you should arrive at a hallway with a couple of doors. Head inside an elevator near the roundabout and continue to follow the path to eavesdrop on a conversation.
Now head left from the intersection & defeat a Shadow. After heading inside the Control Room, grab the items & defeat the robots using Wind-based & Nuclear-based attacks.
Grab the elevator key & head right to fight some more Shadows. Once done, loot the Treasure Chest and defeat another couple of Shadows on the right side.
Now head down the hallway & turn right to defeat some more enemies using Wind-based attacks. Search the area for loot, defeat another Robot in the next room, grab the keycard, & watch a cutscene.
At this point, head right & take another right to come across a large, green robot. While speaking to the robot, select 2nd, 1st, and then 1st choice again to start the battle. The battle is relatively easier with Wind-based and Psi-based attacks.
After the battle, proceed towards the roundabout at the end of the hallway and deal with the Shadow. Once done; head right & head left twice to battle the large, green robot once again.
Now loot the Treasure Chest & head towards the door at the end of the hallway. Head right from the door to fight the large, green robot again.
Now head onto the right side platforms and continue to follow the path. Do take note of different ledges, Shadows, and items in the area.
After getting to the bridge, cross it & enter the room. Grab the items in the area and find another Safe Area nearby. Now head up the ramp & towards the belt to trigger a cutscene.
Next thing that you need to do is to enter the room in order to defeat some Shadows and grab items. Once you get to the street & see the blocks in your path, head from the hallway and interact with the panel to build a bridge.
Go past the bridge while defeating Shadows on your way & head into the Control Area. Make sure to grab all the items in the area.
Once inside, grab the items & interact with the panel followed by proceeding towards the main area using the bridge you made earlier. Once there, loot the Treasure Chest & interact with another panel to proceed towards the end of the hall.
Production Area
Once in the new area, grab the items & clear the Shadows before activating the panel. Make sure to stop the Blue Smashers & head inside the next room to stop the Pink Smashers. Cross the way & defeat the Shadow to loot the Treasure Chest. Now hit the blue panel, cross the area to hit the purple panel & head inside the next room.
In the next area, you should be able to find another Safe Area on the left side. Interact with the panel to make way & head left to find another panel. After interacting with it, head towards the Blue Smasher.
Now all that you need to do is to head inside the room & take the elevator into the next area.
Factory Area
On the left side, you should be able to find some items and another Safe Area. Interact with the window with the sign to get teleported to the other side.
Deal with a couple of Shadows on the way & interact with the lever to change the colors of the signs. Now head to the Alpha Tunnel & activate the lever at the end.
Next thing that you need to do is to head to the first lever & put it on Omega followed by finding another lever at the end of the tunnel. From the Omega Tunnel, head into the orange Alpha Tunnel and take the elevator up.
From the Safe Area, head inside the Air Tunnel & take the right-most tunnel to defeat a few Shadows. Once done, take the Green Alpha Tunnel & simply continue to follow the path.
In the new area, use the Omega Lever & head inside the Omega Tunnel. Retrace your steps to the lengthy hallway & take the Omega Tunnel followed by taking the middle Omega Tunnel. Now take the tunnel on the right side and then the one on the north side.
Now return to the 2nd lever to take the newly activated tunnels & head inside the room with the Treasure Chest. Now take the Orange Tunnel & continue to follow the path to take the elevator.
Weapons Area
After looting the Treasure Chest, head left & find another Safe Area on the right-hand side. From the Safe Area, take the ramp on the right side & take another right towards the Big Bang Burger to find the Okumura Palace Treasure.
Third Infiltration
Continue up until you reach the door. Take out the Shadows inside followed by activating the elevator. Grab the treasure & activate the platform to trigger another cutscene.
Shadow Kunikazu Okumura Boss Fight
For the first wave, make sure to use Fire-based attacks. For the second & third waves, use Wind-based and Psi-based/Agi-based attacks respectively! The blue lackeys can be dealt with, using Fire-based attacks.
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