Can You Beat Persona 5 Royal By Doing Absolutely Nothing? Part 1

NitsuaGamer2 minutes read

Persona 5 Royal involves fighting demons and interaction with friends. The ultimate minimalist challenge requires Joker to rely on others, following specific rules and strategies to navigate the game successfully.

Insights

  • The ultimate minimalist challenge in Persona 5 Royal involves Joker relying on others to solve problems, following strict rules across different game aspects like pausing, the Velvet Room, Real World, and Metaverse, limiting actions and interactions significantly to maintain a minimalist approach.
  • Strategic planning, character selection, and specific battle tactics are crucial for successfully completing challenging fights in the game, such as against bosses like Kamoshida and Madarame. Utilizing party members' unique abilities, conserving resources like revival beads, and adapting to changing circumstances are essential for overcoming obstacles and progressing in the game efficiently.

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Recent questions

  • How do you complete the Kamoshida Arc?

    By employing specific strategies and tactics in battles.

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Summary

00:00

Persona 5 Royal Minimalist Challenge: Doing Nothing

  • Persona 5 Royal involves fighting demons in a supernatural world while interacting with friends in daily life.
  • Challenge runs for the game include No Social Stat Run, no persona run, Joker and Arsene Only on Merciless run, No grinding run, no attacking run, and reaching level 99 in the first palace.
  • The ultimate minimalist challenge involves having Joker be lazy and rely on others to solve problems.
  • Rules for Doing Absolutely Nothing are categorized into Pausing, Velvet Room, Real World, and Metaverse.
  • In Pausing, no changes to game mechanics are allowed except returning to the title screen or reloading the save file.
  • The Velvet Room is off-limits for fusing, strengthening, itemizing, and other activities except for story purposes.
  • In the Real World, Joker must be lazy or focus on the cognitive world, limiting actions to going to the Metaverse or Leblanc at daytime and only going to bed at night.
  • In the Metaverse, story progression is necessary, with restrictions on optional activities, party member swapping, and combat actions limited to guarding and All-Out Attacks.
  • The challenge is played on Merciless difficulty for increased EXP gain, despite the higher damage received.
  • Specific strategies are employed in battles, such as guarding and allowing certain party members to act freely, with some exceptions for necessary actions like using a gun or changing personas.

13:06

Navigating Challenges in Persona 5 Infiltration

  • Only Ryuji and Morgana can attack, making dealing with mandrakes a challenge and running out of SP with Ryuji can make bicorns dangerous enemies.
  • Leveling up to 6 is recommended, with the option to get Pixie's passive ability to resist confuse, although it requires significant grinding.
  • During Ann's Awakening fight against Bethagor, Direct Commands are used, and there is no option to auto-select Act Freely.
  • The party members successfully finish the fight against Bethagor with all four standing, thanks to RNG luck.
  • Infiltrating Kamoshida's Palace begins with a tutorial on persona fusions, with Agathion being the main persona for the "Do Nothing Run."
  • A one-day infiltration route is not feasible due to the need for grinding and gaining experience points.
  • Safe rooms are crucial for saving progress, and strategizing for efficient experience point gains is essential.
  • Mistakes, misses, and poor decisions can happen, so strategizing when dealing with begging shadows is important.
  • Grinding is necessary to prepare for the fight against Heavenly Punisher, with specific tactics needed to defeat Berith.
  • After extensive grinding and preparation, the party successfully defeats Heavenly Punisher and gains their first will seed.

26:08

"Kamoshida Battle Strategy: Healing and Reviving"

  • Kamoshida calls Mishima in for a killshot, characters dodge except Morgana who heals others.
  • Two hits from Shiho end the first attempt, need to attack Shiho to prevent Kamoshida's killshot.
  • Ann and Morgana prioritize healing over attacking, leading to failed attempts.
  • Party members revive fallen members, need to conserve revival beads obtained from chests.
  • Running out of revival beads is problematic, party members do not use health items for healing.
  • Fight against Kamoshida takes 4 attempts, successful attempt takes 15 minutes.
  • Kamoshida Arc can be completed by Doing Absolutely Nothing, with some exceptions.
  • Mishima's confidant rank 1 is the only one usable in the run, Sojiro gives keys rarely used.
  • Mementos unlocked on May 7th, first and last Mementos Request completed.
  • Optional Mementos Requests are banned, pollen season affects shadows but not in battles.

39:26

Strategic decisions and grinding in Persona 5

  • Ryuji crit the Blacksmith with rampage, ending the fight quickly with only Ryuji getting KO’d
  • In the next infiltration route, a rule must be broken to choose who joins as a backup member
  • Ann and Morgana are chosen for their abilities in battle, with Ann reducing SP cost and Morgana having healing abilities
  • The decision between Ryuji and Yusuke is made, with Ryuji chosen due to his trait and shock ability
  • Grinding is necessary to prepare for the Madarame boss fight, with a focus on party SP management
  • The first miniboss fight against the Monk of the Valley proves challenging, requiring strategic grinding or party member switch
  • The park cleanup event and sending the calling card are crucial dates for progression
  • Morgana’s refusal to enter the palace on June 2nd leads to a last-minute grind in Mementos
  • Madarame boss fight on Merciless difficulty proves impossible, leading to a switch to Hard difficulty
  • Madarame on Hard difficulty remains challenging, requiring good RNG and strategic party moves to succeed

52:30

"Strategic Victory Against Madarame on Hard"

  • The team decides to paint Madarame himself with black paint, facing the challenge of getting through two turns with only Ryuji and Morgana, sending Ann away for strategic reasons. Despite the risk of Madarame using black paint against them, they manage to pass the first phase without any knockouts, moving on to the second phase where they discover the elemental affinities of the Madarames and strategically defeat the fire Madarames with Ann using fire break and maragi.
  • In the intense battle against Madarame, the team narrowly succeeds on hard difficulty without any casualties, with strategic roles assigned to each member - Ann using dekaja, Morgana focusing on healing or using garu on Madarame, and Ryuji utilizing physical attacks. Despite the challenges and dangers posed by Madarame's abilities, the team emerges victorious, with one party member left out leveling up and a total save time of 17 hours and 54 and a half minutes.
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