During the big Phantom Thieves hype of September, Kunikazu Okumura, the head of Okumura Foods and father of Haru Okumura, becomes the fifth major target of Persona 5 Royal. Aside from being the favorite of Phantom Thieves fans, the Thieves want to help their new friend Haru avoid being sold into a political marriage and find out who might be behind the mental shutdowns plaguing Japan.
Like with previous Palaces, Okumura's Spaceport of Greed begins with the Phantom Thieves getting a brief look at the place before backing out. This visit involves traveling a short, linear path with no Shadows, and so this Persona 5 Royal guide will focus on the first (and potentially only) proper infiltration.
Facility Passageway
After spending most of September on a class trip and worrying about Morgana, the infiltration window for Okumura's Palace opens on 9/19 and closes 10/10. Like the last two palaces, players can reach the Treasure and complete the infiltration in a single day, but unlike with Futaba the calling card and the Treasure run take place on separate days. This means the last chance to reach the Treasure is on 10/8, giving the Phantom Thieves 20 days to explore the Spaceport.
The infiltration begins in the same place as the initial look at the Spaceport. Haru is part of the team at this point, but because her Persona awakening wasn't complete she isn't a party member just yet. The Shadows encountered in the Facility Passageway area include Decarabia, which is weak to Physical attacks, and Arahabaki, which repels both Physical and Gun attacks. The Treasure Demon of the Spaceport is Koh-i-Noor, which is easy to take down since it's vulnerable to Gun damage.
Arahabaki's Physical immunity will make the Spaceport more expensive in SP than previous Palaces, so players may want to avoid them or escape battles when they appear. On the other hand, Decarabia is the first Shadow players can find that drops Liquid Mercury, and with 10 of those Joker can craft the Eternal Lockpick. Unlike regular Lockpicks, the Eternal Lockpick isn't used up when unlocking chests. This is a valuable item to get at any point in the game, and Decarabia is relatively easy to farm thanks to its Physical weakness.
Before going all the way to the Biometric Authentication Door, players should turn left and jump down from the overlook area where the Phantom Thieves first saw the cognitive robots. There's a treasure chest hidden here with Cyclone Magatama x3 inside. Players can find this during the initial infiltration, and Joker can use a grapple point to climb back up.
After opening the biometric door, the Thieves run into Shadow Okumura along with a cognitive version of Haru's slimy fiancé. During this confrontation, Haru will fully awaken her Persona, Milady, and join Joker in a miniboss fight with a roboticized fiancé and two robotic minions called Corporobo MDL-WKR.
Corporobo enemies are a way for the game to make sure players focus on weaknesses, because each model has two weaknesses and resistance to all other forms of damage. The exception is Gun damage: no Corporobo is weak or resistant to Gun damage, and so Haru's Triple Down attack is always a good backup option. For this fight, players should know that Corporobo MDL-WKR is weak to Fire and Wind while Haru's Fiancé is weak to Psy, which is Haru's elemental damage type.
After this encounter, Haru is still good to go for the rest of the Palace, and she officially joins the Phantom Thieves at level 36. Psy is a useful element throughout this dungeon, so players may want to keep her in the main party for the entire run. Before taking the elevator exit, be sure to open the nearby chest for Rage Vial S x3.
In the next area, players can turn left to enter a room with another chest holding a Kongou Ofuda and the first safe room in the Palace. To the right of the elevator is a hallway leading to a locked door, but Joker can jump onto the nearby ledge and enter a vent to reach a circular server room. Cross to the far side of this room to find the Terminal Controls, which Futaba can use to unlock the door and steal a complete map of the entire Spaceport.
At this point players can head back the way they came, but instead of that they should continue around the circular platforms. There's a grapple point on a pile of barrels, and after another grapple Joker will reach the Red Greed Seed. Drop back down to reach another vent that drops players on the far side of the door they just unlocked.
From here players can access two elevators. The first one leads to the Barracks, but it's locked. The second one leads to the Facility Surroundings area, but it's also locked and needs a Chief Director ID to open. Fortunately, when Joker heads back to the first elevator several employees will get off and the Phantom Thieves can now access the Barracks.
The Barracks
When the Thieves first enter the Barracks, a cutscene will draw players' attention to the room on the left. Ignore it for now and instead go right twice to unlock a new safe room. However, players can't explore the Barracks any further, so head back to the room with the special red robot inside.
This turns out to be the Chief Clerk, who complains that the Section Chief calls everyone "useless" and "unreliable." Approaching the Clerk will start a miniboss fight, but before it begins players can chat with the Clerk to get more information. Choose any dialog options here to learn that the Section Chief is weak to Wind. As for the Chief Clerk, this robot is a Corporobo MDL-AM and is weak to Electricity and Nuke damage. His minions are more MDL-WKRs, and they're still weak to Fire and Wind.
