English translation in progress. Untranslated passages remain in Japanese.
BOSS GUIDES
Boss Guides
Find answers to dangerous situations and check enemy skills and passives.
STORYStory
Chapters start collapsed and show stage titles rather than boss names to limit spoilers.
Chapter 1
1-11D-02 Branch, Floor 1: Information Team PassageClash against branch and root attacks and use spare actions on the fruit. Destroying fruit applies Fragile across the body. If the fight lasts, stop the branches to prevent the area attack. HP cannot fall below 1 during the first 2 turns.1-11D-02 Branch, Floor 2: Critical Abnormality ContainmentClear adds, then attack the arm and face in order. Prepare an appropriate Sinner for the intermediate check and preserve HP.1-11D-02 Branch, Floor 3: Defense Line 23-7, 15:36Win the Clashes that reduce healing and break parts to create openings. A break does not instantly stop every attack, so maintain the rest of that turn's pairings.
Chapter 2
2-18VictorPrepare action slots and SP for reinforcements. Offset Evade with defense rather than letting weak attacks be repeatedly dodged.2-19J-03 Branch, Floor 2: Component Assembly RoomClear reviving adds to create a chance to investigate. Choose the option that stops the device, then finish without allowing unopposed attacks even after it stops.2-19J-03 Branch, Floor 3: Castle of Slumbering NeighborsPrepare SP and resources in the first Wave, then clear each later Wave within 4 turns. Exploit weaknesses to Stagger enemies first and cancel multiple actions together.
Chapter 3
3-18Inferno 2Avoid overlapping the teamwide buff every 3 turns with a Wave transition. Prepare SP, actions, and healing resources along the way, then prevent nail-induced Forced Stagger in the final Wave.3-22K-02 Branch, Floor 1: Sealed AreaFocus damage on one enemy rather than lowering both evenly. Hits strengthen them, so minimize attacks on the one you are not killing yet.3-22K-02 Branch, Floor 2: SacristyHit every enemy to remove buffs. Check order and area coverage so a powerful skill does not hit the imitating Counter first.3-22K-02 Branch, Floor 2: Path to the SanctuaryWin Clashes to strip buffs and break both arms together. One broken arm regenerates, so coordinate remaining HP and action order, then finish the next phase quickly.3-22K-02 Branch: Final BattleThe dungeon's special marks and Clashes against dangerous skills are central. Handle Gaze early, then Stagger and break the large mouth in the second half to reduce attacks.
Chapter 4
4-6ReturnYou need not Clash with every attack. Stop the easier “Overflowing Sorrow” to weaken the enemy, then break the revealed head for a major opening.4-47Viewing RoomA different fight from the following 4-48. Use 7 members' actions to remove the Shield and redirect attacks to old umbrellas when thorns appear. Distinguish SP-based buffs and Panic from Heads/Tails odds.4-48BudHits build Blooming and can trap allies in flowers. Limit Blooming by winning Clashes, deal with the flowers, and prepare for the second-phase duel.4-54The League of Nine in Memory, Floor 1Focus damage on the Left Arm. If the fight lasts, use Fairy Wine to convert Morale Boost into Tipsy, nullify Predation's damage, and trigger Stagger. The opening and later versions of the same skill differ in whether they can Clash.4-54The League of Nine in Memory, Floor 1Focus Blunt attacks on the Right Arm first. If the fight lasts, return talismans on turn 3 to weaken turn 4's 5-Coin attack. Distinguish talismans on your Sinners from those returned to the enemy.4-54The League of Nine in Memory, Floor 2Build SP by winning against weaker attacks, and direct strong attacks at the Fox rather than spending the whole fight chasing umbrellas. Prepare for area attacks and SP loss, break Parts, and finish the Fox.4-54The League of Nine in Memory, Floor 2Self-charge keeps it alive at 1 HP. Damage the Body first, then beat “Wriggling Head” and “Wriggling Tail” after the transition to exhaust its stacks. Breaking the Shield is a separate approach.4-54The League of Nine in Memory, Floor 3 EventChoose Run., Run., then Don't run. to avoid the event battle. If fighting, account for the initial HP loss and win easier Clashes to weaken the enemy and reveal the Head.4-54The League of Nine in Memory: Final 2 BattlesHandle trees differently in each battle. In the first, reduce Trees of Vanity to 1 HP and let the enemy defeat them. In the second, defeat Trees of Desires to reduce Protection and Seeds.
