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      • The Mafia, at its core, is about one thing: money. Throughout its history, the Mafia has controlled everything from the street-corner drug trade to the highest levels of government. Its members operate outside the law, yet become accepted and sometimes feared parts of the neighborhoods and cities they inhabit.
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    • Overview
    • Infiltration
    • Bank Entrance
    • Front Hall
    • Banker Passageway
    • Laundering Office
    • Underground Vault
    • Vault: 1F
    • Vault: 2F
    • Vault: 3F

    By CharlemagneXVII, LightEcoJak, Precocious Turtle, +1.9k more

    The following is IGN's walkthrough for the third Palace, Kaneshiro's Bank, in Persona 5. You are available to start infiltrating it freely on June 21st (6/21) and your deadline is July 9th (7/9).

    Remember, this Palace will be harder than the last, so pace yourself and don't be afraid to leave and train up if you're not strong enough for some of the fights.

    The following Personas are available in this Palace: High Pixie (Fool), Nekomata (Magician), Yaksini (Empress), Orobas (Hierophant), Leanan Sidhe (Lovers), Rakshasa (Strength), Oni (Strength), Take-Minakata (Hanged), Orthus (Hanged), Fuu-Ki (Star), and Sui-Ki (Moon).

    It's time to get in and find a route to Kaneshiro's treasure!

    You can clear this Palace in a single day if you so wish, but infiltrate the Palace for the first time no later than July 6th so that you can send the calling card on the 7th and steal his heart on the 8th.

    The first thing you're going to notice off the bat is that you can't enter the bank the same way you did last time. With the front entrance blocked off, you need to find another way in.

    Head over to the eastern-most pig statue and interact with it to reveal a passage into the bank. This will be your infiltration point.

    Once inside, you'll be very close to where you would have been had you entered through the front doors, but there are Shadows on patrol so watch out. Make your way west through the front hall and to the next room. You'll see a Shadow take a lift down when you enter the room.

    In this room, head up the stairs to the higher floor. You'll now be introduced to a new type of patrolling Shadow. Hounds have better hearing than normal Shadows and can sniff you out rather easily if you're not hiding behind cover.

    As you explore around this floor, you'll notice that some doors, like one on the previous floor, are locked. You'll need a keycard to unlock it. Before you go looking for it, though, it might be helpful to open the gate at the east side of the second floor that prevented you from getting up there from the first floor.

    To continue on, you want to be where you found that first watchdog. There will be a cabinet there that you can climb up onto and then a few pipes and another cabinet that allow you to crawl into a ventilation shaft. Crawl through and ambush the Shadow in the room at the end of it. You'll be up against four Orobases. They aren't very tough and should be no match for your team if you've adequately leveled.

    In that room, you'll find a map of the area. You'll also acquire a Bank Keycard that will open many of the doors you've come across. Use it first on the door to the room you're already in. Be warned, though: Shadows will have respawned on this floor. If you want to save before you continue, go back to that previously blocked stairway that we mentioned to get back to the Bank Entrance where you can save.

    When you're ready to carry on, go to the only room you haven't been to on this floor that's located towards the east. Open the door with the keycard to get inside.

    Once down below, crawl into the vent to get to the next room. Eventually, you'll make it to the beams on a ceiling. Cross over to the west side of the room and you can jump down. Head out of the room and there will be a safe room on the path to the right/east.

    As you head down the western hall of the passageway, you'll come across the next new form of security: cameras. There are two different types of cameras. These first ones are continuous cameras that are fixed in the way they look and do not stop recording what they see. For these, walk outside of their green-lit area of visibility to prevent alerting the Shadows to your presence. Use your Third Eye ability and move slowly to get a good feel for where they can see.

    The second form of camera, which you'll see later, are alternating cameras. While these may cover larger areas, they only do so for a few seconds at a time. This is due to the Shadow monitoring them checking in on different locations. When the blue light of the camera's area of visibility disappears, move quickly past the camera.

    Something else you'll be quickly introduced to are power boxes. Destroy these to permanently shut down cameras.

    Head through door at the end of the hall into the next room. You can check out the room next to that, but you can't progress due to the cameras watching the stairs. Instead, head south in the new room. There are a lot of Shadows down these paths, so please be careful.

    As you're making your way south down the hall, there will be a path to the right/west that leads to a room. Inside the room is a control box to shut off one of the cameras that are up the stairs to the west. Destroy it. After that, continue moving south and you'll get to another room with its own control box for the second of the two cameras. Destroy it as well and then you can head up the stairs.

    Head down the long path and then take a left (there's nothing important to the right) to get to the parallel hallway. There will be a Shadow and a new type of camera. As we mentioned before, there are also cameras that turn their sensors on and off every couple seconds. If the cameras see you, the Shadows' awareness of you will rise. Use your Third Eye ability to see when they're watching.

    Head into the room at the end of the hall and then through the vent down the narrow path in the room by the doors you entered through. You'll want to move north until you can jump down and then move south along the lower level. Go through the lower vent into the room. In the room will be a lift and a door to a hallway. Down the hall is a chest and a way to unlock a barred door, but neither are pressing and are entirely option. Your destination is down the lift.

    Down the lift, you'll find a hallway with a chest and a watchdog as well as an open doorway into a very large room. Proceed into the room and you'll see Shadow Kaneshiro. We recommend going down the right side (to the west) as it is much more rewarding than the left/east while having the same amount of enemies. At the bottom, you'll have to fight a strong Shadow, so prepare.

