Palace

Jump to navigation Jump to search
This article contains major spoilers.
The contents of this article cover major plot and/or character spoilers. Reader discretion is advised.
Palace
パレス

Screenshot from Persona 5

Location Metaverse

Palaces are locations in the Persona franchise, first used in Persona 5. While most people's subconscious thoughts and desires are contained within Mementos, which acts as the Palace of the general public, individuals with a strong cognitive distortion break away from the collective unconscious to create a unique location in the Metaverse. Each Palace is ruled by the Shadow of the person whose deeply distorted thoughts created the Palace. Every Palace nexus has an address made of keywords which is required to obtain access: the Palace ruler's full name, the related location in the real world (e.g., Shujin Academy or the National Diet Building), and the form the Palace takes (a castle or a cruise ship, respectively).

Gameplay

Persona 5

This section is a stub. You can help Megami Tensei Wiki by expanding it.
No reason provided.

A Palace is a unique dungeon which contains enemies, loot, and puzzles to solve. Progressing through a Palace is necessary to advance the story, lest the player wants to achieve a Game Over. The main goal of a palace infiltration is to secure a route to the ruler's Treasure and to send a calling card to allow for the treasure to be stolen and a change of heart triggered. After a Palace is completed, it will be inaccessible for the rest of the game.

Game Appearances

Persona 5

Kamoshida's Palace

Main article: Kamoshida's Palace

Kamoshida's Palace is first accessed accidentally on April 12 when the protagonist is approached by Ryuji Sakamoto on the way to school, after Ann Takamaki accepted a car ride from Suguru Kamoshida. Ryuji calls Kamoshida a pervert who thinks of himself as the king of a castle, then clarifies Kamoshida's name at the protagonist's confusion. Ryuji is confused by how a second-year student at Shujin Academy wouldn't know Kamoshida, before realizing he is a transfer student. The Metaverse Navigator on the protagonist's phone had opened itself during conversation, and accepted Ryuji's words to create the Palace address: "Suguru Kamoshida, Shujin Academy, Pervert Castle." The App begins 'navigation' automatically, so that the pair are transferred to the Metaverse while ducking through an alley shortcut, and find the Palace instead of their school.

Madarame's Palace

Main article: Madarame's Palace

The Phantom Thieves first access Madarame's Palace on May 15 after hearing allegations that Ichiryusai Madarame has committed plagiarism. After the Metanav app identifies the Palace Ruler as Madarame and the location as his shack in Shibuya, the Phantom Thieves guess that the distortion must be related to art in some way, and they settle on "museum" as the most likely distortion. This turns out to be correct, and they enter Madarame's Palace.

Kaneshiro's Palace

Main article: Kaneshiro's Palace

For several months the mafia has been terrorizing Shibuya, including some of Shujin's students. Some of those students went to the student council president Makoto begging for help, prompting Makoto to blackmail the protagonist into helping her take down the mafia boss on June 13. The Phantom Thieves spend the next few days attempting to learn more about him, but nobody even knows his name, let alone anything else about him. Eventually, Ryuji and the protagonist resort to meeting the journalist Ichiko Ohya in Shinjuku on June 18 and doing a small favor for her just to learn that his name is Junya Kaneshiro. The Metanav confirms that he is indeed a Palace Ruler. The next day, the Phantom Thieves attempt to identify the location and distortion of the Palace. They identify the distortion as a place where Kaneshiro gets his money from, i.e. a bank, but the location is more difficult to identify, as it is everywhere Kaneshiro's victims are. In a fit of frustration, Ryuji asks how many of Kaneshiro's victims there are in all of Shibuya; the Metanav identifies "all of Shibuya" as the location of Kaenshiro's Palace and sends the Phantom Thieves there.

Futaba's Palace

Main article: Futaba's Palace

On July 20, the protagonist receives a mysterious text message identifying the sender as Alibaba and demanding that he and the Phantom Thieves change the heart of Futaba Sakura. The next day, the protagonist receives a blank calling card in the mail, which Alibaba confirms that they had sent to help change Futaba's heart. When the Phantom Thieves attempt to explain to Alibaba that the process of changing hearts is not as simple as Alibaba seems to think, Alibaba calls the deal off rather than allowing the Phantom Thieves to meet them, or Futaba, in person. Makoto concludes that Alibaba is Futaba Sakura herself, living at Sojiro Sakura's house. The Metanav confirms these as the Palace's Ruler and location. The Phantom Thieves then visit Sojiro Sakura's house and attempt to talk to Futaba in person, though she refuses to communicate except through text messages. Through some tactful texting, the protagonist learns that Futaba sees her house as a tomb; the Metanav app identifies this as the Palace's distortion and sends the Phantom Thieves there.

Futaba's cognitive distortions turn out to extend well beyond Sojiro's house. Unlike previous palace rulers such as Kamoshida (who saw the streets and buildings outside of Shujin Academy exactly as they were), Futaba saw the streets and buildings of Yongen as a vast, barren desert. Despite entering the Metaverse from just outside the door to her bedroom, the Phantom Thieves are teleported into the middle of that desert, a great distance away from the tomb; Morgana needs to turn into a car to transport them to the tomb itself, a great pyramid towering over the desert sands.

Okumura's Palace

Main article: Okumura's Palace

After the Phan-site names Kunikazu Okumura as the most wanted person for a change of heart, the Phantom Thieves use the Metanav to confirm that he has a Palace; Futaba confirms the Palace's location as the headquarters of Okumura Foods, and the distortion as outer space.

