Persona 5 Game Mechanics
Persona 5 Game Mechanics
Gameplay Mechanics
Controls
Menu Controls
Cross/X Button---Select
Circle Button---Cancel
Field Controls
Left Analog---Move
Cross/X Button---Select/Examine/Attack
L1 Button---Grappling Hook
L2 Button---Third Eye
L3 Button---Conversation Log
R2 Button---Dash
R3 Button---Center Camera
Battle Controls
Cross/X Button---Attack/Select
Circle Button---Guard/Cancel
Square Button---Item
Triangle Button---Persona
L1 Button---Analysis
L2 Button---Orders
R1 Button---Assist
R2 Button---Baton Pass
Options Button---Rush
Touch Pad---Showtime
Field Mechanics
Saving
You can save anywhere you like except for in Palaces. When in a Palace, you can only save at the
entrance and at Safe Rooms. There are 16 save slots to use. The voice language and Thieves Den
save data is shared between all save files.
Fast Travel
By pressing R1, you can check the Rail Map and Fast Travel to any area you have previously visited.
Be aware that you only have a rail pass for Yongen-Jaya, Shibuya, and Aoyama-Itchome. Traveling
anywhere else will cost you a small amount of money.
Instant Messages
You will receive a variety of messages throughout the game. Some of these will be story related,
while others will post reminders on when certain Confidants and jobs are available. Whenever you
receive an invite you can either accept immediately, decide later, or decline. Be warned that if you
accept invitations, you may lose the chance to do anything else before time passes.
Night Life
Starting on May 6th, you can explore at night. Certain Confidants and activities are only available at
night.
Mementos Requests
During the game you will come across requests for Mementos. Some are unlocked after a specific
date while others are unlocked by exploring for info, ranking up Confidants, or working at part-time
jobs.
Daily Assist
By pressing the Touch Pad, you can bring up Daily Assist. This feature will give suggestions on
ways to spend your time. If you are connected to the network, then pressing the Touch Pad again
will show what other players have spent time on that day.
Calendar System
Persona 5 Royal uses a calendar system for both story and gameplay elements. Some activities you
choose will pass time, while others will not. The flow of time is as follows: Early Morning, Morning,
Lunchtime, Afternoon, After School/Daytime, and Evening. After School/Daytime, and Evening are
the only two times you may choose which activity you would want to do. Generally speaking, if an
activity leads into a cutscene, it will pass time. The exceptions to this are: solving a crossword
puzzle, getting your fortune read, and playing the crane game. Story events almost always take
place on the same day, and some activities are during certain weather or during a certain day of the
week. The game takes place over roughly a year, so your time is limited.
Confidant
Confidants (renamed from Social Links in Persona 3 and 4) are a key mechanic of the modern
Persona series and are closely connected to the calendar system. Confidants are the deals you
make with your friends and acquaintances over the course of the year. They have 10 ranks each,
and generally speaking, you spend time with the Confidant to rank up. There are 23 Confidants in
Persona 5 Royal. 3 of them rank up with the story, and 1 of them rank up by completing Quests.
The rest of them rank up with a point system. You earn points for the following:
● Hanging out with certain Confidants at a hangout spot; other Confidants can appear
● Sleeping at night
You will earn one to three points depending on the action you take, and to rank up you need to earn
a certain amount of points. If you have a Persona in your deck with the same arcana as the
Confidant, you will earn extra points. It is highly suggested to take advantage of this to rank up as
fast as possible. It is possible to max out all Confidants in one run, but it can be quite challenging.
Each Confidant is generally available on certain days of the week. Their schedule can change
drastically depending on weather, main story progress, current rank of Confidant, and progress of
the current Palace.
Status Parameters
There are five Status Parameters that are exclusive to Joker. They have five ranks each, and they
need to be at a specific rank to take certain actions or to rank up certain Confidants. They can be
ranked up in a variety of ways. You can earn anywhere from 2 to 10 points depending on the action
taken. One music note is worth 2 points; two music notes are worth either 3 or 4 points; and three
music notes are worth either 5, 7, or 10 points. The status parameters are detailed below.