Defeating the Chief Clerk will give the Thieves a Chief Clerk ID item. Most of the doors in the Barracks are locked, but there's a door on the north wall of the eastern corridor that this ID will unlock. Along the way is the first Savage Shadow, which for this Palace is Girimehkala. Girimehkala gets two turns per round and repels Physical damage, and it loves to use Wage War to make the party Berserk and focus on Physical attacks. Be sure to give Joker something that protects him from Berserk or Physical damage, because one bad reflected hit can end the game in a hurry. Girimehkala is only weak to Bless damage, and at level 43 it's the highest-level shadow in the Palace.
After using the Chief Clerk ID, players will see two rooms with two identical blue robots inside. One of these is the Section Chief, and one is an optional fight that will cost the party resources but also provide a decent amount of EXP and yen. Players can speak to both robots and back away to avoid fighting the wrong one, but if they pick the right robot the game will prevent players from fighting the wrong group afterward. In this case, the right robot is the one in the east room since he calls everyone "useless." The Section Chief is a Corporobo MDL-DM, and it's weak to both Wind and Bless damage. Defeating the right one will produce the Section Chief ID.
The ID will open the last part of the Barracks. There are three rooms here but still only two possible Chief Directors, because the third room is full of lesser robots that Futaba can overhear to gather information. Specifically, the player will learn that the real Chief Director calls the company "the best of the best" and loves talking about the past, saying, "When I was young." And while both the large robots in the west rooms will call Okumura Foods the best of the best, Joker can only convince the robot in the southwest room to talk about his past and say "When I was young."
In either case, the new robot is a Corporobo MDL-GM, which is weak to Psy and Curse damage. The correct robot will drop the Chief Director ID, and players can use it to unlock a shortcut back to the entrance and open the way to the Facility Surroundings elevator.
Facility Surroundings
The first thing players should do in the Facility Surroundings area is open the door on the right and unlock a new safe room. With that done, players can use a grapple point to cross a large gap and reach a new area. Next, players should go south to activate a horizontal lift that connects back to the starting area.
Only one new Shadow, Mothman, appears in this area. This makes it the best place to farm for Liquid Mercury: Mothman often shows up in groups with Decarabia, and his Gun weakness means it's very easy to hit them both without spending SP.
After activating the lift, head back to the large circular platform and go clockwise to the last platform on the left. There's a grapple point here that will let players bypass most of the Shadows in this area, and along the way is a chest that contains Magic Ointment x2. If players are interested in exploring the main route as well, there's a chest next to a Savage Shadow with a Black Rock inside. Either way, both paths lead to the large Factory area.
Export Line
The first part of the factory is called the Export Line, and there's a safe room just past the ramp by the entrance. This area also introduces two new Shadows: Lilim and Kumbhanda.
Players can double back to the ramp and climb up some pipes to reach a chest holding a Model Gun. There's also a vent by the chest that leads to the second Will Seed, but for now the path is blocked by a laser grid.
Instead, players should jump down and continue on to the factory floor. Head straight north along the east walkway to spot the exit, but before the Thieves can reach it a robot arm will malfunction and drop a load of crates in the way. The western walkway is also blocked by crates, and so to proceed players must interact with the large cylinder sitting next to a working robot arm. Doing this will open up a control panel, and Joker can set the robot arm to work at several faster speeds. However, the robot arm is already being overworked, so any speed increase will cause it to break.
The arm breaking is good news for the Phantom Thieves, since they can use it to cross the conveyor belt to the west walkway on the far side of the crates. Before heading north, though, players should look south and use Third Eye to inspect the computer shelves. One of them glows blue, and interacting with it will shut off the lasers guarding the Will Seed. Keep heading south to find a grapple point that provides a shortcut back to the pipes, and then go collect the Green Greed Seed.
After heading back across the broken arm, players should go north to the control room area and use a cylinder panel to break the pink robot arm. This creates a path to the exit, but before leaving be sure to break the yellow robot arm and create a path to a locked chest. This contains a Big Bang Axe, a great weapon for Haru.
Production Line
In this area, players will encounter the Shadow Belphegor. They'll also spot the exit right away, but to reach it the Thieves first have to shut down a laser grid and then convince a hydraulic press to stop moving.
The hydraulic press turns out to be the easy part, because there's a Console next to the laser grid that players can interact with. The Break setting only lasts 5 seconds and the Unpaid Overtime setting is already active, but the Lunch setting will give Joker 30 seconds to cross any of the hydraulic presses in this area. Players should make sure to clear out any Shadows along the path before starting Lunch, because the timer doesn't pause during combat.
The first press players should cross is the one on the far end of the walkway. This leads to a chest with a Snuff Soul inside, and there's a Console in this area that will let players pause the presses in case they turn back on. The other press leads to a special Console that deactivates the laser grid and can also pause the presses, so use both features and cross to the exit.
