Once you feel prepared in Persona 5, and have acquired all of the medicine and tools that you want, head onto the roof after school to call a meeting. You can talk up here with the gang, and they will give you some general tips. When you are ready to take the plunge, hit the infiltrate palace option.
The four of you will appear in the Metaverse and Ann will get to pick her new nickname. Before going into the palace again, Igor will pull you into the Velvet Room to explain a new system. Learn how to fuse Personas as well as the invaluable Third Eye skill. Once you are done, exit back to the castle.
Navigating Kamoshida's Castle should be fairly clear. If there is an area on the map that is grayed out and that you haven’t visited, go there. Kamoshida's Castle has a mostly easy to understand layout. However, be sure to use Third Eye in every room that you go to as it will help you find tons of important items and interactions.
Disclaimer: This guide was originally written for Persona 5, which Atlus released stateside in 2017. If you’ve found your way to this guide and are playing Persona 5 Royal — the 2020 update with additional content that’s hitting Xbox and Switch later this year — you can still follow along. However, note that Royal did introduce changes to several parts of the game, adding grapple points and reworking certain boss encounters. So while the paths are generally the same, you may run into some inconsistencies.
Persona 5 Royal also comes with a new collectible called Will Seeds, which are hidden in each dungeon. To find them, use our Kamoshida Palace Will Seeds of Vanity guide.
Table of contents
Persona 5 Royal also introduced Will Seeds to collect in each dungeon. If you need to find them here, check out our Kamoshida’s Palace Will Seeds of Lust guide for detailed directions.
- The safe room, learning cover and the map
- Rafters, chandeliers and another safe room
- The banquet hall, the meat room and another safe room
- The library and another safe room
- The chapel
- On the roof
- The tower
- The crescent room, the bridge and the eyes
- Past the bridge to a safe room
- Calling card
- Boss: Suguru Asmodeus Kamoshida
The safe room, learning cover and the map
From the Castle gate, fast travel to the Safe Room called West Building 1F. It is here that we start our journey in grand larceny. Head out of the safe room and to the left, to the yet unopened door. In this new area, clear out the enemies and then use Third Eye for the first time. Move into the next hallway, through the door, and up the stairs.
Here, Morgana should teach you have how to use cover, an incredibly useful tool for ambushing every enemy you come across. Sneak your way down the hallway, taking out the enemies. Once you reach the end, take the door out. You will now be in a room with a cage and goat statues. Use Third Eye, follow the footsteps, and pull the highlighted levers in order. Buh-nuh-nuh-nuh, you have found the dungeon map!
Rafters, chandeliers and another safe room
From the map room, move into the next hallway and then exit out into the main hall on the second floor. This will look pretty familiar, just a little higher up than usual. Use Third Eye to discover points where you can jump onto the rafters and across the chandeliers. Watch for enemies though, as one can spawn on the central chandelier.
After reaching the other side, do not jump down. Instead, shimmy your way around to the outside wall and find a new infiltration point. If you need to leave and come back, you will have an easy access point. Return to the second floor and venture into the next room. Open the chest with your lockpick and find a new Safe Room.
The banquet hall, the meat room and another safe room
Once you feel comfortable, leave the Safe Room and press on into the next area.
Head down the hallway and into some tougher enemies. This may be the first difficulty spike but it will not be your last. Be careful not to overuse your SP on enemies you can easily take out with basic melee strikes.
You should now be in a large, connected banquet hall with plenty of enemies. Take them all out, and move forward. Remember that if you are hurt, you can use medicine in the menu or Dia, your character's healing spells, out of combat (Ann usually has some SP to spare). After the banquet area, move into the meat room.
Clear out the enemies here as usual, and move forward. You will now be in a hallway with a locked door at the end of it. But you are Phantom Thieves! Don’t get discouraged, climb the bookcase on the left side of the room instead. Once you are hanging around the ceiling, climb through the crawl space and into a chest room.
Leap onto the enemy to ambush them and press forward (you can unlock the locked door for easier backtracking). Now head up the stairs and find another Safe Room. If you have been going this entire time, consider heading back to restock on medicine and to auto-replenish your health and SP.