Knowledge
● Drink Aojiru Juice (+2) (Rotates each time you drink it)
Needed for:
Guts
● Big Bang Burger Challenge (+2 normally, +5 after completing third challenge)
● Eat at Maid Cafe and don't forgive maid for messing up (+2)
● Drink Aojiru Juice (+2) (Rotates each time you drink it)
Needed for:
○ Rank 1 (Dauntless)
○ Rank 8 (Lionhearted)
Proficiency
○ Extra increase from memorizing orders correctly (+2) (Every other shift)
● Drink Aojiru Juice (+2) (Rotates each time you drink it)
Needed for:
Kindness
● Watch certain movies (+5 for first visit, +2 for future visits)
○ Extra increase on 2nd shift, Wednesdays, and Saturdays if customer is satisfied (+2)
● Drink Aojiru Jucie (+2) (Rotates each time you drink it)
Needed for:
Charm
● Score high on exams (+3 for above average, +5 for top ten)
● Watch certain movies (+5 for first visit, +2 for future visits)
● Drink Aojiru Juice (+2) (Rotates each time you drink it)
Velvet Room
The Velvet Room is what connects daily life and dungeon life together. There are some facilities that
can't be used until later in game or after certain ranks in the Justice Confidants. The Velvet Room
offers the following resources to use during the game.
Fusing
Personas can be fused together in order to create more powerful Personas for battles. Higher ranks
in Confidants results in extra experience given to Personas you fuse of the matching arcana.
Normally you can't fuse Personas at higher levels than Joker, however you can unlock an ability
from the Strength Confidant to fuse higher level Personas at a price.
Persona Compendium
By registering Personas in the Compendium, you can recall them at anytime for a price. You must
re-register as the Persona levels up and gains more skills to keep what it has learned, but doing so
increases the price. You can also check what items certain Personas will give you from the electric
chair.
Traits
Personas have traits that give passive abilities to Party Members. These can be inherited through
fusing (except for traits from DLC Personas). Passing traits between Personas can create some
crazy and powerful builds.
Electric Chair
The electric chair combines a Persona with an item that can transmute (the names for these items
start with Black) to create a powerful item. These can be weapons, guns, protectors, accessories,
or skill cards. Each Persona will transform into a specific item, which requires a specific item to
combine with.
Gallows
You can sacrifice a Persona to make a different Persona more powerful. The amount of experience
the strengthened Persona gains is dependent on the level of the sacrificed Persona. The sacrificed
Persona will also pass on one of its skills. This can only be done once per day.
Lockdown
A Persona put under lockdown will learn a resistance skill. The Persona put under lockdown can't
be used in battle, but will still take up a slot in your deck. The skill learned depends on the
Persona's level and weaknesses. The longer the Persona stays in lockdown, the more skills it earns.
However, leaving the Persona there too long will cause it to disappear forever.
Fusion Alert
After defeating a certain number of Shadows, the Velvet Room will trigger a Fusion Alert. Any type
of fusion used will be stronger than normal, but fusion accidents will happen way more than usual.
The Fusion Alert ends after leaving the Velvet Room or talking to the twins.
Challenge Battles
Challenge Battles are a score attack mode that can net you cool items. You earn points for each
point of damage that you deal, and can earn points or multipliers for completing various conditions.
Some of these are included with the main game, while others are DLC.
Battle Mechanics
Stats
● Exp: Experience. Used to level up. Enemies will drop a fixed amount of Exp (Shadow
negotiations may alter the amount of Exp dropped). Party Members and Personas will
obtain the same amount of Exp if they are the same level as the enemy. They obtain more
Exp if lower leveled, and less if higher leveled.
● Lv: Level. Level increases after a certain amount of Exp. Level determines what Personas
can be fused or recruited, when skills are learned, and also affects different types of fusions.
● HP: Hit Points. Used for Physical and Gun skills. When HP equals 0, the Party Member
becomes KO'd. Joker will die if he loses all HP, resulting in a game over. A popular theory is
that is his drawback for having the power of the wild card.
● SP: Spirit Points. Used for magic and support skills. Nothing happens if SP equals 0.
● Melee Atk: Melee Attack. Modifier on ST used for attack command. Damage done is
assumed to be based on (ST/EN)*Melee Atk.
● Gun Atk: Gun Attack. Modifier on ST used for gun command. Damage done is assumed to
be based on (ST/EN)*Gun Atk.
● Rnd: Rounds. The amount of ammo a gun has. Refills each battle.
