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fscr0000_000_000

Unknown: …

fscr0001_000_000

Unknown: テスト

fscr0001_001_000

Unknown: …

fscr0003_002_010

Player chooses where to place cards or asks Morgana for evaluation.

fscr0009_001_000

Morgana: (仮)四軒茶屋メニュー Unknown: 駅前商店街 路地裏 田園都市線で渋谷へ

fscr0010_003_000

Unknown: …

fscr0100_000_000

Dummy dialogue placeholders for various characters.

fscr0100_004_009

Morgana and the protagonist discuss the placement of Morgana's new cat bed in the protagonist's room.

fscr0100_004_010

After moving into Cafe Leblanc, the protagonist checks the fridge, answers a phone call from Sojiro, and settles in for the night.

fscr0100_004_109

The protagonist considers cleaning their messy room, prompted by Sojiro.

fscr0150_000_000

Unknown: …。

fscr0150_001_100

Voices urge the protagonist to run and escape with a briefcase.

fscr0150_002_100

Futaba and Morgana urge the protagonist to run away from agents and escape through a door.

fscr0150_002_110

The protagonist is told to run as agents spot them.

fscr0150_002_120

Futaba warns the protagonist of more enemies and to go through a door.

fscr0150_002_130

Unknown: …

fscr0150_003_100

Futaba and Ryuji urge the protagonist to hide from agents and run for the stairs.

fscr0151_000_000

Ryuji and Morgana want to find the Treasure, while Ryuji is excited about his Phantom Thief code name.

fscr0151_001_100

Morgana and Ryuji sneak into Kamoshida's Palace, with Ryuji apologizing for involving the protagonist.

fscr0151_001_110

Ann is pulled into the Metaverse, and the team prepares to escape the Palace.

fscr0151_001_115

The group discusses using the Metaverse Nav to return to the real world or find another entrance.

fscr0151_001_120

Morgana explains the safe room and stealth entry as the team welcomes Ann and escapes.

fscr0151_001_125

Ryuji and Morgana explain that they sneak into Palaces, not use the front door, as they help Ann escape.

fscr0151_001_130

Unknown: …

fscr0151_001_140

After escaping, Morgana praises the team for their progress and encourages them to keep fighting.

fscr0151_001_150

Morgana urges the team to remain vigilant as they continue their infiltration.

fscr0151_002_010

Ryuji, Morgana, and Ann realize they are in the castle's entrance hall and notice the reduced number of guards.

fscr0151_002_020

Unknown: (仮)扉はロックされている/1回目 Unknown: (仮)扉はロックされている/2回目

fscr0151_002_030

The group discovers a shortcut, making exploration easier.

fscr0151_002_100

Morgana urges the group to head for the exit.

fscr0151_002_110

The group overhears Shadow Kamoshida ordering his soldiers to kill the intruders.

fscr0151_002_115

Unknown: (仮)戻りロック/1回目 Unknown: (仮)戻りロック/2回目 Unknown: (仮)そっちは見つかる/1回目 Unknown: (仮)見つかるってば/2回目 Unknown: (仮)そっちじゃない/1回目 Unknown: (仮)そっちじゃないよ/2回目

fscr0151_002_120

Ryuji and Morgana ambush a guard, and Morgana is shocked when the protagonist uses a mask to steal the Shadow's Persona.

fscr0151_002_130

The group finds a barred path and looks for a way to proceed.

fscr0151_002_140

The group regroups with Ann and decides to explore more before leaving.

fscr0151_002_150

Ryuji: ......

fscr0151_002_160

Ryuji suggests using a hidden room behind a painting to reach the tower quickly.

fscr0151_003_100

The group discovers a map in a locked room and realizes the castle is a cognitive version of their school.

fscr0151_003_110

The group is ambushed by guards, and the protagonist defeats them with an All-out Attack.

fscr0151_003_115

The group searches for a switch to open a door, examining a candlestick and statues.

fscr0151_003_120

Morgana teaches the protagonist how to ambush enemies from behind sofas.

fscr0151_004_100

In the library, the group solves a puzzle involving books to find a medal and a map fragment.

fscr0151_004_105

The group places books on shelves dedicated to students, revealing a space for a special book.

fscr0151_004_110

The group uses a medal to open a locked door and decides to continue exploring.

fscr0151_004_115

The group finds mysterious books titled 'The King Book,' 'The Queen Book,' and 'The Slave Book' and takes them.

fscr0151_004_120

Morgana advises the group that they can retreat and return to explored areas if needed.

fscr0151_005_100

The group reaches the gym, where Morgana warns of a powerful enemy.

fscr0151_005_110

The group encounters the Heavenly Punisher, a powerful boss, and is advised to check battle tutorials.

fscr0151_005_115

The group chases a guard captain across pillars in a chapel to find a way up.

fscr0151_006_100

The group spots the tower from the map and searches for an entrance.

fscr0151_006_110

Unknown: (仮)中ボス戦/移動中 Unknown: (仮)バトル明け/移動中

fscr0151_007_010

Unknown: (仮)初めて塔に来たリアクション

fscr0151_007_020

Unknown: (仮)先に進むためにはキーが必要 Unknown: (仮)階段がかかり上にいけるようになる

fscr0151_007_100

The group feels a strong distortion near the Treasure.

fscr0151_007_110

Morgana suggests the protagonist identify the real guard captain among several dummies.

fscr0151_008_100

A mysterious voice prevents stairs from appearing, and the group realizes a guard captain is blocking the way.

fscr0151_008_110

The group prepares to fight the guard captain to proceed up the tower.

fscr0151_009_100

Unknown: ダミー

fscr0151_010_100

The group encounters swinging scythes and looks for a key to stop them, suspecting a guard captain has it.

fscr0151_010_105

The group defeats a guard captain to obtain a golden eye needed to stop the scythes.

fscr0151_010_110

The group uses two golden eyes on a statue to disable the swinging scythes.

fscr0151_011_100

The group infiltrates the Treasure room while Shadow Kamoshida is inside and learns guards have been sent elsewhere.

fscr0151_011_110

Unknown: (仮)王家の間を見る Unknown: (仮)宝物庫を見る Unknown: (仮)予告状についての説明 Unknown: (仮)帰還を促す

fscr0151_011_120

A guard informs Shadow Kamoshida that the Treasure room key has been stolen, prompting the King to seal the corridors.

fscr0151_011_130

The group finds the Treasure room door open and unguarded, suspecting a trap but deciding to proceed.

fscr0151_012_100

The group secures the infiltration route and decides whether to leave or continue exploring.

fscr0151_013_010

Ryuji: H-Hey, where are we?

fscr0151_013_020

Ann notices something coming toward them, and Ryuji questions the fairness of the situation.

fscr0151_013_100

The group finds a secret room with a painting that can be moved, revealing a path back to the castle entrance.

fscr0151_014_010

Unknown: (仮)扉はロックされている/1回目 Unknown: (仮)扉はロックされている/2回目

fscr0151_014_100

The group discovers a new area and uses cover to avoid enemies, finding a safe room.

fscr0151_014_105

The group feels uneasy about a hallway but is blocked by bars and must find another way.

fscr0151_014_110

The group rushes to rescue Ann from a dining hall where she is being cornered by guards.

fscr0151_014_115

Morgana yells at the protagonist to take the correct path to escape.

fscr0151_015_100

Morgana advises the protagonist to observe enemy strength before engaging in battle.

fscr0151_015_110

The group ambushes a guard near a treasure chest and learns that Shadows can surrender if cornered.

fscr0151_016_100

Morgana urges the group to head for the exit.

fscr0151_016_105

The group spots a large self-portrait of Kamoshida and is warned by Morgana to focus on escaping.

fscr0151_016_110

The group is shown a vision of their school, Shujin Academy, within the Palace before being urged to move.

fscr0151_051_010

Ryuji: Looks like we can use this place as a base too. 【新たな拠点の発見】: Dummy fscr0151_016_110

fscr0151_051_100

Morgana and Ryuji discuss whether to leave the safe room or continue the rescue mission for Ann.

fscr0151_051_110

Unknown: (仮)『危険度』の説明会話

fscr0152_000_000

Ryuji and Morgana search for an exit and the Treasure, while learning about the cognitive world.

fscr0152_001_010

Unknown: テスト

fscr0152_001_020

Unknown: テスト

fscr0152_001_030

Ryuji discovers prison cells and worries about being captured again.

fscr0152_001_040

Unknown: …

fscr0152_001_100

Ryuji and Morgana discover the prison and hear unknown voices, realizing they aren't alone.

fscr0152_001_105

Ryuji voices his fear and frustration about being trapped in the castle, checking the bars and surroundings.

fscr0152_001_110

Morgana lowers a bridge and directs Ryuji to check a statue to proceed.

fscr0152_001_120

Morgana is impressed by the protagonist's Persona, but Ryuji is confused. They are attacked and must escape.

fscr0152_001_130

Morgana teaches Ryuji about ambushing enemies and the importance of raising security levels.

fscr0152_001_140

The group overhears guards discussing the 'Training Hall of Love' and decides to head there.

fscr0152_001_145

Ryuji finds the cells empty and is confused, while Morgana senses danger and urges them to leave.

fscr0152_001_150

The group listens to guards discussing the slaves in the training hall and gets a copper medal to open a gate.

fscr0152_001_160

Morgana urges the group to escape back above ground as security increases.

fscr0152_002_100

Vulgar Boy: This is real bad...!

fscr0152_002_105

Vulgar Boy complains about the trap, looking for a way out and checking his surroundings.

fscr0152_002_110

Sakamoto and others try to escape the castle while being taunted by Kamoshida.

fscr0152_002_115

Sakamoto and the protagonist navigate the castle prison, avoiding guards and searching for an exit.

fscr0152_002_120

Sakamoto urges the protagonist to hide from guards and find another path.

fscr0152_004_100

Morgana uses a realistic toy gun to defeat guards and explains cognitive reality. The team faces a tough guard captain.

fscr0152_005_010

Unknown: (仮)初めて塔に来たリアクション

fscr0152_005_100

The group falls into a pitfall, encounters strong enemies, and decides to run away.