Chapter 5
5-30The Big BrotherChoose which attacks to take and when to deal damage. Prepare in earlier Waves, then concentrate strong Blunt skills during Test of the Big Brother.5-36Into the Darkness, Floor 2: Right AtriumDefeat summoned Green Slimes before they are eaten, then focus the vulnerable Part when the boss's slime runs out. Avoid repeatedly attacking the resistant Shell, and prepare for Larva's SP loss and the area attack every 4 turns.5-36Into the Darkness, Floor 2: Tendon BridgeReduce all 4 Candles to 1 HP to light them. Once the boss's normal resistances return, focus damage on it or break every lit Candle's Shield in the same turn to trigger self-damage and Stagger.5-36Into the Darkness, Floor 3: Assembly Point Before the HeartStop turn 2's Blind Obsession with a skill that wins under Paralyze. Destroy Flotsam to trigger self-damage through “Wayward Blind Obsession”. Break the Fluorescent Lamp to limit recurring Paralyze and Bind, then damage the boss before it regenerates.5-36Into the Darkness, Floor 3Fight 3 enemies. Stop the main attacker early and prepare for the commander's orders. Assign a defender to take Prey Mark and attackers to deplete the Assist Barrier.5-36Into the Darkness, Floor 3: Final BattleFight 3 forms consecutively. Break Evade in the first, win Clashes with marked Sinners in the second, and break the Shield in the third. Reduce each form's Ego and damage it during Stagger.
Chapter 5.5
5.5-22Yield My Flesh to Claim Their Bones: Black CloudsMore surviving adds mean more Coins on the ordinary Counter. Check the first attacker's resistances and HP, clear adds, then Stagger and finish. Prepare for the major attack after the boss is isolated.5.5-24“Yield My Flesh” to Claim Their Bones: 5.5-23 and the Final Battle of the Sword Demon's MindLowering a Minus Coin enemy's SP can make it more dangerous. Use Slash and Pride damage to Stagger it, and arrange attacks to break the Shield before “To Claim Their Bones”.
Chapter 6
6-15Corridor 2Prepare SP and resources along the way while limiting Sinking and disruption. The first Stagger ends at Turn End, so concentrate follow-up damage within that same turn.6-31Black GrassPrevent add debuffs to deny the boss's conditional bonuses. Defeating adds increases its actions but lowers its Offense Level. Handle the extra attacks while finishing it.6-32ViolinBuild SP in opening Clashes and prevent hit-triggered healing and Speed buffs. The mark applies even if you win, so prepare next turn's defense too. Save damage for after the HP floor.6-33MattDefeating adds gives the boss more actions and buffs. Contain the adds and stop the boss's dangerous skills instead. Concentrate damage during the first Stagger and limit time facing Counters after recovery.6-34BeastA required Sinner's defeat causes a loss. Have other Sinners intercept changeable attacks and save strong skills for attacks only that Sinner can handle.6-45Stolen LifeRedirect enhanced attacks away from marked Sinners. Later, the captured Sinner must win the freeing Clash. Similar skill names can require different defenders.6-48All WorldsA 5-phase endurance battle in which 2 enemies alternate. Protect the required Sinner, damage both hands together the first time, and handle the body's Shield on the second appearance.
Chapter 6.5
6.5-10Timekilling Time: The Yurodiviye's SecretThe 3 deployable Sinners are fixed, each starting with 2 slots. Prepare SP and resources in Wave 1, focus Pierce damage during Stagger, and shorten the period spent taking Unclashable attacks afterward.6.5-14Timekilling Time: The Dread Clock TowerStored time gives high Offense and Defense Levels early. Survive with resistances and defense while it is spent. Limit who attacks during the warning turn, then manage targets next turn.6.5-28Murder on the WARP Express: The One Who CommandsPrepare against bloodbags and the opening enemy, then reduce the later enemy's stored blood with Clash Wins and HP damage. Evade the Unclashable area attack at 0 blood and prevent large lifesteal healing.
Chapter 7
7-06On the Tremendous Duel the Cinq Brought Upon Our FixerA duel with 1 fixed combatant, special stat bonuses, and an HP floor. There is no need to prepare a different Identity for this battle.7-16Bloodstained ScissorsPrepare to survive Unbreakable area attacks even after winning their Clashes. Maintain HP and manage Bleed to prevent the fixed-target instant-kill skill from appearing.7-26On the Vivid Clash Between the Knight of the White Moon and the Valiant Don QuixoteAn event battle with 1 fixed combatant. Clash against attacks with additional damage and use the special stat bonuses.7-34On What Befell the Fair Dulcinea and Don QuixoteClear adds early to reduce the boss's Protection. Watch thorns that return Bleed to attackers and Unbreakable Coins that remain after Clash Wins; exploit the later Stagger for concentrated damage.7-36To Reach the Dream: A Sick Person's FateFocus down 3 enemies in a set order. Prepare the finale before defeating the first, and account for action-change conditions that differ from their solo battles.7-36To Reach the Dream: Merry-Go-RoundBehavior changes at 80%, 60%, and 40% HP. Prepare for the Speed 10 Unbreakable attack, and win Clashes to limit damage and lifesteal through each phase.7-36The Tale of the Great Fixer Who Sought the Dream: Final BattleA long fight: handle adds in the first form, then manage Bleed and restraints in the second. Have an ally defeat the crystallized dream to turn it into support and prepare for major attacks.