● ST: Strength. Base stat for damage done by Melee Atk, Gun Atk, Physical skills, and Gun
skills. Damage dealt is based on (ST/EN)*either Melee Atk, Gun Atk, or power of Physical or
Gun skills.
● MA: Magic. Base stat for damage done by magic skills. Damage done is based on
(MA/EN)*power of magic skill. Also affects the amount of HP healed by healing skills.
● EN: Endurance. Base stat for how much damage a character receives.
● AG: Agility. Assumed to be base stat for chance of hitting/dodging an enemy. Also seems to
determine turn order.
● LU: Luck. Primarily affects critical hit rate and amount of money Shadows drop during
negotiations and confuse. Also assumed to affect the following: hit rate, dodge rate, and
chance for inflicting/receiving Status Aliments. Unsure what else this stat affects.
Commands
○ Act Freely: Does whatever they determine is the best move. Decent, but
doesn't understand advanced tactics you may want to employ.
○ Full Assault: Attacks with most damage possible. Wont heal unless they
have next to no health, and "usually" wont make absurd decisions. Again,
"usually".
○ Direct Commands: You control what they do. Recommended unless you like
the AI deciding what to do. This is the tactic I use
○ Party: Switches current Party Members. Unlocked from the Star Confidant.
○ Escape: Attempt to run from battle. If you can't escape immediately, it takes a turn
and you have to wait until the navigator finds an opening to run away. Not always a
reliable to escape. Can't escape when surrounded. Star Confidant unlocks abilities
that make escaping easier.
○ Down Shot: Knocks down all enemies (except certain bosses). Unlocked from Tower
Confidant
● Skill: Uses a Persona's skill. Costs HP for Physical and Gun skills, and costs SP for magic
and support skills.
● Guard: Reduces damage taken by about 50%. Evasion becomes 0. Negates weaknesses.
Only guards one attack. Party Members automatically guard at the beginning of an enemy
ambush.
● Item: Use a consumable item. Some consumable items can only be used outside of battle
or in a Safe Room.
● Baton Pass: Available after obtaining a One More. Can pass your turn to a different Party
Member. More info listed below.
● Rush: Speeds up battle. Party Members will use melee attacks and focus on a single enemy
until they are defeated. Party Members will then focus on a different enemy and continue
their assault until every enemy is defeated. Enemies will still act as normal. Can be canceled
at any time.
Attributes
These attributes are the types of attacks in the game. Personas and enemies have susceptibilities
to certain attributes. Susceptibilities are listed first, and attributes are listed from left to right as
shown on analysis screen and Persona status screen.
Susceptibilities
● Blank: No susceptibility.
● Wk: Weak. Will knock down character. Character receives about 10% more damage.
Attributes
● Wind.
● Psychokinesis.
● Nuclear.
● Bless. Some skills are instakill. Bosses Null instakill. Weak/Resist for instakill affects hit rate.
Cannot Drain instakill.
● Curse. Some skills are instakill. Bosses Null instakill. Weak/Resist for instakill affects hit rate.
Cannot Drain instakill.
Technical Attacks
When inflicted by a Status Aliment, getting hit by certain attributes will cause a Technical attack.
These deal more damage and have a small chance of inflicting Down status. The aliments required
for Technical attacks depend on the Status Aliment. These can be ranked up to be more effective.
These are the ways to trigger Technical attacks:
Default
● Confuse: Psychokinesis
● Fear: Psychokinesis
● Despair: Psychokinesis
● Rage: Psychokinesis
● Brainwash: Psychokinesis
● Forget: Electric
● Fear: Ice
● Rage: Fire
● Brainwash: Bless
One More
When a character is inflicted with Down status, the attacker obtains a One More, which is another
turn. The attacker can get as many One Mores as there are enemies to knock down. If the attacker
uses a skill that hits multiple characters, they only need to knock down one to get a One More. You
cannot gain a One More from an enemy already knocked down.
Baton Pass
When a Party Member obtains a One More, they can perform a Baton Pass. This passes the turn to
a different Party Member, and they will deal more damage or heal more health. If a One More is
obtained again, you can Baton Pass again to one of the two Party Members that hasn't acted yet
with an even bigger damage and recovery boost. Obtaining yet another One More will let you Baton
Pass to the last Party Member with a huge damage and recovery boost, as well as letting that Party
Member cast their next skill with no HP or SP cost. Baton Passes can be ranked up for more
boosts. You can't Baton Pass to a Party Member inflicted with a Status Aliment.