Keep in mind that if you leave, you can do any number of things that don’t involve passing time, such as fast traveling to shops (weapons or medicine), and still go back to the palace. If you want to take a day off to go to the batting cages or work, you can do that, too. Whenever you want to head back in, go back to the hideout.
The library and another safe room
Once back in the dungeon (fast travel to Safe Room East Building 3F), press forward into the curved hallway. There is a split here, and one direction will look like it goes to a dead end. Head that way first. Open the door, and enter into a small room with lots of shelves. Use Third Eye to discover a book, and grab it. This is The Slave book, and you will need it soon.
Now head down the other part of the hallway, until you reach a door. Go through that door, and you will be in a large room with a barred door. Don’t bother trying to open it, Instead, clear out all the enemies to give yourself space. Go into the two long side rooms, but beware of enemies. Once the coast is clear, grab the Queen and King books from their respective rooms.
Now that you have all three books, head down the narrow hallway with a locked treasure chest. If you have the tools, pop it open after defeating its guard. If you turn left through a door before reaching the chest, you will find Kamoshida's giant library. Time to use those books!
First look toward your right and you will find a hole in the shelf. The party will remark about how the books are similar to the boy’s volleyball team. Place the Slave book in the empty space, and head to the shelf directly across from the door.
At the far shelf, the books all resemble the girl's team and conquests of Kamoshida, like Ann. Place the Queen book in the empty slot and move to the left side bookcase.
All of these books are about Kamoshida, so naturally the King book goes here.
Once all the books are in their proper place, a secret fetish dungeon will open in the back. Walk in, and to the left to complete your map and find a key to the locked door. Now you need to go out of the library and back to the gated door. Pull the lever with the key, and move through.
Head down the hall, and find another Safe Room. You are a little over halfway through, and now is where things get tough. Save and prepare yourself for a tough fight.
Leave the Safe Room, and tell Morgana that you want to keep going. There will be a short cutscene and then a fight with a difficult Guard Captain. Morgana will teach you how to block, which is the not-so-subtle hint to this encounter. This mini-boss has lots of health and powerful attacks.
The key here is to use block on every member the turn after it says that he is charging. His next turn will do devastating damage to a blocking target and most likely one-shot kill an open one. Attack him on alternate turns, and use defense debuffs and attack buffs to get through it. Be patient while using Morgana or Ann to heal allies who get hurt, and the shadow will go down.
As if that wasn’t bad enough, the elimination of their captain floods the area with guards. As soon as you gain control, run back to the Safe Room and hide. If you are defeated, you have to start the entire chapel scenario again. After a moment, venture back into the chapel to clear out the enemies.
After everyone is gone, go to the right side of the room, and climb up some boxes. Jump along the pillars toward the back of the room, away from the massive stature of Kamoshida. Jump down at the far point to get a chest. Now jump back up onto the ledge and climb through the back opening. Here you will find some rafters that you can cross.
After crossing to the other side, move toward the back wall and jump down. There is another chest and an enemy. Take the guard out, and grab the loot. Now climb back up, jump your way to the front of the chapel, and head through the door. The enemies here are very difficult so do not take the fight lightly. Be sure to use your SP to knock them down. Even on the normal difficulty, some of these enemies can kill your entire party if they are lucky.
Go through the hallway, killing enemies and checking out the side rooms. (The left side room has an enemy, and the right one has a chest.) Once everything is cleared out, head into the stairwell at the end of the hall. Down the stairs is an enemy and a locked chest, and up is our next destination.
On the roof
You will now find yourself on the roof of the Kamoshida's Castle, which is very difficult. Carefully sneak past the enemies here on your way to the far left wall, which is climbable. If you are low on SP and HP, avoid fights and run from them if you get caught. If you are gutsy, you can take them on, as they yield decent XP.
Once at the wall, climb up and up and up as far as you can go. The path is very straightforward. Just beware of prompts asking if you want to jump down (this way leads to sadness, so don’t do it). Eventually, you will find yourself in the tower, the final step toward the treasure that is Kamoshida's heart.
You will now be in a circular tower area that is heavily distorted. Walk around and fight enemies while looking for chests. There is a small side room that has an elevator in it that will take you down to another chest, enemy and shortcut. Explore it if you wish, but press on once you are done.