Chapter 8
8-17Night Raid 2Clear the adds first and win against “Waterfall” to limit Swig. Hong Lu takes focused attacks, but his death does not immediately cause defeat here. Bring reserves to recover the fight.8-20Second Hierarch Trial: What Hongyuan Needs MostKeep Hong Lu alive throughout and avoid unnecessary attacks on the designated enemy. In the second half, Hong Lu must win 3 Dialogues to stop the Shield, then beat the finisher to create an opening.8-30HeartResolve Blasting Shatterslash late and use defense skills on Prey holders. Limit the Unbreakable hits that remain after clash wins, and prepare healing and damage for buffs that progress with HP loss and elapsed turns.8-32ImmortalityDefeat adds, then the first opponent, then the second. Do not overcommit to the first; against the second, use ordinary Guard and Evade to limit repeated area attacks while SP is low.8-33Joy, Anger, Sorrow, and PleasureA 6-phase endurance fight. Protect Hong Lu early; later, remove interference in the order jewel, palanquin, then remaining adds. After gaining Joy, use Hong Lu's Clash Wins to replenish resources and sustain healing.
Chapter 9
9-18Cigarettes and the NursefatherA 4-member battle against 2 enemies. Reduce one enemy's Poise and Moonlit Azure Blade; weaken the other's major skill by landing 3 separate attacks first. Hold back during Iron Veil turns.9-30Will of the PrescriptPrevent hits on the Prescript's Target early, then survive with allied NPC support later. Use Ryōshū's resource generation and healing rather than pursuing damage alone, and maintain the Assist Defense conditions.9-33A Single Vivid RemnantYou do not need to reduce HP to 0. Deplete the Disjunction Shield or survive through the end of Turn 11 to progress. Have fast Sinners beat Silent Regard and Phantom Step first to make later major attacks safer.9-37The RingFight alongside 2 allied NPCs. Weaken major skills with Sinner attacks before leaving them to NPCs. Later, incapacitate the Apprentice first to reduce the Nursefather's Protection and Assist Defense.9-38The MiddleLeave the Nursefather to the allied NPC while 3 Sinners focus on the Apprentice. Do not assign defense or Clashes to attacks intended for Assist Defense, and avoid needlessly triggering the Nursefather's Counter.9-41ArayaHave the fastest Sinner beat Silent Regard to weaken the enemy, while each marked Sinner stops “Destinated Opponent”. Reduce Meursault and Outis's Bladetrail, deplete each stage's Shield, and finish by reaching half HP.9-42TicketReducing the opening Apprentice to half HP brings allied reinforcements. Later, reduce the Nursefather's Eye of Precognition before killing the Apprentice. Adjust NPC targets and weaken “Disposal”, whose target cannot be changed.9-43HatchingYou control Faust and Ishmael. Leave the Nursefather to the allied NPC and focus the pair on the Apprentice. The NPC's Abate the Smoke removes partywide Stagger; the animation is no reason to stop attacking.9-44FamilyUse three Sinners against the Apprentice and leave the Nursefather to allied NPCs. In the final phase, stop racing for damage and protect the designated NPC from every hit for three turns. Even with plenty of HP, a hit resets the charge.9-45Suddenly, One DayHeathcliff and Rodion handle Gluttony skills and pests, while the allied NPC handles dangerous clashes and supplies major damage. Using Unbreakable Coins against Gluttony skills strengthens the enemy; check the NPC's clash targets first.9-48Tangled TimeThe second half becomes a solo duel with Ryōshū. Beat Dismay first to weaken enemy attacks, and also target Resentment and Futility. All enemy Coins become Unbreakable, so prepare to survive hits even after clash wins.9-50Spider's WebsProtect the Prescript's Target to deny fulfillment and build Karmic Consequence on the enemy. Assign the major skill to Ryōshū, and match physical types against the 3 Gloom skills later. Limit the Unbreakable hits that remain after Clash Wins.
