Collectibles Guide#
Persona 5 Royal doesn’t build its collectibles on map-wide grinding, but on a handful of cleanly bounded official systems: the 52 in-game Awards housed in the Thieves Den, Royal’s exclusive hub; the requests of Mementos; the Treasure Demons that appear randomly in Palaces and Mementos; the Skill Accessories crafted from Will Seeds; and the randomly generated Deviant Palaces deep in Mementos. This page explains each system’s acquisition mechanics and known sticking points, and lists the hard deadlines directly tied to collecting — miss them, and some collectibles become permanently out of reach in that playthrough.
Two ground rules first, so long-circulating misinformation doesn’t lead you astray:
- There is no official “total collectible count.” Mementos’ structure includes randomly generated content, and Treasure Demon spawn points aren’t fixed, so any claim of “how many items a full collection has” or “how many chests per Palace” has no official source. Collection progress can only be measured against in-game lists and what you actually obtain.
- There is no official rating system. This page assigns no star or power ratings to any collectible; it sorts systems by mechanics into “required by the main story,” “efficiency-only, no effect on endings,” and “can be finished after clearing,” with criteria drawn strictly from the game’s actual rules.
The Thieves Den’s 52 Awards#
| Item | Criteria |
|---|---|
| Count | 52, with names and conditions per the in-game awards list |
| Location | The Thieves Den, a Royal-exclusive feature hub |
| Relation to platform trophies | Fully independent — Awards don’t unlock trophies, and the Platinum doesn’t depend on Awards |
| Catch-up mechanic | Unlocked Awards are kept permanently and can be mopped up from the list at any time |
The Thieves Den is a Royal-new hub exclusive to the Phantom Thieves; its 52 Awards span combat performance, daily activities, Mementos exploration, and collection progress, forming the framework of the game’s collection gameplay. Note especially that it and the console’s 53 trophies are two entirely separate systems: counting Thieves Den Awards as trophy progress is the most common misjudgment in achievement planning. For the platform trophies’ tier breakdown and the item-by-item criteria for silver and hidden trophies, see the Achievements page.
For the rest of this page, the Thieves Den’s significance is what it catalogs: the Skill Accessories correspond to the platform silver trophy “Talent Thief,” while defeating Treasure Demons corresponds to the Award “The Purpose of a Thief.” Clearing those entries in passing during collection beats reworking the list after clearing the game.
Mementos Requests#
| Stage | Mechanic |
|---|---|
| Request source | Mishima’s fan site aggregates citizens’ wishes; some wishes become Shadows wandering Mementos, and Confidant stories also spawn help-type requests |
| How to complete | Descend to the corridor floor where the target lurks, find it, and defeat the Shadow |
| Rewards | Mostly money and items, scaling with target strength and infiltration depth |
| Linked systems | Mysterious boy Jose’s flower collection and Stamp Rally |
Requests are Mementos’ most reliable income source: wishes on the fan site convert into huntable target Shadows, and Confidant stories also generate request content. Each target Shadow corresponds to a specific corridor floor, so you must descend to that depth to encounter it; defeating it and returning completes the request. The efficiency tip is to batch multiple requests into one descent, cutting the overhead of repeated trips.
Jose is a Royal-new Mementos character who drives around the corridor floors; his errands are collecting flowers scattered across the floors and the Stamp Rally’s stamps. Trading your collection results with him yields buffs that raise experience or money gains plus other item rewards — these returns only affect grinding efficiency, not any ending judgment, making this an “when you have time” activity. Stamp locations must be confirmed by exploring; stamps on deeper floors test your patience for checking every fork.
Treasure Demons#
Treasure Demons are rare Shadows that appear at random in Palaces and Mementos, visually distinct from ordinary Shadows. On contact they try to flee the battlefield, so you must defeat them within limited actions; their rewards lean toward money and equipment, making them a bonus income source in the mid and late game.
Three known sticking points:
- Random spawn points. Treasure Demon spawns have no fixed positions, and no appearance-rate data has been published; the best you can do is maintain encounter frequency while infiltrating rather than camping coordinates.
- They try to flee. Once battle starts they may retreat at any time; a surprise first strike seizes the action initiative and keeps your limited turns on offense.
- Award linkage. The Thieves Den Award “The Purpose of a Thief” is judged by defeating Treasure Demons, so don’t let one slip away when you meet it.
Skill Accessories#
Skill Accessories are a Royal-new accessory category whose acquisition is bound to Palace exploration: every Palace hides three Will Seeds, and collecting all three crafts an accessory with an exclusive skill. The silver trophy “Talent Thief” is judged precisely by obtaining a Skill Accessory from a Palace ruler — a collection-tied entry on the full-completion route.