fscr0152_005_105

The group searches for a way to disable a trap, finding a rope and a large file to remove a rusted fence.

fscr0152_005_110

仮: (仮)強制バトル前 仮: (仮)戦闘終了後会話

fscr0152_006_100

Ryuji and Morgana search for the source of a voice, urging each other to check the cells.

fscr0152_006_105

Ryuji witnesses Kamoshida's abuse of volleyball players and decides to memorize their faces before escaping.

fscr0152_051_100

Morgana explains the situation: the players were moved, and the team needs to eavesdrop on guards to find the training hall.

fscr0153_000_000

The group explores Madarame's Palace, realizing the paintings are his former pupils.

fscr0153_000_010

Morgana: (仮)ホントにそこに行く? Unknown: 移動する やめる Morgana: (仮)どこに移動する? Unknown: パレス入口に戻る 最後に入った拠点 メイン展示室 大画廊先 アトリエ1F 中庭 キャンセル Unknown: (仮)画像を変更

fscr0153_000_030

Unknown: テスト

fscr0153_000_100

The group realizes Madarame is coming, and Morgana urges them to run and secure an infiltration route.

fscr0153_000_110

Ryuji and Yusuke recognize the paintings as former pupils, reflecting on their talent and Madarame's theft.

fscr0153_000_111

Ann and Yusuke discuss another pupil, noting their sad expression when leaving the atelier.

fscr0153_000_112

Morgana and Yusuke discuss a pupil who was deeply caring and had their work stolen.

fscr0153_000_113

Ryuji and Yusuke talk about a younger pupil who left quickly.

fscr0153_000_114

Ann and Yusuke connect the pupils' suffering to Shiho's abuse, noting Madarame alters their work.

fscr0153_000_115

Morgana and Yusuke discuss a pupil with a unique style that was stolen by Madarame.

fscr0153_000_116

Ryuji and Yusuke discuss a young pupil who didn't last long.

fscr0153_000_117

Ann and Yusuke discuss a pupil who left the art world due to foul rumors.

fscr0153_000_118

Morgana and Yusuke discuss a pupil who retired and lost the desire to paint.

fscr0153_000_119

Ryuji and Yusuke discuss a pupil who used to paint tender works.

fscr0153_000_120

Ann and Yusuke discuss that the paintings are Madarame's cognitive versions of his pupils.

fscr0153_001_010

Unknown: (仮)テストメッセージ

fscr0153_001_100

The group plans their infiltration, deciding on a starting lineup for the heist.

fscr0153_001_110

The group uses an open skylight to infiltrate the museum, with Morgana offering a rope.

fscr0153_001_120

Yusuke senses a change in atmosphere, and Morgana prepares the team for the heist.

fscr0153_002_010

Unknown: テスト

fscr0153_002_020

Unknown: テスト

fscr0153_002_100

The group finds paintings of pupils with name plaques and a pamphlet with a map.

fscr0153_002_110

The group prepares to move into a more secure area of the museum.

fscr0153_002_120

Unknown: Dummy fscr0153_002_120 Morgana: Hey, we need to just get out of here for now.

fscr0153_002_130

Morgana warns about infrared lasers that will increase security if triggered.

fscr0153_002_140

The group finds paintings of Natsuhiko Nakanohara and Yusuke, confirming the pupils are the art.

fscr0153_002_150

The group finds a museum pamphlet, noting it only shows half the map.

fscr0153_003_010

Unknown:

fscr0153_003_020

Morgana asks if the protagonist wants to use an elevator.

fscr0153_003_100

Morgana accidentally triggers a trap, separating the team. They find a Treasure Demon in a vase.

fscr0153_003_105

The separated team finds buttons and a control panel, requiring a password to deactivate security.

fscr0153_003_110

The group encounters an optical illusion wall and finds a way to push past it.

fscr0153_003_120

The group is spotted by a security guard and decides to fight.

fscr0153_003_130

The group encounters another optical illusion and a shortcut.

fscr0153_003_140

The team reunites and plans to find the control room to free Morgana.

fscr0153_003_150

The group is trapped by lasers and looks for a way out.

fscr0153_003_160

The group finds a hidden button behind a painting, unlocking a path.

fscr0153_004_010

Unknown:

fscr0153_004_020

Morgana asks if the protagonist wants to use an elevator.

fscr0153_004_100

Ryuji finds a control device for a painting.

fscr0153_005_100

The group spots a gaudy building and heads there to plan the heist.

fscr0153_005_110

The group navigates a time-sensitive path, turning off security and meeting up.

fscr0153_005_120

Ryuji and Ann celebrate disabling security, while Yusuke is confused.

fscr0153_005_130

The group escapes to the courtyard and Morgana wants to see the Treasure.

fscr0153_005_140

The group operates light switches to navigate a trap room, working together to progress.

fscr0153_006_100

Ryuji and the protagonist find a terminal needing a password and try to turn off security.

fscr0153_006_110

The group finds an optical illusion and Yusuke discovers a painting they can enter to find a security room.

fscr0153_006_120

The group enters the security room and finds the password '1120' by solving a riddle, disabling security.

fscr0153_006_130

The group enters the inner gallery, noting more guards and paintings they can walk into.

fscr0153_006_140

The group decides whether to fight or sneak past guards in the gallery.

fscr0153_006_150

Ryuji and the protagonist find another terminal and disable security.

fscr0153_006_160

Ryuji and the protagonist discuss the gaudy nature of Palace rulers.

fscr0153_006_170

The group discovers the password '1120' hidden in a plaque's text at Madarame's statue feet.

fscr0153_006_180

The group defeats a strong Security Guard Shadow guarding the control room.

fscr0153_006_190

The group finds the second half of the museum map and plans their route to the Treasure.

fscr0153_006_191

Unknown: That brochure... Morgana: Ooh, do you think that could be another pamphlet? Let's take it with us, Joker!

fscr0153_006_200

The group decides to fight a guard blocking their path.

fscr0153_007_100

The group encounters a barrier made of a Shinto rope and looks for a way to cut it.

fscr0153_007_110

The group approaches a giant octopus painting and decides if it's safe.

fscr0153_007_120

The group discovers paintings that lead to hidden routes.

fscr0153_007_130

The group continues through the painting routes, finding a new path.

fscr0153_008_100

The group enters the distortion area, looking for the true 'Sayuri' painting.

fscr0153_008_110

The group identifies the real 'Sayuri' and avoids a fake, fighting enemies that appear.

fscr0153_008_120

The group continues to distinguish real and fake 'Sayuri' paintings.

fscr0153_008_130

The group continues to distinguish real and fake 'Sayuri' paintings.

fscr0153_009_010

Yusuke spots Madarame and the Treasure. The team plans to get a closer look.

fscr0153_009_100

The group identifies the Treasure's location but realizes they need to bypass infrared lasers and guards.

fscr0153_009_105

Yusuke spots Madarame and the Treasure. The team plans to get a closer look.

fscr0153_009_110

The group finds a control room to disable lasers but fails due to a high-security protocol.

fscr0153_009_120

The group is attacked after tampering with electricity, but a blackout offers a plan.

fscr0153_009_130

The group finds a crane above the Treasure and plans a heist using darkness and teamwork.

fscr0153_009_140

The group executes the heist, steals the Treasure, and looks for an escape.

fscr0153_009_145

Yusuke: Let us reconvene with Mona!

fscr0153_009_150

The group escapes the Palace through a window while being chased.

fscr0153_011_100

The group escapes through a mysterious portal outside the museum.

fscr0153_012_100

Unknown: (仮)ショートカット示唆 Unknown: そっちは警備員いるかもだよ? いいの?

fscr0153_051_100

The team discusses the heist plan, using a wire and a blackout to steal the Treasure.

fscr0154_000_000

The team enters Okumura's Palace, ready to find the Treasure.

fscr0154_000_010

Morgana asks if the team should move and offers travel options.

fscr0154_000_030

Unknown: テスト

fscr0154_000_200

The team solves a lock puzzle using the code R=C=0 I=1 H=2 to spell 'RICH'.

fscr0154_000_210

The team tries to solve a lock puzzle to spell 'REAP' but realizes they need more information.

fscr0154_000_220

The team solves a 'HUGE' lock puzzle but realizes they might need to find more torn pages.

fscr0154_000_230

The team works on a 'GOLD' puzzle, calculating values from collected pages.

fscr0154_001_100

Makoto: Well then, let's head inside. Morgana: All right, we're going in! Ann: Shouldn't we be heading in? Niijima-senpai's going to keep going without us.

fscr0154_001_110

The team names Makoto 'Queen' and plans to infiltrate the Palace via a hidden passage found under a suspicious statue.

fscr0154_001_120

The team discovers a hidden entrance under a pig statue.

fscr0154_002_010

The team waits for a moving wall to reveal a path into the vault.

fscr0154_002_020

The team plans to ambush a Shadow to proceed.

fscr0154_002_030

The team uses a keycard to open a door marked 'No entry by unauthorized personnel'.

fscr0154_002_100

Ryuji suggests going to the second floor, while Morgana spots a suspicious air duct.

fscr0154_002_105

Ryuji and Morgana discover an air duct as a potential infiltration route into a room.

fscr0154_002_110

Makoto fakes a security alert to lure and trap guards in the security room.

fscr0154_002_120

The team is spotted at the entrance and forced to flee from security.

fscr0154_002_130

Inside the bank, the team plans their next move to find the treasure.

fscr0154_002_140

The team finds a key labeled 'Elevator Control Room' to access lower floors.

fscr0154_002_150

In the monitoring room, they find a keycard and a map revealing a basement.

fscr0154_002_160

Makoto is shocked as security guards transform into monsters, forcing a retreat.

fscr0154_003_100

Morgana warns Joker to use observation skills to avoid security cameras.

fscr0154_003_110

The team finds a partition requiring two keys and plans to lure guards away to get them.

fscr0154_003_120

They successfully trick the guards, obtain the two keys, and open the partition.

fscr0154_003_130

The team works together to open the partition, praising Makoto's plan.

fscr0154_003_140

The team's path is blocked by a camera system, which they plan to disable by destroying an electrical box.