Hold Up
After every enemy is Down, you will initiate a Hold Up. From here, you can decide if you would like
to preform a Shadow Negotiation, an All-Out Attack, or you can Break Formation and obtain a One
More.
Shadow Negotiation
After initiating a Hold Up, you can preform a Shadow Negotiation. You can ask a Shadow to
become a Persona or hand over some money or an item. In order to recruit a Shadow, you have to
successfully negotiate with them. Depending on the Shadow Personality, you will need to choose
specific types of responses to be successful. Upbeat Shadows like funny answers, Timid Shadows
like kind answers, Irritable Shadows like serious answers, and Gloomy Shadows like vague
answers. Party Member, Sun, and Tower Confidants will improve negotiations.
Hostage
If a Party Member is inflicted with Down status, they may be taken hostage. In order to release
them, you must give up HP, SP, money, or items. If you are connected to the network, you can
automatically rescue a hostage 3 times per in game day.
All-Out Attack
After initiating a Hold Up, you can perform an All-Out Attack. Everyone will charge the enemies and
inflict Almighty damage to every enemy. The All-Out Attack Finisher changes depending on who
knocked down the last enemy. An All-Out Attack can't be done if Joker is inflicted by a Status
Aliment or if Joker is by himself, and if a Party Member is inflicted with a Status Aliment they can't
participate in an All-Out Attack.
Showtime
Showtime attacks are powerful combination moves. There are eight different Showtime attacks, and
they all unlock from the main story. Showtime attacks are triggered randomly by using Baton
Passes, when an enemy or Party Member has low health, or a Party Member is knocked down.
Here are the Showtime combinations ordered by when they unlock.
Follow Up Attacks
If your Party Member Confidants are at a certain rank, then they can perform a Follow Up Attack.
This is triggered randomly if Joker doesn't knock down an enemy. A Party Member will follow up
and knock down a random enemy or enemies. The effect of the Follow Up Attack depends on the
Party Member.
Status Ailments
Status Aliments can be given to almost every character, except for some enemies and bosses. I
created this section for a quick reference because I can never remember what these do accurately.
● Down: Character receives about 10% more damage. Evasion becomes 0. Occurs when hit
by weakness/critical hit. Chance to occur when hit by Technical attack.
● Shock: Can't act. Melee attacking a character inflicted with Shock has a chance of inflicting
Shock to the attacker.
● Forget: Can't use skills. Shadows can waste a turn. Joker can't switch Personas.
● Sleep: Can't act. Restores HP and SP each turn. Shadows can't negotiate.
● Confuse: Will do one of the following. Use a healing item, throw away an item, throw away
money, or do nothing.
● Fear: High chance of doing nothing. Small chance of running away, if possible. Joker can't
run away.
● Rage: Will always use melee attacks and will attack a random enemy. Damage dealt is
greatly increased. Damage received is increased. Accuracy and evasion is reduced.
● Brainwash: Will do one of the following. Attack an ally, or use a healing/support skill on an
enemy.
● Mouse: Special Aliment. Can't be healed with consumable items. Damage dealt is reduced.
Accuracy and evasion is increased.
● Play Time
● Amount of Yen
● Status Parameters
● Persona Compendium
● Equipment
● Perma Pick
● Skill Cards
● Fishing Pole
● Darts
● Pool Cues
● Christmas Gift (Increases points earned for specific Confidant)
● Shadow Analysis
● Stamp Collection
● Jazz Jin Skills at Confessional (Party Members don't start with these skills, but they can be
relearned, except for Crow and Violet)
● Downloadable Content
● Fishing Points
● Confidants
● Mementos Requests
● New Persona Fusion: A Special Fusion that requires five Personas to fuse. Required to
complete the Persona Compendium.
● First Secret Boss: Available in Mementos from May to December. You will obtain items
depending on how many turns you can survive.
Note!
The above only applies to PS4 and PS5 Versions. I do not know how Thieves Den save
data is handled on Xbox, Switch, or Steam.
Palace Maker
You can buy and place models and change the scenery of the Thieves Den. As you progress
through the main story and Confidants, more options will be unlocked. Party Members (and
Confidants later on) can have conversations next to these models. There are a ton of different
conversations, and they reload when you leave the Thieves Den or place/move models.
