Dungeons

Persona 5's seven Palaces are the same structure seven times: infiltrate, find the route to the Treasure, send a calling card, come back and steal it. What changes is the obstacle in the middle, and each Palace runs exactly one trick that no other Palace runs. Knowing which trick is coming is most of the preparation.

PalaceThe trickWhat the boss tests
Kamoshida's CastleStraight floors, and the game's first minibossWhether you have learned to exploit weaknesses at all
Madarame's MuseumPaintings and passwordsReading the room instead of fighting through it
Kaneshiro's BankVault keycodes and security camerasPatience with stealth
Futaba's PyramidA route puzzle through the pyramid itselfNavigation, then a personal boss fight
Okumura's SpaceportProduction, export, disposal and transfer linesEndurance, in the longest boss fight in the game
Niijima's CasinoRigged dice and slots, plus a battle arenaPlaying a crooked game on its own terms
Shido's CruiserLetters of introduction, collected deck by deckEverything, across a five-phase final fight

The first three teach the game

Kamoshida's Castle is a tutorial with a body count, and its miniboss, the Heavenly Punisher, is the first fight where guessing does not work. Madarame's Museum immediately changes the terms: the puzzles are paintings and the obstacles are passwords, which is the game announcing that not every Palace is a corridor with enemies in it.

Kaneshiro's Bank is the stealth chapter. Cameras and keycodes, a vault to open, and enough required backtracking that our walkthrough splits it across two dates. If you have been charging into ambushes and winning, this is where that stops working.

The middle three change the shape

Futaba's Pyramid is the one people remember, partly because it is a route puzzle rather than a combat gauntlet and partly because the boss at the end is Wakaba Isshiki, which makes the whole Palace a personal story rather than a heist against a stranger.

Okumura's Spaceport is the one people warn each other about. The Palace itself is a sequence of named lines to work through, and the boss is a long fight rather than a hard one, which is a different problem: you need resources that last rather than a burst of damage. Go in stocked.

Niijima's Casino is the cleverest of the seven, because the gimmick is that the house cheats and the solution is to cheat back. Rigged dice, rigged slots and a battle arena, and our walkthrough runs the floors in order because getting lost between the Member's Floor and the Secret Dice Area is the usual failure.

Shido's ship is the exam

The cruiser is the longest Palace in the game and it is structured as a scavenger hunt: letters of introduction, gathered across the entrance hall, the restaurant, the pool deck and the starboard hallways, each one opening the next stage. It also contains an Akechi fight before the real one, and then a boss with five phases.

That five-phase structure is the reason it works as a finale. Every trick the previous six Palaces taught you gets asked for once, and there is no point in the fight where a single strong Persona carries you. If you have been fusing narrowly, this is where the compendium matters.

The dungeon that never ends

The seven Palaces are not the whole game. Mementos is the procedural dungeon underneath Tokyo and it works on completely different rules: no calling card, no Treasure, no deadline, and a request list instead of a story. Our quests guide covers it alongside the requests that send you there.

The practical relationship between the two is worth stating. Palaces are where the plot happens and where the deadline pressure lives. Mementos is where you go when a Palace has left you underlevelled or short of fusion material, and it is always open. Our bosses guide covers what wanders around down there, including the one encounter that will kill a party twenty levels above the recommendation.

Before any of that, read calling cards. Sending one is the only irreversible action in a Palace, and it is the moment the game stops letting you take your time.