fscr0154_003_141

Yusuke and Morgana plan to destroy another electrical box to disable remaining cameras.

fscr0154_003_142

Ryuji and Makoto confirm the destruction of the electrical box disables some cameras.

fscr0154_003_143

Ryuji and Makoto confirm the destruction of the electrical box disables some cameras.

fscr0154_003_150

The team finds more cameras blocking their path and resolves to destroy the controlling electrical boxes.

fscr0154_003_160

Party members realize they need to destroy an electrical box to bypass the camera security system.

fscr0154_005_100

From an elevator, the team surveys the vault maze, and Makoto deduces they don't need to check every small vault.

fscr0154_005_110

Joker solves a PIN puzzle using a clue from Kaneshiro's journal, causing the vault to move.

fscr0154_005_120

The team finds another puzzle device but is unsure which button to press.

fscr0154_007_100

Joker prepares to solve the 'REAP' PIN puzzle based on clues from the journal.

fscr0154_007_110

Joker successfully solves the 'REAP' PIN puzzle, unlocking more of the vault.

fscr0154_008_100

Joker is about to solve the 'HUGE' PIN puzzle to open the next vault section.

fscr0154_008_110

Joker solves the 'HUGE' puzzle, and Kaneshiro's voice echoes his desire for a huge presence.

fscr0154_009_100

The team finds the final PIN device labeled 'GOLD', and Joker prepares to solve it.

fscr0154_009_110

Joker solves the 'GOLD' puzzle, fully opening the path to Kaneshiro's treasure.

fscr0154_010_100

The team decides to send a calling card to Kaneshiro to materialize the treasure.

fscr0154_010_110

Makoto and Ryuji realize Kaneshiro was waiting to ambush them.

fscr0154_011_100

The team reflects on the money scattered on the floor, stolen from the weak.

fscr0154_012_010

Unknown: (仮)エレベーター内で 金庫の迷宮を見ながら会話

fscr0154_013_010

Unknown: (仮)エレベーター内で 金庫の迷宮を見ながら会話

fscr0154_014_100

Kaneshiro escapes on an elevator after leaving a journal with a PIN code clue.

fscr0154_014_110

The team hears Kaneshiro's voice from below and plans to eavesdrop.

fscr0154_014_120

They overhear Kaneshiro ordering his guards to protect the elevator to the palace depths.

fscr0154_014_130

The team confronts Kaneshiro, who orders his guards to stop them from reaching the elevator.

fscr0154_015_020

Unknown: (仮)上空の銀行に移動する? ※仮処理

fscr0154_015_100

The team arrives in a city district to search for Kaneshiro's palace entrance.

fscr0154_015_105

They discover victims transformed into ATM humans and learn Kaneshiro is hidden in a place where he leaves no tracks.

fscr0154_015_110

Morgana: …

fscr0154_016_100

Unknown: (仮)カネシロパレスの中の渋谷 (仮)周囲を調査してパレスの入口を探す事に。

fscr0154_051_100

Unknown: (仮)セーフルームに逃げ込み 外の騒ぎが収まるまで待機。

fscr0154_051_110

Makoto explains the party's plan to lure and defeat security guards one by one to get their keys.

fscr0155_000_000

Ryuji and Morgana encourage the team to find the Treasure and be cautious of Shadows.

fscr0155_000_010

Morgana asks if you want to move to a specific location.

fscr0155_000_030

Unknown: テスト

fscr0155_001_010

Party members spot a town in the distance and Morgana offers to take you there.

fscr0155_001_020

Unknown: …

fscr0155_001_050

Party secures an escape route and notes the extreme heat.

fscr0155_001_100

The team enters Futaba's desert palace, noting they can't transform without being seen as a threat.

fscr0155_001_105

Party members find an oasis and discuss the layout of Futaba's Palace.

fscr0155_001_110

Party realizes they are seen as a threat by Futaba and plans their next move.

fscr0155_001_120

Shadow Futaba's voice reveals the key 'thirsts', leading the team to the oasis to solve the puzzle.

fscr0155_001_130

Unknown: (仮)目の前にオアシスが広がっている。

fscr0155_001_140

Party notes the high security level and prepares for the heist after sending the calling card.

fscr0155_002_010

Party solves a stone monument puzzle with color-based text.

fscr0155_002_011

Party attempts to solve a scrambled puzzle, with Morgana offering to restart.

fscr0155_002_012

Party struggles with a difficult puzzle but eventually solves it.

fscr0155_002_100

Inside the pyramid, the team notes the cool air and prepares to explore further.

fscr0155_002_105

Morgana advises exploring deeper after entering a new area.

fscr0155_002_110

The team is forced to retreat when a path is blocked, deciding to find another way inside.

fscr0155_002_120

Shadow Futaba asks the team to retrieve a map from a bandit in a nearby town in exchange for information.

fscr0155_002_130

The team places gems from Anubis statues into pedestals, causing a path of light to form.

fscr0155_002_135

Using a light-reflection device, the team opens the sealed door to the great stairs.

fscr0155_002_140

The team solves a mural puzzle, revealing voices from Futaba's past about her mother.

fscr0155_002_145

Party activates a control panel, revealing a mural puzzle with voices from Futaba's past.

fscr0155_002_150

Another mural puzzle reveals the traumatic memory of Futaba's mother's suicide in front of her.

fscr0155_002_155

Solving the mural puzzle reveals the traumatic memory of Futaba's mother's suicide.

fscr0155_002_160

A final mural shows Futaba as a child arguing with her mother, deepening the tragedy of her past.

fscr0155_002_165

Further mural puzzles reveal more of Futaba's painful memories, leading to Shadow Futaba's despair.

fscr0155_002_170

The path leads to Futaba's real-world room, so the team decides to retreat and prepare a calling card.

fscr0155_003_010

Unknown: メッセージ

fscr0155_003_100

A giant boulder trap blocks the team, but a stone slab provides a cryptic clue to proceed.

fscr0155_003_105

Yusuke surveys the backside of a trap, noting a special door.

fscr0155_003_110

The team encounters buttons and stone slabs with binary codes, leading to a trap with rolling boulders.

fscr0155_003_120

A stone slab reveals a code 'B01010', and touching it activates a hologram mechanism.

fscr0155_003_125

The team finds a blue hologram coffin and learns they can turn the holograms on and off.

fscr0155_003_130

Another stone slab reveals the codes 'R01100' and 'B10011', hinting at a binary puzzle.

fscr0155_003_135

Party finds a door with a red symbol, speculating on its meaning.

fscr0155_003_140

The team accidentally destroys the path with boulders and must find a new route.

fscr0155_004_100

Party discovers a button that reveals a hidden passage.

fscr0155_004_105

Party encounters a deep chasm and discusses finding another route.

fscr0155_004_110

The team finds an Anubis statue and takes a shining gem, noting a warning inscription about a curse.

fscr0155_004_115

They discover a suspicious coffin with a hidden button that seems to trigger a mechanism.

fscr0155_004_120

The team places the gem from the Anubis statue into a pedestal, creating a path of light.

fscr0155_004_130

The team encounters Shadow Futaba, who seems conflicted about helping them.

fscr0155_004_140

The team takes another gem from a second Anubis statue, again ignoring the curse warning.

fscr0155_004_150

They place the second gem into another pedestal, continuing to solve the palace's light puzzles.

fscr0155_005_100

The team falls into quicksand, and Makoto theorizes the palace is a resurrection device born from Futaba's guilt.

fscr0155_006_100

The team admires the sculptures in the tomb and prepares for the Shadows ahead.

fscr0155_007_100

Shadow Futaba appears and leads the team into a trap involving deadly arrows.

fscr0155_007_105

Party is blocked by a trap of endless arrows and plans to find a way to stop them.

fscr0155_007_110

The team is hit by an arrow trap and suspects it's related to the curse from the Anubis gems.

fscr0155_007_120

The team finds a button that, when pressed, destroys the source of the arrow trap, opening the path.

fscr0155_008_100

The team finds more Anubis statues and gems, learning that the god's light is a sign for traversing the pits.

fscr0155_008_105

Makoto reads an inscription about the 'light of the god of the underworld' as a sign.

fscr0155_009_100

The team enters the area representing Futaba's room, sensing the treasure is very close.

fscr0155_009_110

Unknown: (仮)認知を改変したことにより、 先に進むことができるようになった。

fscr0155_011_010

Party solves another color-based stone monument puzzle.

fscr0155_011_100

The team uses a ballista to break a wall, reflecting light onto a door to open it.

fscr0155_011_110

Party discovers a ballista, realizes it can move, and uses it to break a wall.

fscr0155_011_120

After opening a path, the team spots a tranquil guardian Shadow and decides to retreat and prepare.

fscr0155_011_130

The team prepares to fight the guardian of the tomb to proceed forward.

fscr0155_013_010

Party decides whether to return to the pyramid or stay in the town.

fscr0155_013_020

Unknown: …

fscr0155_013_100

The team arrives in a desolate town to find the bandit who stole from Shadow Futaba.

fscr0155_013_110

A bandit taunts the team, leading them on a chase through the town.

fscr0155_013_115

Party systematically defeats Shadows in the town, hoping to lure out a bandit.

fscr0155_013_120

The team defeats the bandit and recovers a papyrus parchment from him.

fscr0156_000_000

Ryuji and Morgana encourage the team to find the Treasure and be cautious of Shadows.

fscr0156_001_010

Futaba activates a lever for an elevator, and the team plans to use it.

fscr0156_001_020

Party members are amazed to see Earth from the space-themed Palace.

fscr0156_001_100

The team enters Okumura's space station palace, looking for Morgana.

fscr0156_001_105

The team sees Earth from the moon and discusses the otherworldly nature of the palace.

fscr0156_002_010

Unknown: >リフトを使用する

fscr0156_002_020

Unknown: >リフトを使用する

fscr0156_002_100

Ann and Ryuji notice strange noises and realize they need to find Morgana.

fscr0156_002_110

A door with a biometric authentication system blocks the team's path.

fscr0156_002_120

The team uses the identity of Haru, the president's daughter, to bypass the biometric scanner.