Niijima's Palace

Main article: Niijima's Palace

Shortly after Makoto joined the Phantom Thieves, Ryuji asked if there was anyone whose heart she, Makoto, wanted to change. Makoto confirmed that there was someone like that, but she refused to tell the Phantom Thieves who it was.

During the School Festival on October 26, Akechi confronts the Phantom Thieves and demands that they help him steal Sae Niijima's heart. Makoto confirms that she has known about Sae's Palace for some time, but that she thought it was too selfish to ask the Phantom Thieves to steal her heart earlier. When the Phantom Thieves stake out the courthouse, Makoto mentions that Sae had often referred to it as a place of competition where the odds had to be in her favor, and deduces that the distortion must be a casino. The Metanav confirms the keywords "Sae Niijima, courthouse, casino."

Shido's Palace

Main article: Shido's Palace

After the attempt on the protagonist's life, the Phantom Thieves learned that "Shido-san" had ordered the attack. Sojiro told them about a politician named Masayoshi Shido who had great political ambitions and was willing to kill anyone who got in his way. They identified the location of Shido's Palace as the Diet Building, but it took them days to go through all the possible distortions they could think of. Ultimately, the protagonist remembers, from back when he was living in his hometown, how Shido had talked about how he would "steer this country." Between that and Shido's campaign rhetoric about "sailing toward a brighter tomorrow," the Phantom Thieves concluded that the Palace's distortion was a ship; the Metanav confirmed this and sent the Phantom Thieves into Shido's Palace.

Ryuji questioned how the Diet Building could be seen as a ship when it was clearly on land, but he soon had his answer when he and the rest of the Phantom Thieves saw the extent of Shido's distortions. As with Futaba, the distortions in Shido's cognition extended far beyond the location of the Palace itself: Not only was the Diet Building a ship, but all the rest of Tokyo was submerged in the ocean.

General Public's Palace

Main article: Mementos

Unlike the other Palaces, entry into Mementos only required the keyword "Mementos." The distortion that created Mementos at that location, however, was the fact that the general public saw the subway system as a prison.

Persona 5 Royal

Maruki's Palace

Main article: Maruki's Palace

On October 3, the protagonist finds a good luck charm that Kasumi Yoshizawa misplaced and tries to give it back to her. She is at the stadium in Odaiba when he calls her, so he goes there to meet up with her. As he approaches, she talks to herself about how much trouble she causes everyone, specifically naming the protagonist and Dr. Maruki. As a couple of locals pass by, discussing the construction on the stadium (or was it a lab?), Kasumi says "It's not a lab; it's a stadium." The Metanav picks up these keywords to the Palace and sends her, the protagonist, and Morgana in.

Three months later, Akechi, Kasumi, and the protagonist investigate some oddities surrounding the rest of the Phantom Thieves. This investigation leads them back to the lab/stadium at Odaiba, where they learn that Dr. Maruki is the palace ruler and the man behind the oddities: He had gained the power to alter reality according to the wishes of the Phantom Thieves. Ultimately, it is up to the Phantom Thieves whether to accept or reject the perfect reality that he has created for them.

Thieves Den

Main article: Thieves Den (Persona 5 Royal)

The Thieves Den, known in other languages as My Palace, is the Palace belonging to the protagonist. It has no bearing on the plot of Persona 5, serving only as a location where players can keep track of their achievements, decorate the floor and the general environment with souvenirs of their in-game accomplishments, watch cinematics from the game and promotional events, listen to music from the game, and play Tycoon with the other Phantom Thieves.

Persona 5: The Phantom X

Kiuchi's Palace

Main article: Kiuchi's Palace
This section is a stub. You can help Megami Tensei Wiki by expanding it.
No reason provided.

Miyazawa's Palace

Main article: Miyazawa's Palace
This section is a stub. You can help Megami Tensei Wiki by expanding it.
No reason provided.

Katayama's Palace

Main article: Katayama's Palace
This section is a stub. You can help Megami Tensei Wiki by expanding it.
No reason provided.
Akashi's Palace
Main article: Akashi's Palace
This section is a stub. You can help Megami Tensei Wiki by expanding it.
No reason provided.

Shimotsuna's Palace

Main article: Shimotsuna's Palace
This section is a stub. You can help Megami Tensei Wiki by expanding it.
No reason provided.

Aran's Palace

Main article: Aran's Palace
This section is a stub. You can help Megami Tensei Wiki by expanding it.
No reason provided.

Spoiler

Main article: Spoiler
This section is a stub. You can help Megami Tensei Wiki by expanding it.
No reason provided.

Thieves Den

Main article: Thieves Den (Persona 5: The Phantom X)

The Thieves Den, known in other languages as My Palace, is the Palace belonging to the protagonist. It has no bearing on the plot of Persona 5: The Phantom X, serving only as a location where players can decorate the floor and the general environment with souvenirs of their in-game accomplishments, listen to music from the game.

Audio Drama Appearances

Anime Appearances

Persona 5 The Animation

Manga Appearances

Persona 5

Appearances in Non-Megami Tensei Media

Trivia

Nomenclature

Names in Other Languages
Language Name Meaning
English Palace
Japanese パレス Paresu Palace
Simplified Chinese 宫殿 Gōngdiàn Palace
Traditional Chinese 殿堂 Diàntang Palace
French Palais Palace
German Palast Palace
Italian Palazzo Palace
Korean 팰리스 Paelliseu Palace
Peninsular Spanish Palacio Palace

Gallery

References