    The Floodbringer Demon on the left is weak to Nuke and the Tornado Devil on the right are weak to Electric. The Demonic Warlord resists Physical attacks and is very strong, but is weak to Psychic. We suggest getting rid of the two weaker ones first.

    Unfortunately, Kaneshiro took off during the fight, but you can follow him down his elevator. He also dropped part of a cypher for the codes you'll need later on:

    •R = C = 0

    Right when you touch down, make sure you get the safe room to the left/west. Otherwise, go up to the first ATM in front of the vault wall. The first code you need to decypher is RICH, and thankfully you already have enough of the code to solve it. RICH = 0102. Use the D-pad to choose numbers and hit X to select them. Then, hit the arrow at the bottom left corner when you wish to finalize the code.

    The vault wall will slide open and you can proceed through and down into the next area to your left.

    In this vault, you'll want to head into the first room you come across by going around either direction and into one of the two doors. Inside you'll find a large pig statue. Hit the nose and it'll give you Torn Page 1. It'll say P = 1. Once you have it, head out and down the south-eastern passage.

    The next pig statue can be found after you go down the stairs. Take your first left and then another left and you'll find the pig statue down the short hall. It will give you Torn Page 2 that says E = 9 and A = 3.

    Once you're at the end of the path, if you head through the door, you'll see that there's no current way to proceed. Instead, head back through the door into the hallway and you'll see that you can climb the north wall. Do so and make your wall along until you reach a air duct. Head through to the other side of it. If you want, there's a locked chest in the room that you can get by jumping across the structures.

    Head to the south-east side of the room and you'll find another vent you can crawl through. Head through and you'll be able to jump down into a new hallway. To the east, it leads to the room that's still currently blocked off my electric gates, including through the door closest to you, but go through the door and you'll find another pig statue. This one has a Torn Paper 3 and says U = A. After that, go out and head up the stairs to the west.

    As you proceed down the upper path, watch out for the cameras. Two of them are constantly watching, but two are alternating and allows you to get by when it's not looking. Make sure to break the power box for the cameras that's just past them to shut them off. From there, head up the stairs.

    Directly to the south you'll find another pig statue. This one contains Torn Paper 4 and says G = P. However, upon getting it, two watchdogs will spawn in. when you're able to, head down the path to the east and break the power box to shut off the electric gates. Then, head over to the ATM. The code for this one is HUGE. Remember, you got H with the first batch, so the code is 2319. The partition will move upon entering the pin, so proceed back up when you're ready.

    When you first enter the 3F, there will be a watchdog and guard Shadow on patrol, so watch out for them. There's also a chest in one of the west rooms, but you'll want to go around to the east and down the stairs, but watch out for cameras. Make sure to break the power box for the cameras at the end of the first part of the path down the stairs.

    Continue on down the winding path until you get to a room full of platforms and crates. Head to the north part of the room and climb up onto the platform in the centre of the room. There is a chest up there, but your goal is to get to the west side of the room to where there's a ventilation shaft you can crawl through.

    In the room you end up in, there will be an ATM. The code of this machine is GOLD. Technically, you don't have enough of the cypher to know the code yet, but you can scroll down to find out what it is if you wish to skip this part.

    Otherwise, use your keycard to open the gate and head out. Take your first right and go into the room that branches off to the north where you'll find another pig statue as well as a power box for the cameras. Break the box and get Torn Paper 5. On it, it'll say O + H = 10. Since you know H = 2, O = 8. You also know G = P from a previous paper, so G = 1. That means you only need L and D.

    From there, head back into the larger room and go to the east door. Open it with your keycard and head through. To the south is the room with the platforms that you were in before, so head north, but watch out for the alternating camera. Move slowly and stand between them as they change. The power box for them is at the turn of the hall.

    There are more cameras to the west, but you'll want to head down the short north passage that has one alternating camera to get the pig statue's prize. Break the power box to turn off the camera and get Torn Paper 6 from the statue. It says L = U + G and D = G. We know that G = 1, so therefore D = 1. From a while back, we also know that U = A and A = 3. Thus, 3 + 1 = 4 = L. Now you have all the numbers for the GOLD code. The pin is 1841.

  2. Apr 22, 2024 · The power of the mafia in the United States was based in New York City. The so-called ‘Five Families’ were in charge of an elaborate criminal underworld built upon alcohol, violence, and loyalty. In fact, the Five Families are linked to the underworld that once (and may still) span across the country. But, what are the Five Families?

  3. The Five Families refer to five Italian American Mafia crime families that operate in New York City. In 1931, the five families were organized by Salvatore Maranzano following his victory in the Castellammarese War .

  4. Apr 18, 2017 · June’s dungeon in Persona 5 sees you dive into the pits of a mob bank, and offers some interesting number puzzles for you to solve. Disclaimer: This guide was originally written for Persona 5,...

  5. Mar 14, 2019 · Since 1931, five families have run New York's Italian-American Mafia: the Bonanno, Colombo, Gambino, Genovese and Lucchese. Frank Cali was reputedly the head of the Gambino family. He was...

  6. Nov 12, 2020 · The Five Crime Families of New York City: Inside the Rise and Fall of the Mafia. These Big Apple-based organizations have weathered bloody insurrections, federal convictions and undercover agents...

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