fscr0156_003_010

Unknown: >リフトを使用する

fscr0156_003_020

Unknown: >リフトを使用する

fscr0156_003_030

Unknown: >リフトを使用する

fscr0156_003_040

Unknown: >リフトを使用する

fscr0156_003_100

Futaba hacks a terminal, opening several doors and revealing a map of the palace's areas.

fscr0156_003_110

The team determines they need to steal a Chief Director's employee ID to bypass rank authentication doors.

fscr0156_003_120

The team faces another locked door and realizes they must find a security server to bypass it.

fscr0156_003_125

Party finds a locked door and Futaba explains they need to find a security server to open it.

fscr0156_003_130

The team decides to head to the factory's origin to find more 'employees' and a Chief Director.

fscr0156_004_010

Unknown: >リフトを使用する

fscr0156_004_020

Unknown: >リフトを使用する

fscr0156_004_100

Morgana points out the Treasure is nearby and suggests going from the outside.

fscr0156_004_110

The team locates the building containing the treasure and plans their infiltration.

fscr0156_005_010

Unknown: >リフトを使用する

fscr0156_005_020

Unknown: >リフトを使用する

fscr0156_005_030

Unknown: >リフトを使用する

fscr0156_005_100

Morgana explains that levers switch airlocks on and off to open paths.

fscr0156_005_110

The team navigates the airlocks in space, finding some are not working.

fscr0156_006_010

Unknown: >リフトを使用する

fscr0156_006_020

Unknown: >リフトを使用する

fscr0156_006_030

Unknown: >リフトを使用する

fscr0156_006_100

The team finds an airlock puzzle with levers and specific gates (C and G) that need to be activated.

fscr0156_006_110

Party finds a new airlock puzzle and realizes the rules are changing.

fscr0156_007_010

Player can hack a terminal to set the factory to 'Break,' 'Lunch,' or 'Unpaid Overtime'.

fscr0156_007_020

Unknown: >下になってるとき止めれば 足場にできるかもしれない。

fscr0156_007_030

Unknown: >下になってるとき止めれば 足場にできるかもしれない。

fscr0156_007_040

Unknown: >下になってるとき止めれば 足場にできるかもしれない。

fscr0156_007_100

In the factory, the team finds a control panel to set shifts to Break, Lunch, or Unpaid Overtime.

fscr0156_007_110

The team enters the factory and is appalled by how Okumura views his workers as expendable cogs.

fscr0156_007_120

The team finds a control panel for a robotic arm and increases its speed to make it break, creating a path.

fscr0156_008_010

Party learns to use 'Lunch' to stop presses, as 'Break' is too short and 'Unpaid Overtime' does nothing.

fscr0156_008_020

Makoto states they must stop the hydraulic press to cross it.

fscr0156_008_030

Makoto states they must stop the hydraulic press to cross it.

fscr0156_008_040

Makoto states they must stop the hydraulic press to cross it.

fscr0156_008_100

The team encounters a hydraulic press and finds a control panel to stop it during a 'Lunch' break.

fscr0156_009_010

Party discusses and dismisses 'Break' and 'Unpaid Overtime' options, confirming 'Lunch' is the only useful choice.

fscr0156_009_020

Makoto states they must stop the hydraulic press to cross it.

fscr0156_009_030

Makoto states they must stop the hydraulic press to cross it.

fscr0156_009_100

The team sees brainwashed employees and learns the factory's power source is fueled by decommissioned robots.

fscr0156_009_110

Unknown: NOW CHANGING ARM SPEED!

fscr0156_009_120

Unknown: >リフトを使用する

fscr0156_009_130

The team witnesses robots being dumped into an incinerator, horrifying Haru and strengthening her resolve.

fscr0156_009_140

Unknown: >下になってるとき止めれば 足場にできるかもしれない。

fscr0156_010_010

Morgana identifies the Treasure, and the party plans to send a calling card.

fscr0156_010_100

The team realizes the factory parts are being used to build a giant UFO.

fscr0156_010_110

They learn the UFO is the 'SS Utopia', part of Okumura's plan to escape to a political position.

fscr0156_011_100

Unknown: >リフトを使用する

fscr0156_012_010

Unknown: >リフトを使用する

fscr0156_012_020

Unknown: >リフトを使用する

fscr0156_012_030

Unknown: >リフトを使用する

fscr0156_012_100

The team enters the airlock area, where Futaba explains they can survive in a vacuum for about 30 seconds.

fscr0156_012_110

Unknown: …

fscr0156_013_010

Unknown: テスト

fscr0156_013_100

The team meets a high-ranking Shadow and must engage in dialogue to determine their rank and get an ID.

fscr0156_013_110

The team interrogates another Shadow, using different dialogue options to try and identify a Chief Director.

fscr0156_013_120

The team continues to question large robot Shadows, trying to find the one with a Chief Director ID.

fscr0156_013_130

Futaba detects multiple large signals, indicating several high-ranking robots are in the area.

fscr0156_013_140

The team plans to talk to the different large robots to identify the Chief Director without fighting everyone.

fscr0156_014_100

The team confronts a section chief Shadow, defeating him to obtain a new ID card.

fscr0156_014_110

The team defeats another high-ranking Shadow but finds he doesn't have the Chief Director ID.

fscr0156_014_120

Phantom Thieves assess a guard's authority, realizing a direct fight might be too draining.

fscr0156_014_130

Dummy

fscr0156_014_140

The team discusses a large, high-ranking guard and plans to talk to him.

fscr0156_015_100

The team finally finds the Chief Director, defeats him, and obtains the crucial ID card.

fscr0156_015_110

The team confronts another large robot Shadow, hoping this one is the Chief Director.

fscr0156_015_120

Dummy

fscr0156_015_130

The team identifies another potential Chief Director and prepares to engage him.

fscr0156_050_100

The team chases a transformed Morgana through the palace's corridors to stop him from escaping.

fscr0157_000_000

Joker's team gets pumped to infiltrate Kamoshida's Palace and find the Treasure.

fscr0157_001_100

Morgana advises finding an infiltration route.

fscr0157_001_110

The team prepares to enter the Palace after issuing a calling card.

fscr0157_003_100

Makoto is denied entry to an area, looking for a way to the arena.

fscr0157_003_110

Makoto finds a lost ring and trades it for an arena ticket.

fscr0157_003_120

The group searches for another ticket but finds no luck.

fscr0157_003_130

Ryuji finds a man who gives him the lost ring, securing the ticket.

fscr0157_004_010

The team learns they need a member's card to access the higher floors of Sae's casino palace.

fscr0157_004_100

Shadow Sae appears, taunting the team and revealing the treasure is on the manager's floor.

fscr0157_004_110

Akechi begins securing their infiltration route.

fscr0157_004_120

The team needs a member's card to operate the elevator.

fscr0157_005_100

Joker's group spots a heavily guarded room and plans their entry.

fscr0157_005_110

The team finds a locked door requiring a keycard, which they obtain from a powerful nearby Shadow.

fscr0157_005_120

Akechi prepares to battle a Shadow guarding a backroom, hoping to find useful information.

fscr0157_005_130

The team enters the backroom, and Futaba plans to hack into the casino's customer database.

fscr0157_005_140

The team decides to fight a powerful enemy blocking their path, which drops a keycard.

fscr0157_006_010

The team prepares to enter the members floor to gather 50,000 coins for a high-limit card.

fscr0157_006_100

Akechi explains they must increase their player rank by winning games to access higher floors.

fscr0157_006_110

The team has won some coins but needs more to exchange for the high-limit floor card.

fscr0157_006_120

A Shadow Dealer welcomes them to the members floor, explains the games, and demands 50,000 coins for a card.

fscr0157_006_130

The team exchanges 5,000 coins for a high-limit card and prepares to enter the high-limit floor.

fscr0157_006_140

The team reviews the rules for the dice game, which involves guessing the sum of three dice.

fscr0157_006_150

The team reads the rules for the slots, noting the high payout for a '777' jackpot.

fscr0157_006_160

The team gains access to more floors but is still seeking the manager.

fscr0157_007_010

Akechi suspects the dice game is rigged and advises the team to find the cheating mechanism.

fscr0157_007_011

The group wins big at a dice game, suspecting the casino is rigged.

fscr0157_007_020

Akechi plans to cheat the cheaters at the dice game.

fscr0157_007_100

Akechi plans to cheat the cheaters at the dice game.

fscr0157_007_110

The team finds a control room where the casino's rigged outcomes are calculated.

fscr0157_007_120

The team decides to try a dice game, despite suspicions of rigging.

fscr0157_007_130

Futaba and Akechi plan to hack the rigging device to guarantee the team wins the dice game.

fscr0157_007_140

Akechi assures Joker that he will win the dice game after they disable the cheating mechanism.

fscr0157_007_150

The team decides to cheat the slots as well, using a hacked terminal to ensure a win.

fscr0157_007_160

The team wins big at dice, then discusses finding a cheating device.

fscr0157_007_170

Yusuke finds the dice game distasteful as the group moves on.

fscr0157_008_010

Akechi plans to cheat the cheaters at the dice game.

fscr0157_009_010

Akechi plans to cheat the cheaters at the dice game.

fscr0157_009_020

Futaba hacks the cheating terminals, and the team prepares to play the giant slot machine.

fscr0157_009_021

The team searches for the red and green control panels to stop cheating.

fscr0157_009_022

The team finds different colored control panels to disable the slot machine cheating.

fscr0157_009_023

The team searches for the red and green control panels to stop cheating.

fscr0157_010_010

The team discusses playing the expensive slots after disabling the cheating mechanisms.

fscr0157_010_020

Joker plays the giant slot machine and hits a '777' jackpot, winning 50,000 coins.

fscr0157_010_030

The team systematically disables the cheating devices throughout the slot area.

fscr0157_010_100

The team enters the main slot room, amazed by the machines, especially the giant one.

fscr0157_010_110

Futaba finds a terminal indicating the need to disable red and green control panels to stop the rigging.

fscr0157_010_120

With cheating disabled, the team plans to play the giant slot machine to win the needed coins.

fscr0157_010_130

The team discusses the high risk and reward of the 5,000-coin giant slot machine.