Chapter 10
10-04Sisyphus Department Store A, 1F: Contemporary FloorCustomer-service skills cannot be redirected. The targeted Sinner must equip the correct action: defense against the refusal to allow a fitting, and an attack against the invitation to try something on. Read each instruction and switch accordingly.10-04Sisyphus Department Store A, 4F: Shoes Floor, First BattleBreak the Shield before Preservation Potency builds up. Win against Unfocused Volley with a strong skill to halve damage and prevent Stagger. Another enemy follows immediately after victory.10-04Sisyphus Department Store A, 4F: Shoes Floor, Second BattleContinues directly from the previous battle. At 100 Overcoat, awakens and makes all basic attack Coins Unbreakable. Winning against major skills reduces damage by 75%, so save HP and strong skills for their clasher.10-04Sisyphus Department Store A, B1F: Food Court, First BattleDefeat the Leather Wallet being prepared as food to limit healing and buffs from meals. Repeatedly preventing meals triggers another major attack through hunger. Track cooking outcomes and both Unbreakable area skills while lowering the body below 30% HP.10-04Sisyphus Department Store A, B2F: Yarn Nest CorridorEquip Defense Skills on Sinners with Tongue-pinning Needle each turn to prevent Naildle buildup. Defeat Needlekin quickly in the first half to limit body buffs and area attacks. After the transition at 1,087 HP, finish without relying on Stagger.10-04Sisyphus Department Store A, 3F: Le Rouge BoutiqueA Blunt-heavy fight alternating between the normal pattern and Changing Room. Its 500 Shield need not be broken immediately; waiting with defense is an option. In the normal pattern, recognize the skill reduced when unopposed and prepare for Unbreakable attacks below half HP.10-04Sisyphus Department Store A, 2F: Luxury Floor CradleReduce Baptism [Crimson] with defense and E.G.O instead of repeatedly using basic attacks while Bleeding. Destroy the Lifecord during Rampage, when its Protection and Assist Defense are inactive, then attack the Body. Win low-HP-targeting Unbreakable area clashes with healthy Sinners to limit damage.10-04Sisyphus Department Store B, 3F: Le Noir MaisonThese enemies build Preservation and Le Noir: Worsted for renewed Shields and conditional Unbreakable Coins. Focus one enemy to reduce actions. Distinguish Count gained when the body is hit while Shielded from the other enemy's damage reflection during defense.10-04Sisyphus Department Store B, 3F: Alteration RoomEach turn, have the Alteration Target defend while the other Sinners attack to Stagger the boss. Attacks from the target greatly increase her Power. Stagger removes Shield, Cut Fabric, and Blossom Scissors; exploit the opening with 3 Fragile.10-04Sisyphus Department Store B, 4F: Lost Children CenterGive the first Laurel Wreath of Atonement to a strong Sinner for major clashes and attacks on the body. The others handle adds, normal skills, and SP recovery. Prevent lethal attacks triggered by Panic or Corrosion, protect the Assist Unit, and aim for a quick finish.10-04Sisyphus Department Store B, B3F: Leather RoomFrom Turn 2, obey the rules applied to three Sinners each turn. Eliminate Tanned Prisoners to weaken the body’s Unbreakable area attacks. Punishment is Unclashable and does not activate defense: plan targets and skill types first. Clear adds while damaging the body, and prepare for a forced turn end around half HP.10-04Sisyphus Department Store B, 5F: CorridorReduce Tangling through defense and “Cleansing” to prevent “Abyssal Maw” reuse. Part Stagger ends the turn and brings Pool of Black Water next turn. Clear pools with multiple Attack Skills, then prepare for predation and attacks on the Assist Unit.10-04Sisyphus Department Store C: FATE LOSTA long battle through successive forms. Destroy candles first, then assign major clashes using Stillness and Thumping Pulse each turn. In the final form, avoid nailed Attack Skills. Let Meursault receive Shift + Delete while keeping other allies alive.10-04Sisyphus Department Store C, 5F: CorridorBesides depleting HP, win specific major clashes to build Pwie's Memories to 5 and follow the final sequence. Check Bleed and L'Abject each turn, and preserve Sinners with Shared with Pwie for the ending.10-04Sisyphus Department Store C: Bright Room, Final BattleIn Phase 1, kill blueprints before “Focusing”. In Phase 2, match Meursault’s skill numbers to advance the waltz. In Phase 3, kill blueprints to lower body HP. Protect Meursault: the previous battle’s survival effect does not carry over.
PROJECTIONReflectrial
Guides by difficulty. HARD covers teams and rotations aiming for 18 turns or fewer.
NORMALRicardo · NORMALFor a first clear: learn Written in the Book buildup and when to defend, with 24 cumulative turns or less as a further goal.HARDRicardo · HARDA Middle team aiming for 18 cumulative turns or less. Covers Absolute Resonance, area attacks, and focused damage in Phase 2.NORMALLei Heng · NORMALBasic handling of Prey and Unbreakable Coins. Heal before major attacks, and aim for 24 cumulative turns or less.HARDLei Heng · HARDFor 18 cumulative turns or less: divide the handling of Prey defense, Bind, and ammunition, and save your main attackers for damage in the second half.