Music
You can buy the music tracks from this game and listen to them at any time. You can also set what
track plays in the Thieves Den. These are unlocked as you come across them in game.
Movies
You can buy the cutscenes from this game, as well as trailers, and some official Persona concert
footage. These are unlocked depending on your main story progress.
Gallery
You can buy the artwork from this game, as well as concept and promotional art. The artwork you
buy will appear on the walls in the Thieves Den. These are unlocked depending on your main story
and Confidant progress.
Play Area
At the Play Area, you can play the card game Tycoon with your Party Members to earn P-Coins.
Tycoon is a translation of the card game Daifugo (also known as President in the west), and uses
some variations of the original card game. This game is surprisingly addicting. I enjoy playing this
game so much that it is now my go to card game with friends and family at home. This section will
cover the rules of the variation the Phantom Thieves play, as well as other common variations
marked if you are interested in playing this game at home. This section will also cover the
challenges that earn you extra P-Coins.
-Objective-
Get rid of all cards in your hand as fast as possible to earn points. The Tycoon (first person out)
earns 30 points, Rich (second person out) earns 20 points, and Poor (second to last person out)
earns 10 points. The person with the most points at the end of three rounds wins.
Variations: It is common in Japan to play without a point system, and if a winner must be
determined, it is whoever the Tycoon is when the game ends. Point systems can be used with a
winner being declared after a certain number of rounds or a player earns a certain amount of points.
Most point systems award 2 points to the Tycoon and 1 point to the Rich. The point system I use is
to give the Beggar (last player out) 0 points, Poor earns 1 point, third to last out 2 points, and so on
up to the Tycoon earning the highest amount of points. I play with the winner being declared after
earning 10 points.
-Titles-
● Tycoon: First person out. Gives two cards to Beggar. If they don't go out first, they Bankrupt
and become a Beggar next round.
● Rich: Second person out. Gives one card to Poor. Doesn't exist in 3 Player game.
● Commoner: Anyone without a different title. Everyone is one during first round. Doesn't exist
in 4 Player game (besides first round).
● Poor: Second to last person out. Gives highest card to Rich. Doesn't exist in 3 Player game.
● Beggar: Last person out. Gives two highest cards to Tycoon. Deals cards and starts first.
Variations: In a 3 Player game Tycoon, Commoner, and Beggar are used. Some play with Tycoon
and Beggar trading one card instead of two in 3 Player games. In a 4 Player game Tycoon, Rich,
Poor, and Beggar are used. In a game with more than 5 Players, everyone not part of the first two
out and last two out are Commoners. Some play where after each round the Poor sits left of
Beggar, Commoner sits left of Poor, Rich sits left of Commoner, and Tycoon sits left of Rich.
-Deal-
The Dealer deals all 54 cards (standard 52 card Deck and 2 Jokers) in clockwise order. Normally,
the Beggar is Dealer and first to play. During the first round, Dealer is random and first turn goes to
the person holding the 3 of Diamonds.
Variations: The Deck can have as many Jokers as you wish. For the first deal, it doesn't matter how
you determine the Dealer, and the Dealer normally gets first turn. Extra cards can either be dealt as
normal, or are dealt to the lowest ranked players.
-Play-
Cards are ranked in the following order from high to low (this is reversed during a Revolution, except
Jokers are always high):
Joker-2-A-K-Q-J-10-9-8-7-6-5-4-3
The first player plays any number of cards with the same rank. The player on the left can play the
same number of cards with a higher rank, or can pass their turn. Play continues until a combination
is played that can't be beat. When all players pass, all cards on the table are cleared, and the last
person to play starts the next play. Players can pass at anytime, and can still play the next time their
turn comes around. Play continues until only one player is left with cards in their hand.
Variations: Some play where a run of 3 of more cards with the same suit can be played. Some also
play where after one player goes out, the other ranks are assigned based on how many cards each
player has.
-Special Rules-
There are some plays that invoke special rules. These are variations of the game that the Phantom
Thieves use. Here are the following special rules:
● Jokers: Jokers can be used as wild cards when used with other cards, and high card when
used by themselves. When Jokers are used as high card, no other card can beat them
(except for 3 of Spades Reversal).
● 8 Stop: Anytime an 8 or a combination of 8's are played, the play is instantly stopped. The
current cards are cleared, and the person that just played starts the next play. This is called
an 8 Stop or 8 Cut.