fscr0157_010_140

Akechi warns that the slot machines are likely rigged and they must find and disable the cheating first.

fscr0157_011_010

Morgana navigates the floor selection menu.

fscr0157_011_100

Sae raises the required coins for the bridge to 1 million, but Akechi reveals he secretly won 450,000 coins.

fscr0157_011_110

The team stands before the 'Bridge of Judgment', a scale-shaped bridge, and looks for a way to lower it.

fscr0157_011_120

Akechi suggests they are ready to proceed from the high-limit floor.

fscr0157_011_130

The team arrives on the high-limit floor, receives a small coin gift, and gets a map.

fscr0157_011_140

A path blocked by cognition is now open, leading the team to a new counter.

fscr0157_012_100

An attendant explains the 'House of Darkness' maze, where participants can earn 10,000 coins.

fscr0157_012_110

The team finds the path to the maze blocked by a locked door, indicating more cheating.

fscr0157_012_120

Ryuji finds a vent, and Akechi spots a decorative element that might be related to the maze's secrets.

fscr0157_012_130

The team discovers another vent and a suspicious decoration.

fscr0157_012_140

The team decides to fight a Shadow that is blocking their path inside the maze.

fscr0157_012_150

The team re-enters the 'House of Darkness' maze to participate in the game.

fscr0157_012_160

The team realizes they haven't collected their coins from the maze attendant yet.

fscr0157_013_010

The team decides which member's card to use, with Akechi asking Joker to make the choice.

fscr0157_013_100

Shadow Attendant blocks the path; the Phantom Thieves resolve to find a way around.

fscr0157_013_110

Shadow Attendant admits to trapping the team; the Thieves proceed despite the unfair obstacles.

fscr0157_013_120

The group discusses the rigged game and decides whether to return to the reception area.

fscr0157_015_100

Joker accepts the 10,000-coin challenge for a 100,000-coin prize in the Battle Arena.

fscr0157_015_110

Joker faces an unfair 2-on-1 battle in the rigged Battle Arena.

fscr0157_015_120

Joker overcomes the second wave of rigged enemies; a third, massive challenger appears.

fscr0157_015_130

The final contestant reveals itself as a grotesque giant; Joker prepares to fight.

fscr0157_015_140

Joker wins the rigged arena and collects the 100,000-coin prize.

fscr0157_015_150

A Shadow explains the Battle Arena rules; the group needs 10,000 coins to enter.

fscr0157_016_100

Makoto deduces Sae's Treasure is a police notebook, symbolizing her obsession with winning.

fscr0157_016_110

Sae lures the team by displaying her Treasure; they give chase.

fscr0157_016_120

Futaba directs the team to an elevator to pursue Sae.

fscr0157_016_130

The group prepares to confront Sae in her chamber.

fscr0157_016_140

Ryuji confronts a Shadow guard as the team pursues Sae.

fscr0157_017_100

Sae flees, and the team uses Futaba's navigation to track her Treasure upward.

fscr0157_051_100

Akechi explains Sae's Palace represents a rigged justice system, prompting the team to fight back.

fscr0159_000_000

Joker and his friends prepare to infiltrate the Palace to steal the Treasure.

fscr0159_001_100

The team begins their infiltration of Shido's Palace, a cruise ship.

fscr0159_001_105

Metaverse Navigator marks the return point; the team decides to prepare or explore.

fscr0159_002_010

The team infiltrates via a window and moves deeper into the ship.

fscr0159_002_100

Morgana warns the team to be on guard for upcoming battles.

fscr0159_002_105

The team encounters masked guests who mistake them for entertainers.

fscr0159_002_110

Enemies attack while guests applaud, believing it's a show.

fscr0159_003_010

The team decides to explore the ship to gather information.

fscr0159_003_100

The team investigates the ship's restaurants and learns about membership requirements.

fscr0159_003_110

The bartender explains the member's restaurant and finds a card.

fscr0159_003_115

The team overhears a VIP drop his restaurant card and plans to find it first.

fscr0159_003_120

The team discusses how to find the reclusive IT company president who never leaves his room.

fscr0159_003_130

The team gathers intel on the VIPs' locations and quirks from guests on the ship.

fscr0159_004_010

The team prepares to gather letters of introduction from VIPs to access the main hall.

fscr0159_004_020

Message

fscr0159_004_100

Morgana senses the Treasure and directs the team to gather intel and regroup in a safe room.

fscr0159_004_105

Morgana guides the team toward the Treasure and advises caution around Shadows.

fscr0159_004_110

The team learns they need certification from five VIPs to access the VIP area.

fscr0159_004_120

The team identifies the five VIPs and heads to the restaurant to target the politician.

fscr0159_006_100

The team heads to the entertainment hall to find the gambling TV station president.

fscr0159_006_110

The team enters the entertainment hall to find the TV station president.

fscr0159_006_115

Guests discuss a TV exec who loves gambling and moves between casinos.

fscr0159_007_100

The team encounters the 'cleaner' Shadow who attacks them for causing trouble.

fscr0159_007_105

The team learns the cleaner punishes troublemakers on the ship.

fscr0159_008_100

The team obtains a letter from the IT president and plans to target the cleaner last.

fscr0159_009_010

The team heads to the restaurant to find the politician VIP.

fscr0159_009_100

The team enters a restaurant to find a politician, told to avoid blue-flower seats.

fscr0159_009_110

The team tries to enter the restaurant but is denied access without a membership card.

fscr0159_009_130

Makoto tricks a waiter into revealing the IT president's room location for room service.

fscr0159_010_010

The team prepares to approach the former noble VIP at the pool.

fscr0159_010_100

Ryuji devises a plan to get the former noble's letter of introduction.

fscr0159_010_110

The team heads to the pool deck to find the former noble VIP.

fscr0159_010_115

Guests discuss the pool's atmosphere and swimsuit rental policy.

fscr0159_010_120

Ryuji attempts to rent swimsuits to access the fitting room, but is stopped.

fscr0159_010_130

Ryuji enters the fitting room via a vent to execute his plan on the former noble.

fscr0159_011_100

The team secures the fourth letter and plans to lure out the cleaner.

fscr0159_011_110

The team plans to sneak into the IT president's room from the side deck.

fscr0159_011_120

The cleaner's men attack again, but the team overcomes them.

fscr0159_012_010

Silence

fscr0159_012_100

The team secures the route to the Treasure and considers sending the calling card.

fscr0159_012_110

Joker prepares to confront the cleaner for the final letter.

fscr0159_013_100

The team corners the cleaner to obtain the final letter of introduction.

fscr0159_013_105

The team regroups and heads to the main hall with all five letters.

fscr0159_013_110

The team bypasses the cleaner and secures the final letter.

fscr0159_013_115

The team searches for a way into the room where the final letter is kept.

fscr0159_020_010

The team unlocks a door and navigates the confusing hallways of Shido's Palace.

fscr0159_020_100

The team discovers statues that turn them into mice, forcing a stealth-based approach.

fscr0159_021_010

Silence

fscr0159_022_010

Silence

fscr0159_025_100

The team turns into mice again and uses caution to navigate the Palace.

fscr0159_036_010

Silence

fscr0159_051_100

The team reviews intel on the five VIPs needed to access Shido's Treasure.

fscr0160_000_000

The team gets ready to find the Treasure in Kamoshida's Palace.

fscr0160_001_100

Morgana suggests organizing the team before heading to the temple.

fscr0160_001_110

Lavenza offers to heal the team in the Velvet Room.

fscr0160_002_100

Joker's team prepares for a potential fight near the temple.

fscr0160_003_100

Guards appear, and Futaba warns of strong enemies ahead.

fscr0160_004_100

The team pushes on, resolving not to lose as they face powerful foes.

fscr0160_005_100

The team prepares for a final battle against a powerful guardian.

fscr0160_005_110

Morgana asks Joker if they are ready for the likely final battle.

fscr0160_006_100

The team prepares to charge into a final confrontation.

fscr0160_006_110

Morgana confirms the team's readiness for the final battle.

fscr0160_007_100

View of Mementos-infested Shibuya.

fscr0160_010_100

Joker is tasked with rescuing the captured Phantom Thieves.

fscr0160_010_102

Ryuji asks Joker to rescue the other captured members alone.

fscr0160_010_104

Ann asks Joker to rescue the other captured members alone.

fscr0160_010_105

Yusuke asks Joker to rescue the other captured members alone.

fscr0160_010_106

Makoto asks Joker to rescue the other captured members alone.

fscr0160_010_107

Futaba asks Joker to rescue the other captured members alone.

fscr0160_010_108

Haru asks Joker to rescue the other captured members alone.

fscr0160_010_110

Joker rescues the team, though Morgana remains missing.

fscr0161_000_000

The team gets ready to find the Treasure in Kamoshida's Palace.

fscr0161_001_100

The team enters the depths of Mementos, sensing a great presence.

fscr0161_001_110

A crowd of shadows blocks a large door, forcing the team to find another way.

fscr0161_001_120

Caroline helps Joker recover stamina in the prison.

fscr0161_002_100

The team has a bad feeling in the prison depths.

fscr0161_002_110

A wall device appears and disappears, controlled by floor tiles.

fscr0161_002_120

Joker solves a puzzle where stepping on tiles toggles their color.

fscr0161_002_130

Futaba explains the puzzle regarding the blue and yellow floor spots.

fscr0161_003_100

The team encounters another puzzle with blue floor tiles.

fscr0161_004_100

The team discovers an endless descent into Mementos.

fscr0161_004_110

The team discovers an endless descent into Mementos.

fscr0161_005_100

The team prepares to fight a group of shadows.

fscr0161_005_110

The team discovers an endless descent into Mementos.

fscr0161_006_100

Joker's team battles the Warden to obtain a key item.

fscr0161_006_110

Makoto determines a puzzle is impossible, suggesting they search elsewhere.

fscr0161_006_120

The team finds a gate with a depression that may need a key item.

fscr0161_007_100

The team continues their descent deeper into Mementos.

fscr0161_007_110

The team discovers an endless descent into Mementos.

fscr0161_008_100

Joker solves a move-limited puzzle to open a new path.