Disposal Line
The last part of the factory area starts with another safe room just to the left of the entrance. The only way out of this starting area is to break a pink robot arm like in the Export Line. This leads to a bridge with the exit area on the far side, but there's a laser grid in the way and nothing will shut this one off. Instead, players must use a Console to pause a press back by the broken arm and cross it to a third area. There's a yellow hydraulic press that leads to the exit, but the blue Console won't shut it down.
Instead, players should cross a bridge in this area and jump over some pipes to reach a locked chest. This contains an Armageddon Rod for Ryuji. There's also a breakable blue robot arm that will lead to a regular chest containing Musk ST-LU. This new area also has a special yellow console that will shut down the yellow hydraulic press, so use it and head across to the exit.
Before the Phantom Thieves can leave, the robotic employees will assault the party in three waves of five. These employees are Corporobo MDL-CH, and they're weak to Ice and Psy. They're also very easy to beat thanks to being heavily overworked.
Transfer Line
After the Factory comes the Airlock area. Airlocks have three distinguishing features: the color of the ring, the alpha and omega symbols on the doors, and whether they're active or inactive. All three will come into play as players explore this area. Players will also encounter a new set of Shadows, including Mithras, Thunderbird, and Kaiwan.
In the first area, players will find a new safe room to the left and a locked door on the far wall. Jump through the airlock to end up in a new area that holds a second locked door, a Console, and an elevator labeled "Transport." Use the Console to unlock the doors of both areas, and while the near one guarded a search object, the far one holds a chest with Physical Ointment x2 inside.
Next, take the elevator up to an area with a much more complicated layout. Players should keep in mind that they can use the minimap to check which airlocks are active and which colors they are. To fully explore this area, players should do the following:
- Take the blue airlock to the room with two blue airlocks and one orange airlock.
- Use the second blue airlock to reach a new area.
- Pull the lever in this area to switch which blue airlocks are active and inactive.
- Use the orange airlock to explore the northern corridor (optional).
- Use the now-active blue airlock to enter the southern corridor.
- Head to the east end of the corridor and pull the lever.
- Use the nearby blue and orange airlocks to reach the last Will Seed. The miniboss is Melchizedek, and it's weak to Wind but resists Psy, drains Bless, and nulls Curse.
- Collect the Blue Greed Seed and get the Crystal of Greed. This item gives the wearer a free attack buff, and the upgraded Ring of Greed also gives the wearer access to President's Insight, a version of Concentrate with a special animation.
- Go back to the south corridor and use the other active blue airlock.
- Pull the lever to switch the orange airlocks.
- Pull the lever in the south corridor.
- Return to the west corridor and pull its lever.
- Return to the entrance and use the orange airlock to proceed.
Players should also keep in mind that if they return to this area later (at least if they come from below), the airlocks will all reset to how they started.
Transfer Line Part 2
The next Transfer Line area adds a new kind of airlock: white. Every white airlock switches between active and inactive whenever Joker uses one of them, so moving between them in the right order is key. But before all that, be sure to unlock the new safe room to the right of the elevator.
To get through this area, players should do the following:
- Take the only active airlock north. Note that the elevator out is once again on the far side of an inactive orange airlock.
- Continue through the blue airlocks to reach a winding hallway. Avoid the airlock shortcut and ignore the lever.
- Use the white airlock at the far end of the hallway, then continue forward to the corridor with four airlocks.
- Use the active airlock on the far end of the corridor, then go west through the white airlocks to reach a room with a lever.
- Pull the lever to swap the blue airlocks.
- Jump through the blue airlock to the south, then jump through the other blue airlock to the neighboring room.
- Jump through the white airlock to go east, then jump through the north airlock to reach a new area.
- Ignore the blue lever again and use the orange airlock to reach the north corridor.
- Pull the orange lever, then exit the corridor through the white airlock.
- Pick up the Balm of Life in the chest, then use the blue airlock to return to the entrance area.
- Use the now-active orange airlock to reach the exit.
Weapon Production Area
The Weapon Production Area is the end of the line, at least during the infiltration phase. There are no enemies here, so check around for search objects, unlock the last safe room, and check the hallway behind it for a locked chest with a Space Suit inside. With the Treasure located, there's nothing more to do until Joker sends the calling card.
However, when the Phantom Thieves return to this area to steal the Treasure, Okumura will grab it and pull it into his spaceship. Players then get a 10-minute timer, and if they fail to reach Okumura in time the ship's launch will incinerate the area. The path forward is mostly linear, but there are Shadows in the way and the timer doesn't stop during combat.
Eventually, players will reach a door, and behind the door is a narrow corridor full of Shadows that are hard to avoid. Instead of running the gauntlet, players should back out and continue up the ramp outside to reach a chest with Arc Magatama x3 inside. Next to the chest is a grapple point, and using it will drop the players directly into the boss fight with Shadow Okumura.
Persona 5 Royal is available now on PC, PS4, PS5, Switch, Xbox One, and Xbox Series X/S.