In the room with the large stairwell, there is a lever to unlock a door as well as a Safe Room. Use it, and take a break for the day if you are low on resources.
The crescent room, the bridge and the eyes
Once back in the dungeon, head up the crazy floating stairs to the right and into the next area. Here you will find the crescent room. From here on out enemies are fairly dangerous, so engage them with caution. Clear out the room as usual and head up the stairs. Clear out the enemies here as well and grab the treasure by the large barred wall. Now move up the stairs and into another stairwell.
It is here that you will discover the danger bridge, and there is no super cool spy way to pass it. Instead, head back to the crescent room and find a Guard Captain (the one in gold armor). Beat him up and get one of the statue's eyes. Now you need the matching one.
Head down one more floor to the room just outside of the Safe Room. There will be three enemies that look like guard captains here, but only one is the real deal. Use Third Eye to find the most filled in enemy (the other two should look hollow by comparison). Attack the real captain, and get the second eye.
Now head back to the danger bridge, and pull on the statue. You will be able to cross safely. Grab some treasure, and then head up more stairs.
Past the bridge to a safe room
You will be in a large empty room. Go to where the stairs should be on your map and be interrupted by a guard captain. He will turn into a real creepy looking thing that you will have to defeat before pressing on.
Attack it with your spells, and use your buffs and debuffs. Eventually it will go down just as all the other have. Turn back toward the stairwell, and hug the left side. The stairs will appear under your feet as you run up. Exit through the door, and head up more stairs. There is one final Safe Room, the Throne Room Safe Room at the end of the hall, so go unlock it.
Press onward to find the treasure room. Head up to the large double doors, and look to the stature on the left. Jump up the statue, and enter through the hole in the wall. Kamoshida and his guards will be below, so super-sleuth your way across the walkway and toward the treasure room on your map. Do not go down the stairs. Kamoshida will get his soon enough.
Once you reach the treasure, Morgana will explain the concept of the Calling Card to the team. Head out of the dungeon for today, and go to sleep. The next day after school, go up to the roof for a meeting. If you are done with the dungeon completely, select the option for Calling Card to set the end in motion. Now head to sleep.
The next day, Ryuji will have placed the Calling Cards all over the bulletin board at school. The students will all freak out, and Kamoshida will be furious. Time to enter into the palace one last time, and steal his heart.
Boss: Suguru Asmodeus Kamoshida
Once you are back in the Metaverse, fast travel to the Throne Room Safe Room. Exit and head straight for the treasure. The double doors have been left wide open, so head up and steal the crown. As you are leaving, you will be confronted by the king himself. Time for a boss fight.
After a cutscene, Kamoshida will morph into a hideous monster. In this initial phase, there isn’t much to do beyond whale on him. So if you have any defense debuffs at your disposal, use them. Similarly, buff your teammates. He doesn’t hit too terribly hard, so just concern yourself with attack. Once his health bar goes down a little, he will drink from his chalice, restoring his health to full.
Now you can target his cup, so do do that. Attack it until it is destroyed. Again, Kamoshida doesn’t do much damage with his attacks, but be sure to periodically use your teammates to heal with Dia.
After his cup is destroyed, you can send a teammate on a solo mission to steal either the treasure or the crown. Select Ryuji to steal the crown, since he seems to have a bone to pick with Kamoshida and the boss is too busy staring at Ann (literally).
Ryuji will now leave the party, and sneak around the side. Soon, Kamoshida will wind up his Killshot ability. When he does this, block, as it will deal massive damage to the entire party.
To let Ryuji move, you need to deal damage to Kamoshida. Stick with your general strategy of buffing and debuffing. Use Morgana and Ann’s spells on Kamoshida to take his health down fast. As you deal more damage, Ryuji will make his way toward the crown.
Once Ryuji is on the second floor, a short scene will take place. Kamoshida will realize that someone is missing, but too little too late. Ryuji will knock the crown off of the king’s head, and he will be discouraged, opening himself up to an All In attack. Ryuji will rejoin the team, and Kamoshida will take a ton of extra damage from all attacks. Whale on him with everything you’ve got, and he will go down in no time.
After the fight, there is some lengthy dialogue and an escape the castle cutscene. Now all there is left is to go to school and see how your actions have impacted the real world.