fscr0161_008_110

The team faces a new puzzle with a ten-move limit.

fscr0161_008_120

Makoto suspects the current puzzle is impossible to solve within the limit.

fscr0161_008_130

The team discovers an endless descent into Mementos.

fscr0161_009_100

The team finds another gate and considers opening it.

fscr0161_009_110

Adjusting: Obtaining a key.

fscr0161_010_100

Makoto believes the puzzle is impossible, suggesting they investigate another device.

fscr0161_010_110

The team discovers a massive, ominous structure deep in Mementos.

fscr0161_011_100

Morgana asks Joker if they are ready to descend further.

fscr0161_051_100

The team finds a cell as a safe spot to rest.

fscr0190_000_000

Test

fscr0190_000_030

Test

fscr0190_001_000

Test

fscr0190_001_010

Test

fscr0190_001_100

The team enters a palace to locate a target.

fscr0190_001_110

Silence

fscr0190_001_140

The team realizes Mementos expands with their public fame, good or bad.

fscr0190_001_153

The Nav reacts to a change, prompting an investigation.

fscr0190_001_154

The Nav reacts to a change, prompting an investigation.

fscr0190_001_155

Futaba detects a change in Mementos, and the team investigates.

fscr0190_001_156

Mementos expands due to public notoriety, introducing new dangers.

fscr0190_001_157

Mementos expands due to public notoriety, introducing new dangers.

fscr0191_001_100

The team enters Mementos to find Nakanohara's segment.

fscr0191_001_110

The team finds a safe zone in Mementos where shadows are passive.

fscr0192_001_100

Message

fscr0193_001_100

Message

fscr0194_001_100

Message

fscr0200_001_000

Morgana evaluates the target's security level for infiltration.

fscr0500_000_000

Team members discuss regrouping or continuing their mission.

fscr0500_010_000

Error

fscr0500_020_000

Error

fscr0500_030_151

A new 'Safe Room' has been discovered.

fscr0500_100_000

Team members discuss regrouping or continuing their mission.

fscr0500_100_100

The team plans to get a member's card to access new areas.

fscr0500_100_200

Futaba notes no enemies are present, which the team sees as an opportunity.

fscr0500_150_000

Morgana suggests holding a brief discussion.

fscr0500_150_010

Ryuji and Joker have a brief chat.

fscr0500_150_020

Morgana and Joker have a brief chat.

fscr0500_151_000

The team holds a strategy meeting to review the plan.

fscr0500_151_010

Morgana suggests reviewing the castle map.

fscr0500_151_020

Joker reviews the castle map during the discussion.

fscr0500_151_030

Test

fscr0500_153_000

The team holds another strategy meeting.

fscr0500_153_010

Morgana suggests reviewing the castle map.

fscr0500_153_020

Joker reviews the castle map during the discussion.

fscr0500_153_030

Test

fscr0500_154_000

The team holds another strategy meeting.

fscr0500_154_010

Morgana suggests reviewing the castle map.

fscr0500_154_020

Joker reviews the castle map during the discussion.

fscr0500_154_030

Test

fscr1000_000_000

Morgana suggests contacting team members for a meeting.

fscr1001_000_000

Ryuji and Ann discuss potential targets found on a message board.

fscr1001_001_000

The team chats and plans to meet at the hideout to prepare for the heist.

fscr1001_101_000

The team discusses a new target, a malicious host, and plans to investigate.

fscr1001_102_000

Ann shares information about a cruel post regarding a couple having a child.

fscr1100_000_000

Joker decides to go out or stay home for the day.

fscr1200_000_000

The protagonist decides where to go or whether to stay home.

fscr1500_000_000

The protagonist chooses a destination or mode of travel.

fscr2000_000_000

Debug message.

fscr2100_000_000

The protagonist receives a message from Ms. Kawakami.

fscr2200_000_000

Debug message.

fscr2500_000_000

The protagonist thinks about their situation in silence.

fscr2600_000_000

Caroline and Justine assign tasks to summon specific Personas for rehabilitation.

fscr2601_000_000

Caroline questions the protagonist's request for help.

fscr2602_000_000

Igor assigns a task to summon a Jack Frost with Mabufu to test the protagonist's abilities.

fscr2700_000_000

The protagonist sits in confinement, thinking silently.

fscr2700_001_000

The protagonist sits in confinement, thinking silently.

fscr2700_010_000

The protagonist sits in confinement, thinking silently.

fscr2700_011_000

The protagonist sits in confinement, thinking silently.

fscr3000_000_000

Morgana encourages the protagonist to sleep or prepare for the next day's events.

fscr3000_001_000

The protagonist prepares their bed to sleep.

fscr3000_004_000

The protagonist decides to sleep, potentially with friends present.

fscr3010_000_000

Morgana provides advice on daily activities and investigations.

fscr3010_010_004

Joker decorates his room with items and Morgana comments.

fscr3010_100_000

The protagonist customizes their room's furniture and decorations.

fscr3020_000_000

The protagonist decides whether to make tools, repair a laptop, or check the shady website.

fscr3020_001_000

The protagonist cleans their desk and finds an old salve.

fscr3020_010_000

The protagonist browses the internet for various websites.

fscr3020_010_001

The protagonist shops for monthly sets on Amazoness.

fscr3020_010_002

The protagonist registers for Tanaka's Shady Commodities and makes purchases.

fscr3020_020_000

Morgana guides the protagonist in crafting infiltration tools.

fscr3020_030_000

The protagonist attempts to repair a game console or laptop.

fscr3030_000_000

The protagonist decides to buy a TV or clean their room.

fscr3030_001_000

The protagonist cleans a table and finds an old wristwatch.

fscr3030_010_000

The protagonist browses the internet.

fscr3030_020_000

The protagonist decides to play a video game on their console.

fscr3040_000_000

The protagonist decides to clean or buy a CD player.

fscr3040_001_000

The protagonist organizes their bookshelf and finds self-help books.

fscr3040_010_000

The protagonist plays or changes a CD on their stereo.

fscr3050_000_000

The protagonist decides to clean the floor or buy workout equipment.

fscr3050_001_000

The protagonist cleans the floor and finds a broken radio.

fscr3050_010_000

The protagonist decides to use the workout equipment for physical training.

fscr3060_000_000

The protagonist looks at a box delivered from their parents' house.

fscr3070_000_000

The protagonist looks at a box delivered from their parents' house.

fscr3070_001_000

The protagonist looks at a box delivered from their parents' house.

fscr3080_000_000

The protagonist checks a piece of paper found in their room.

fscr3100_000_000

The protagonist checks the fridge in Leblanc's attic.

fscr3100_001_000

The protagonist checks the fridge in Leblanc's attic.

fscr3100_010_000

The protagonist decides whether to eat food from the fridge, risking Sojiro's anger.

fscr3100_020_000

The protagonist decides whether to make food using ingredients in the fridge.

fscr3110_000_000

The protagonist decides to brew coffee.

fscr3110_001_000

The protagonist looks at the coffee tools and decides whether to brew coffee.

fscr3110_010_000

The protagonist decides to brew coffee, potentially calling Ms. Kawakami for help.

fscr3120_000_000

The protagonist looks at a payphone.

fscr3120_001_000

The protagonist looks at a payphone and decides whether to call.

fscr3120_010_000

The protagonist calls the maid delivery service via a payphone.

fscr3130_000_000

The protagonist decides to read a book at the Leblanc counter.

fscr3130_001_000

The protagonist notices the Leblanc counter is a good place to read.

fscr3130_010_000

The protagonist decides to read a book from their collection.

fscr3140_000_000

The protagonist decides to study at the Leblanc attic table.

fscr3140_001_000

The protagonist cleans the chair and sofa, noting it's a good study space.

fscr3140_010_000

The protagonist decides to study at the table in the attic.

fscr3150_000_000

The protagonist decides to make curry.

fscr3150_001_000

The protagonist decides to make curry.

fscr3150_010_000

The protagonist decides to cook curry, considering calling Ms. Kawakami for assistance.

fscr3200_000_000

The protagonist watches TV, viewing news, shopping channels, or sports programs.

fscr3200_010_000

The protagonist watches TV commercials and infomercials.

fscr3210_000_000

The protagonist uses the bathroom to calm down and think about daily tasks.

fscr3210_010_000

The protagonist thinks about future plans and reminders.

fscr3220_000_000

The protagonist looks in the mirror and checks their Charm stat.

fscr3230_000_000

The protagonist looks at an ashtray on the table.

fscr3240_000_000

The protagonist decides to solve a crossword puzzle left by Sojiro.

fscr3500_000_001

The protagonist receives a generic reminder to take action.

fscr3500_000_050

Morgana discovers a magazine scrap and encourages the protagonist to explore the city.

fscr3500_100_100

Ryuji and Ann visit the protagonist's room to hang out.

fscr3500_200_000

Ryuji and Ann visit the protagonist's room to hang out.

fscr4000_000_000

Debug message.

fscr4100_000_000

Morgana reminds the protagonist of scheduled hangouts and unlocks new locations.

fscr4200_000_000

Sojiro informs the protagonist that a friend has arrived at the café.

fscr4300_000_000

Morgana and Sojiro provide daily advice and updates on the Phantom Thieves' situation.

fscr4999_000_000

Debug message.

fscr5000_000_000

Morgana asks if the protagonist wants to summon the team.

fscr5000_000_100

The team discusses their mission to find the Treasure and rescue captured members.

fscr5000_000_110

The team discusses their current location and objectives.

fscr5000_010_000

The team discusses whether to enter a Palace or Mementos based on their current status.

fscr5000_020_000

The team discusses plans, such as studying for exams or preparing for a heist.

fscr5000_100_000

Morgana discusses the team's stamina, remaining days, and whether to retreat or keep exploring.

fscr5000_100_010

The team estimates their progress within the Palace based on distance to the Treasure.

fscr5000_100_020

The protagonist uses healing items in a Safe Room to restore the team's HP.

fscr5000_100_030

The team discusses the layout of the Palace.

fscr5000_100_040

The team discusses the layout of the Palace.

fscr5000_100_100

The team executes a plan to keep a path open within the Palace.