The difficulty concentrates in the window period:
- A Palace’s exploration window closes after the calling card is sent and the Treasure is stolen — Will Seeds must be collected during the infiltration, with no going back after clearing;
- The three Seeds sit off the critical path in hidden areas, so sweep each floor’s forks and hidden doors before pushing deeper;
- Each Palace’s accessory and skill effect differ; defer to the crafting result in game;
- The third semester’s Maruki Palace has its own Will Seeds too — players who miss the November 17 Confidant gate lose that set as well.
Deviant Palaces#
Royal broadened Mementos: pushing into the depths can randomly generate small Palace areas called Deviant Palaces, and the accompanying structural changes to the zone are collectively termed Deviation. These areas stand alone, with their own boss Shadows and chests; beating the boss yields equipment and item rewards, making them one source of mid-to-late gear upgrades.
Mechanical points for Deviant Palaces:
- Random generation. Whether one appears, and on which floor, can’t be planned ahead, and the specific parameters of the generation rules are unpublished;
- Depends on descent frequency. Only sustained pushing into Mementos’ depths accumulates chances of encountering them; occasional visits rarely see one;
- Boss strength scales with depth. Deep-zone boss Shadows are stronger; clear them in bulk after the party is formed, and the reward-to-risk balance improves.
Collection and Key Dates#
Collecting itself mostly has no date limits, but the systems that carry it do. The third semester’s switch, Confidant deadlines, and the final Palace’s time limit together cap how much can be collected in one playthrough — these dates are the page’s top-priority mechanical facts:
| Date | Mechanical Event | Effect on Collection |
|---|---|---|
| May 13 | Takuto Maruki’s (Councilor) Confidant unlocks automatically with the story | The start of the third semester chain; confirm the progression rhythm early |
| November 17 | The Councilor Confidant must reach Rank 9; Goro Akechi’s (Justice) Confidant at Rank 8 unlocks the extended ending scenes | The former is the sole unlock condition for the third semester — miss it and Maruki’s Palace, Will Seeds included, is moot for the playthrough |
| November 18 | The Councilor Confidant automatically rises to max | No extra slots required |
| December 22 | Deadline for Kasumi Yoshizawa’s (Faith) Confidant to reach Rank 5 | Only governs whether her Confidant can continue in January; not a true ending condition |
| December 24 | The deal with the god of control | Accepting enters bad ending 2, ending the playthrough |
| January 9 | Maruki’s false-reality choice | Accepting enters bad ending 3, with everything afterward moot |
| February 3 | Final deadline of Maruki’s Palace | Missing it judges as failure (time rewinds one week); the true ending and its collection go with it |
Two criteria to keep straight: the true ending requires refusing every deal and clearing Maruki’s Palace, with the full choice-by-choice breakdown on the Endings Guide; and Kasumi Yoshizawa’s Confidant is not a true ending requirement — writing her in as an ending switch is a widespread error, and missing Rank 5 only costs her Confidant’s progression that playthrough.
How These Systems Connect to the Rest#
Beyond the five systems above, the game has a batch of daily collection channels built around Social Stats and scheduling: reading books, watching films, playing video games, fishing, assorted minigames, and the Empress Confidant’s garden. These fall under schedule planning; the mechanics are expanded on the Minigames and Calendar Management pages. For Mementos’ overall structure, the Reaper challenge, and deep-exploration details, see the Mementos page.
Where Each Collection System Stands#
| System | Mechanical Role | Cost of Missing It |
|---|---|---|
| Thieves Den’s 52 Awards | No effect on endings; fully independent of platform trophies | None — kept permanently once unlocked, catch up anytime |
| Mementos requests | No effect on endings; rewards lean toward money and items | No independent deadline; available as long as Mementos is open |
| Treasure Demons | No effect on endings; random-encounter income | Letting one go is fine — you’ll meet more at random later |
| Skill Accessories | No effect on endings; tied to the silver trophy “Talent Thief” | Once a Palace’s window closes, they can’t be obtained that playthrough |
| Deviant Palaces | No effect on endings; one equipment source | Randomly generated; depends on deep-exploration frequency |
One-sentence summary: the game’s collectibles carry no official total quota and don’t influence the endings — planning weight falls on just two places: collecting each Palace’s Will Seeds in passing during the infiltration window, and putting the irreversible dates (especially November 17) at the very top of the schedule. Do those two things, and every other collectible can be mopped up at your own pace.
Related Pages#
- Achievements: item-by-item criteria for the 53 platform trophies and 52 Thieves Den Awards
- Mementos: Mementos’ progression structure and the Reaper challenge
- Palace Walkthrough: each Palace’s walkthrough and Will Seed locations
- Endings Guide: the branch points of the five endings and the third semester unlock flow
- Minigames: the mechanics of daily activities like baseball, darts, and fishing
- Confidant Guide: Confidant progression mechanics and rank abilities