● Revolution: When a four of a kind is played, it starts a Revolution. After the current play is
cleared, the next play starts with the rank of the cards reversed (3 is high, 2 is low, Joker still
beats any card). This lasts until either the round ends, or another four of a kind is played. If
another four of a kind is played, it turns the rank of the cards back to normal, and is called a
Counter Revolution.
● 3 Spade Reversal: While the Jokers are the highest cards, when a Joker is played it can be
beaten by the 3 of Spades. This is called a 3 Spade Reversal, and can only happen to a
single Joker card. This rule still applies during a Revolution.
● Bankrupt: If the Tycoon doesn't go out first, they must sit out for the rest of the round, and
start the next round as a Beggar.
-End of Round-
When only one player has cards in their hand, the round ends. Titles are assigned based on when
players went out. The first player out is the Tycoon, second player out is Rich, second to last player
out is Poor, last player out (or Bankrupt Tycoon) is Beggar, and all other players are Commoners. If
a point system is played, they are now scored based on Title or order players went out. The Beggar
deals the next round. Before the first play, the Beggar gives Tycoon their two highest cards, and
Poor gives Rich their highest card. The Tycoon then gives Beggar any two cards, and Rich gives
Poor any card. The Beggar then starts play. Play continues until after scoring, a player may be
declared the winner. If there are multiple winners, the tie is settled by the player with the higher rank
at the end of the game.
Challenges:
● Avalanche!: Finish a round of a cutthroat game while all other players have hands of ten or
more cards.
● The 3-Card Kid: Perform "Three Cards" three times within one game.
● Phantom Tycoon: Reach Tycoon rank in games with every Party Member (I think I got this
one just from playing with every Party Member, but I could be wrong).
● Neverending Turn: Force all opponents to pass three consecutive times in a serious or
cutthroat game.
● Comeback Tycoon: Become a Beggar at least once and still end the game at the top final
rank.
Awards
There are awards that can be obtained by completing certain objectives. These are tallied across all
save files, and most of these awards can be obtained by reloading saves. Obtaining awards also
earns you P-Coins. Here are all of the awards that can be obtained.
School Life:
● Supersize My Stomach: Cleared all of the Big Bang Challenges at Big Bang Burger in
Shibuya.
● Golden Fingers: Beat all of the retro games that can be played in your room.
● Word Wizard: Solved 15 crossword puzzles in Leblanc.
● Home Run King: Hit a total of 30 home runs at the Batting Cages in Yongen-Jaya.
● Honorary Bather of Yongen: Used the "Fuji no Yu" Bathhouse in Yongen-Jaya 15 times.
● The Second Boss of Leblanc: Made Master Coffee and Master Curry by yourself at Leblanc.
● Legend of the Dragon Fist: Trained your body by practicing on the dummy at the "Protein
Lovers" Sports Gym in Shibuya.
● A Master Loves His Maids: Spent time at the maid cafe in Akihabara 4 times.
Confidants:
● Phantom Thief Grand Union: Reached maximum rank with all Confidants.
● Ladies' Man: Achieved a romantic relationship with all potential romantic Confidants.
● We Stand As Equals: Achieved a strong bond of friendship with all potential romantic
Confidants.
● Spirited Dartsman: Spent time playing darts at Penguin Sniper in Kichijoji 10 times.
● Pool Shark Pup: Spent time playing billiards at Penguin Sniper in Kichijoji 5 times.
● Stick With Spending: Spent a totall of 500,000 Yen at Takemi Medical Clinic in Yongen-Jaya.
● Catcher in the Roof Garden: Harvested a total of 5 vegetables from the rooftop garden.
Battle:
● The Shadow Diplomat: Initiated negotiations with Shadows a total of 100 times.
● The Phantom Bombers: Defeated a total of 100 enemies using the explosion from a Disaster
Shadow.
● Ultimate Attack: Deal over 9999 damage in battle without using an All-Out Attack.
Phantom:
● All Powerful: Raised all stats of one of the protagonist's Personas to Level 99.
● Electric Chair Fanatic: Created 10 weapons, protectors, accessories, or skill cards using
Electric Chair executions.
● A Thief at Heart: Obtained a total of 150 items from search objects in the Palaces.
● Disappearing Act: Avoid battles a total of 5 times using a Smokescreen or Hypno Mist after
being seen.