fscr5000_100_110

The team discusses post-exam plans and their rising popularity.

fscr5000_100_200

Morgana explains that sending a calling card maxes out security and removes Safe Rooms.

fscr5000_100_210

Morgana explains the party must craft infiltration tools using materials from Shadows.

fscr5000_105_010

Morgana reveals only people with distorted desires have Palaces, teasing Ryuji about his.

fscr5000_150_000

A silent moment of contemplation before delving into the unknown.

fscr5000_150_005

Ryuji asks about Palaces and shooting guns, prompting Morgana to explain the rules.

fscr5000_150_010

Ryuji panics over empty cells, but Morgana deduces Kamoshida moved his 'slaves' for torture.

fscr5000_150_020

The team decides to explore the castle for Kamoshida's Treasure while doubting Morgana's skills.

fscr5000_151_000

Another quiet moment before the conversation continues.

fscr5000_151_005

Morgana explains the Metaverse rules to a confused Ann.

fscr5000_151_010

Morgana explains that Shadows are the true, monstrous forms of people's hearts.

fscr5000_151_020

They find a map of the castle, but the Treasure's location remains a mystery.

fscr5000_151_030

Ryuji gets excited about being a real thief, while Ann and Morgana remain cautious.

fscr5000_151_040

The group feels they are only at the beginning of their long infiltration.

fscr5000_151_050

Morgana insists a mysterious library is important, relying on his intuition.

fscr5000_151_055

Ryuji suggests investigating a hidden room in the library.

fscr5000_151_060

Ann is troubled by what Shiho endured, but resolves to press on for revenge.

fscr5000_151_070

The group realizes they are past the halfway point, getting closer to the Treasure.

fscr5000_151_080

As they enter the tower, the team notes the stronger distortion and prepare for tougher enemies.

fscr5000_151_090

Ryuji considers running past dangerous enemies, but Ann and Morgana advise caution.

fscr5000_151_100

They sense the Treasure is very near, and Ann's heart beats faster.

fscr5000_151_110

Having mapped most of the castle, the decision to send the calling card is left to Joker.

fscr5000_151_200

Joker is reminded he can explore more before the Palace disappears after stealing the Treasure.

fscr5000_151_210

The team is nervous but fired up to finally take down Kamoshida for themselves and Shiho.

fscr5000_151_250

Ryuji skipped class, too impatient to wait for the heist against Kamoshida.

fscr5000_153_000

A quiet pause.

fscr5000_153_005

Ann asks for more information about the mysterious world.

fscr5000_153_010

The team enters Madarame's large museum, ready to take his Treasure.

fscr5000_153_020

After a close call reveals Treasure Demons, they agree to be more careful.

fscr5000_153_030

Morgana claims he can judge the building's size by sight, and they trust his assessment.

fscr5000_153_040

The team retreats to devise a plan to bypass heavy security blocking their path.

fscr5000_153_050

Yusuke feels unwell, so Joker leads the group in a stealthy retreat.

fscr5000_153_060

Reaching the halfway point, Yusuke resolves to prove his skills in battle.

fscr5000_153_070

The group discusses the surreal logic of Palaces as they pass through paintings.

fscr5000_153_080

After a tough fight, Morgana confirms they are entering the Palace's latter half.

fscr5000_153_090

Sensing a golden area's strong distortion, Yusuke warns it might be a Madarame trap.

fscr5000_153_100

The team finds the Treasure is heavily guarded and must investigate a way through.

fscr5000_153_110

With a route secured, Ryuji urges sending the calling card while Ann suggests exploring more.

fscr5000_153_200

The team debates sending the calling card now or looting before the Palace vanishes.

fscr5000_153_210

Everyone is ready for the heist against Madarame, confident in their secret plan.

fscr5000_154_000

Morgana believes the Treasure is somewhere within the floating bank.

fscr5000_154_005

Ann wants to learn more about the rules of the Palace world.

fscr5000_154_010

The team speculates the Treasure is in a vault and begins their search.

fscr5000_154_020

They ride atop an elevator, feeling like real thieves as they begin their infiltration.

fscr5000_154_030

Makoto joins the team as they deal with security cameras and enter the mid-stages.

fscr5000_154_040

Obtaining an activation key, the team plans to get the other one to bypass a partition.

fscr5000_154_050

With both keys, they prepare to open the partition and get close to the end.

fscr5000_154_060

After bypassing the partition, Morgana warns against haste as the Treasure isn't there.

fscr5000_154_070

Kaneshiro escapes, but Makoto resolves to corner him no matter where he hides.

fscr5000_154_080

The team traverses the strange inner workings of the complex flying Palace.

fscr5000_154_090

Amidst password puzzles, the group jokes about what their own Palaces would be.

fscr5000_154_100

Morgana's fur stands on end from the Treasure's strong signal, nearing the end.

fscr5000_154_110

The final step is sending the calling card, but Joker must decide the timing.

fscr5000_154_200

Joker is trusted to decide when to send the calling card, balancing loot and deadline.

fscr5000_154_210

On the heist day, the team worries Kaneshiro is scheming something in the depths.

fscr5000_155_000

Morgana deduces the Treasure is hidden somewhere in the pyramid.

fscr5000_155_005

Ann decides to learn more about the mysterious world before proceeding.

fscr5000_155_010

The team finds Futaba's Palace different and mysterious, wondering about her intentions.

fscr5000_155_020

The team discusses Futaba's actions.

fscr5000_155_030

After being trapped by Futaba, Makoto suggests she may not be truly hostile.

fscr5000_155_040

Yusuke admires the Palace's murals, showing his artistic curiosity.

fscr5000_155_050

The group estimates they haven't even reached the midpoint of the uphill pyramid.

fscr5000_155_060

Frustrated by another trap, Ryuji notes they are likely halfway through the Palace.

fscr5000_155_070

Makoto feels they are close to the deepest part of the pyramid.

fscr5000_155_080

Morgana senses the Treasure is very close as Yusuke contemplates the Palace's art.

fscr5000_155_090

The team is finally at the end, hoping nothing goes wrong on the heist day.

fscr5000_155_200

Ryuji is eager to finally steal Futaba's heart after their long struggle.

fscr5000_155_210

Despite the challenge, the team is ready to finish the heist for Futaba.

fscr5000_156_000

Morgana searches for the Treasure within Futaba's moon base Palace.

fscr5000_156_005

The team plans to learn more about the world before exploring.

fscr5000_156_010

The team speculates on the nature of the Treasure in the giant moon base.

fscr5000_156_020

They are amazed by the space setting but remember they are still at the beginning.

fscr5000_156_030

Futaba complains about the size of the Palace, but Ann reminds her they've just started.

fscr5000_156_040

The team hits their first major roadblock: they need a chief director ID to proceed.

fscr5000_156_050

Completing one-third of the Palace, they are urged to pace themselves for the rest.

fscr5000_156_060

Reaching the halfway point, Haru wants to hurry and change her father's heart.

fscr5000_156_070

Ryuji enjoys flying through space, but Futaba suffers from motion sickness near the end.

fscr5000_156_080

Morgana discusses the moon base.

fscr5000_156_090

Morgana discusses the moon base.

fscr5000_156_200

The team decides they have explored enough, leaving the calling card timing to Joker.

fscr5000_156_210

Haru, now calling herself 'Noir,' is ready to steal the Treasure.

fscr5000_157_000

Morgana locates the Treasure within Sae's gaudy casino Palace.

fscr5000_157_005

The group prepares to learn more about the world.

fscr5000_157_010

The team resolves to steal Sae's Treasure at any cost.

fscr5000_157_020

The team struggles with the Palace's rules, needing an ID for an elevator.

fscr5000_157_030

With an ID card, the team begins their real infiltration of Sae's Palace.

fscr5000_157_040

Futaba estimates they are one-fifth through the casino.

fscr5000_157_050

With Akechi's help winning coins, the team is halfway through the Palace.

fscr5000_157_060

The team plans to trade coins for an elevator card and prepare for stronger enemies.

fscr5000_157_070

Haru is tired by the casino's noise, but the group is at the midpoint.

fscr5000_157_080

After a dark trap, Makoto notes they are in the final stages of the Palace.

fscr5000_157_090

Akechi analyzes the Palace as a cold courthouse, confirming they are near the end.

fscr5000_157_100

Akechi impresses the team with his plans and they move toward the Treasure.

fscr5000_157_110

Akechi is ready to send the calling card but will explore more if Joker wishes.

fscr5000_157_200

Akechi approves of Joker's caution to inspect the Palace one last time.

fscr5000_157_210

The team is confident for the heist, and Akechi promises to prove his skills.

fscr5000_159_000

Morgana believes the Treasure is somewhere on Shido's cruise ship.

fscr5000_159_005

The team must find five targets to get the Treasure and is determined to win.

fscr5000_159_010

They find the elegant ship is actually gross and vile, strengthening their resolve.

fscr5000_159_020

The team lists the five VIPs they must get letters of introduction from.

fscr5000_159_030

The first target is in a members-only restaurant, requiring an ID to enter.

fscr5000_159_040

They secure a restaurant ID to find the politician and get the first letter.

fscr5000_159_050

With the first letter secured, the team moves on to the other difficult targets.

fscr5000_159_060

Ryuji is furious that the ex-noble refuses to listen to them.

fscr5000_159_070

Ryuji claims to have a plan to persuade the former noble.

fscr5000_159_080

Ryuji's plan works, angering the ex-noble, and the team moves on.

fscr5000_159_090

After exploring both ends of the ship, the team gets used to their mouse forms.

fscr5000_159_100

The team wonders about the identity of a dangerous-looking man, possibly the 'cleaner'.

fscr5000_159_110

They find the entertainment hall but the president isn't there, so they try a casino.

fscr5000_159_120

With three letters, the team is still worried about the mysterious 'cleaner'.

fscr5000_159_130

Yusuke warns the 'cleaner' could be troublesome, but they focus on the letters.

fscr5000_159_140

They locate the IT president but must find a way to sneak into his room.

fscr5000_159_150

With four letters, they deduce the engine room is the location of the final one.

fscr5000_159_160

Finding the engine room, they prepare to get the last letter, expecting a fight.

