English translation in progress. Untranslated passages remain in Japanese.

BOSS GUIDES

Boss Guides

Find answers to dangerous situations and check enemy skills and passives.

Start here: when a battle has you stuckReview one cause of defeat at a time to separate progression issues from tactical decisions.

STORYStory

Chapters start collapsed and show stage titles rather than boss names to limit spoilers.

Chapter 11-11 · 3 battles
Chapter 22-18〜2-19 · 3 battles
Chapter 33-18〜3-22 · 5 battles
Chapter 44-6〜4-54 · 9 battles
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 55-30〜5-36 · 6 battles
Chapter 5.55.5-22〜5.5-24 · 2 battles
Chapter 66-15〜6-48 · 7 battles
Chapter 6.56.5-10〜6.5-28 · 3 battles
Chapter 77-06〜7-36 · 7 battles
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 88-17〜8-33 · 5 battles
Chapter 99-18〜9-50 · 12 battles
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 1010-04 · 15 battles
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.