fscr5000_159_170

Yusuke laments Akechi's fate as a casualty of Shido's actions, then they move on.

fscr5000_159_180

The route to the Treasure is secure; the team is ready to send the calling card.

fscr5000_159_200

Joker is trusted to decide the timing for the calling card, balancing exploration.

fscr5000_159_210

The team is determined to settle things with Shido once and for all.

fscr5000_160_000

Morgana believes the Treasure is on the cruise ship.

fscr5000_160_010

The team is ready to get revenge on Shido.

fscr5000_160_020

The group discusses the pyramid.

fscr5000_160_030

The group discusses the pyramid.

fscr5000_160_040

The group discusses the pyramid.

fscr5000_161_000

Morgana locates the Holy Grail in the final dungeon.

fscr5000_161_010

The team is ready to get revenge.

fscr5000_161_020

The team explores Shibuya's depths, feeling the Treasure is surprisingly close.

fscr5000_161_030

Morgana discusses the final dungeon.

fscr5000_161_040

Morgana discusses the final dungeon.

fscr5000_161_050

Morgana is troubled by a solitary cell but insists he's fine and must press on.

fscr5000_161_060

Tighter security confirms they are deep in the dungeon, with Morgana estimating 70%.

fscr5000_161_070

The team resolves to take the public's Treasure, hoping it will change society.

fscr5000_190_000

Morgana believes the Treasure is on the cruise ship.

fscr5000_190_010

The team is ready for revenge.

fscr5000_190_020

Morgana discusses the Mementos generated.

fscr5000_190_025

Ryuji suggests riding the train with the Shadows, but Morgana warns it's suicide.

fscr5000_190_030

Morgana discusses the Mementos generated.

fscr5000_190_031

Morgana explains Persona-users can't have Palaces as they face their own Shadows.

fscr5000_190_040

Morgana discusses the Mementos generated.

fscr5000_190_041

The team wonders who the Shadows on the train belong to, speculating on public cognition.

fscr5000_190_050

Morgana discusses the Mementos generated.

fscr5000_190_051

The group questions why Mementos is a subway, representing the public's distorted desires.

fscr5000_190_060

Morgana discusses the Mementos generated.

fscr5000_190_061

The team is shocked by Mementos' size, reflecting the vast distortions of the public.

fscr5000_190_070

Morgana discusses the Mementos generated.

fscr5000_190_071

Ryuji notices the Shadows board the trains willingly, sparking debate about the depths.

fscr5000_190_080

Morgana discusses the Mementos generated.

fscr5000_190_081

The team is ready to enter the depths of Mementos to find where the Shadows go.

fscr5000_190_085

At the bottom of Mementos, the team finds a prison and resolves to make it disappear.

fscr5000_200_000

The team holds a strategy meeting for the Kamoshida operation.

fscr5000_200_100

Morgana explains that bad weather can spawn rare Treasure Demons in Palaces and Mementos.

fscr5000_200_110

The team decides to find Mishima's Shadow in Mementos to resolve his issues.

fscr5000_200_120

Yusuke suggests consulting a shogi player for strategy, and they plan to find Shinya.

fscr5000_200_130

Ann proposes improving trick shots. Yusuke notes only Joker uses a gun suitable for it.

fscr5000_200_200

Morgana declares the team is ready for the next operation.

fscr6000_000_000

The Phantom Thieves defeat a stalker Shadow and obtain his Treasure.

fscr6000_001_000

The Phantom Thieves confront a greedy host Shadow and steal his Treasure.

fscr6000_002_000

The Phantom Thieves defeat a thief Shadow and obtain his Treasure.

fscr6000_003_000

The Phantom Thieves defeat a bully Shadow and obtain his Treasure.

fscr6000_004_000

The Phantom Thieves confront a parent who won't pay for school lunches and get his Treasure.

fscr6000_005_000

The Phantom Thieves change the heart of a woman who makes excessive complaints.

fscr6000_006_000

The Phantom Thieves defeat a broker who profits from others' evil deeds.

fscr6000_007_000

The Phantom Thieves confront an obsessive blogger and obtain her Treasure.

fscr6000_008_000

The Phantom Thieves defeat a stalker Shadow who blames his actions on Madarame.

fscr6000_009_000

The Phantom Thieves defeat a corrupt political candidate Shadow.

fscr6000_010_000

The Phantom Thieves change the heart of a man who harasses a shop worker.

fscr6000_011_000

The Phantom Thieves defeat a burglar Shadow and retrieve a key for his brother.

fscr6000_012_000

The Phantom Thieves defeat the mastermind behind a bullying incident.

fscr6000_013_000

The Phantom Thieves change the heart of a mother who gambles away her daughter's money.

fscr6000_015_000

The Phantom Thieves defeat an arrogant elder Shadow and obtain his Treasure.

fscr6000_019_000

The Phantom Thieves defeat a real estate developer trying to evict an elderly couple.

fscr6000_021_000

The Phantom Thieves confront a sadistic girl who treats a boy as her slave.

fscr6000_022_000

The Phantom Thieves stop a desperate office worker from committing a crime.

fscr6000_023_000

The Phantom Thieves defeat a boss who bullies her subordinates for pleasure.

fscr6000_024_000

The Phantom Thieves blackmail a corrupt heir to confess his crimes.

fscr6000_025_000

The Phantom Thieves force a lazy, gambling police officer to do his job.

fscr6000_026_000

The Phantom Thieves defeat a jealous boss who bullies younger employees.

fscr6000_027_000

The Phantom Thieves defeat a cheater in an online video game.

fscr6000_028_000

The Phantom Thieves defeat a student who bullies others using her parents' status.

fscr6000_029_000

The Phantom Thieves confront and defeat a former mercenary turned assassin.

fscr6000_030_000

The Phantom Thieves change the heart of a mother forcing her daughter into a career.

fscr6000_031_000

The Phantom Thieves defeat a man who pirates video games and brags about it.

fscr6000_032_000

The Phantom Thieves defeat a romance scammer who preys on women's feelings.

fscr6000_033_000

The Phantom Thieves defeat a corrupt producer who destroys young girls' dreams.

fscr6000_034_000

The Phantom Thieves defeat a shop manager who extorts his employees.

fscr6000_035_000

The Phantom Thieves confront an indie idol using their name for fame.

fscr6000_036_000

The Phantom Thieves defeat a manager who takes credit for his subordinates' work.

fscr6000_039_000

The Phantom Thieves defeat a senior teacher who bullies younger staff members.

fscr6000_040_000

The Phantom Thieves defeat a man who attacks elderly people indiscriminately.

fscr6000_042_000

The Phantom Thieves defeat an office worker who deleted important data out of laziness.

fscr6000_048_000

The Phantom Thieves defeat a man who abuses animals to vent his anger.

fscr6000_049_000

The Phantom Thieves defeat a criminal who repeatedly changes his identity to escape debt.

fscr6000_050_000

The Phantom Thieves defeat a scam artist who preys on lonely elderly people.

fscr6000_051_000

The Phantom Thieves change the heart of a helicopter parent who abuses her son.

fscr6000_052_000

The Phantom Thieves defeat a man who physically abuses his girlfriend.

fscr6000_053_000

The Phantom Thieves defeat a cult leader who scams his followers with fake crystals.

fscr6000_054_000

The Phantom Thieves defeat a yakuza second-in-command threatening Iwai.

fscr6000_055_000

The Phantom Thieves defeat a doctor trying to frame a colleague for a drug mistake.

fscr6000_056_000

The Phantom Thieves defeat the guardians of a student who blackmail Ms. Kawakami.

fscr6000_057_000

The Phantom Thieves defeat a journalist's boss who obstructs an investigation.

fscr6000_058_000

The Phantom Thieves defeat the mother of a shogi player who exploits her daughter.

fscr6000_059_000

The Phantom Thieves defeat the parents of a girl they plan to sell to pay debts.

fscr6000_060_000

The Phantom Thieves defeat Futaba's uncle, a gambling addict who tormented her.

fscr7000_000_000

Dummy dialogue.

fscr7000_001_000

Joker can drink special vegetable juice on Sundays to boost his health.

fscr7000_001_010

Joker can watch movies at the theater to increase his social stats.

fscr7000_001_020

Joker can work part-time at a beef bowl shop to earn money and improve skills.

fscr7000_001_030

Joker can accept the Big Bang Burger Challenge to win prizes and prove his appetite.

fscr7000_001_040

Joker can call part-time job employers to start working and earn money.

fscr7000_001_050

Joker can visit a diner to study and eat at the same time.

fscr7000_001_060

Joker checks his work schedule at the beef bowl shop.

fscr7000_001_070

Joker can rent DVDs, but needs a TV in his room to watch them.

fscr7000_002_000

Joker reads school bulletin board flyers for news and event updates.

fscr7000_002_001

Joker can visit the library to read books and boost his social stats.

fscr7000_002_002

Joker reads books in the library.

fscr7000_002_003

The librarian helps Joker borrow books that can improve his knowledge and skills.

fscr7000_002_010

Haru tends to the rooftop garden, checking on the growth of vegetables.

fscr7000_002_011

Haru helps Joker plant and harvest vegetables on the school rooftop.

fscr7000_006_000

Dummy dialogue.

fscr7000_006_010

Joker can use the gym to increase his HP and strength for a fee.

fscr7000_006_020

Joker can watch movies at a theater to increase his social stats.

fscr7000_006_030

Dummy dialogue.

fscr7000_007_000

Joker can play the crane game to win dolls for his room.

fscr7000_009_000

Joker can visit the public bathhouse to relax for a fee.

fscr7000_009_010

Joker can watch movies at a different theater to raise his social stats.

fscr7000_009_020

Joker can access the batting cages to practice his swing.

fscr7000_009_030

Joker can use the laundromat to clean dirty gear or hire Miss Kawakami to do it.

fscr7000_050_000

Joker has a dream about a friend, increasing his bond with them.

fscr8000_001_000

Joker receives various DLC outfits, Personas, and items.

fscr8000_002_000

Joker can choose to start a new game with various preset options and car styles.

Font License Info: Agane font was used for dialogues, made byDanilo De Marco.