Library Of Ruina

Library Of Ruina

Not enough ratings
A Guide to Guests and Goons
By parm spagert with bassil
A run-down of every* reception and abnormality of the game, including deck tips. No frills, just straightforward advice.
   
Award
Favorite
Favorited
Unfavorite
Canard to Early Urban Legend

Let's get into things.

Combat in Library of Ruina is simple on the surface; there's a player team, an enemy team, and both sides use speed dice in order to perform actions. Click on one of your librarian's speed dice to show their hand, click one of those pages, then click on an enemy speed die to target them. Units are staggered upon reaching 0 stagger resist, losing the remaining actions for the scene and the next scene, and taking fatal damage until they recover from stagger. Units die upon reaching 0 health.

Canard through Urban Legend is fairly simple in deckbuilding, so I won't give specific decks. Just go with what feels right.

Rats
You really shouldn't have any issue here. As long as you read the tutorials, things should go fine.

From the Book of Rats, you can get a few decent combat pages for the tier. Dirty Blow and Gut Harvesting are solid sidegrades to Charge and Cover and Focused Strikes respectively.

Yun's Office 1
Same as the Rats, they don't play any threatening pages. Just use your stronger pages on them. No interesting drops this time around.

FINN
He has four stagger resist.

You get Struggle, which is a solid enough defensive page for the chapter.

Bloodbath
Abnormalities in Library of Ruina are more akin to puzzle fights than regular receptions. You'll often want a specialized deck or strategy in order to beat them. Always, always, read their passives. In Bloodbath's case, we can see that it takes substantially less damage from slash attacks and boosts block dice. Whenever it plays a page with just blocks, skip your turn by not playing anything.

Upon beating Bloodbath, we unlock a second librarian to control for the floor, a higher emotion level cap, and we get our first Abnormality Pages. After reaching a teamwide emotion level, you get a selection of abnormality pages depending on your ratio of positive emotion coins to negative emotion coins. Don't worry about this for now.

Yun's Office 3
This should be simple enough, the first act is basically identical to the first Yun's Office reception, but you have another ally. The second act is slightly more difficult due to Yun and Eri using more threatening pages, but you really shouldn't have too much issue here.

As for rewards, you'll want as many copies of Commandeering from Yun as you can get, as it'll be the strongest page for a while. We also unlock Malkuth here, but she's strictly a downgrade from Roland's floor until later.

Brotherhood of Iron
They primarily use blunt and pierce, so don't use key pages that are fatal to them, I guess. This is our first introduction to paralysis, which is a seemingly innocuous status. -3 max roll to a random die isn't super impressive on paper, but when stacked, it drastically lowers the opposing roll's chances of winning with most pages. Do note that paralysis only has an effect equal to the number of dice on the page; any excess paralysis will not do anything.

We get E-endure, which is a solid defensive page. 2 paralysis, serviceable rolls. We also get access to Electric Shock, a very potent passive that'll see use in later parts.

Scorched GIrl
Malkuth's first abnormality. The fight is essentially on a timer, where Scorched Girl regenerating all of her light is the lose condition. She has 500 HP, which is unfeasible to chew through at this stage of the game. Kill her matches instead, and hit her a couple times to stagger her if you're really struggling to kill them in time.

Hook Office
Look, these guys aren't very tough either. Commandeering should beat their pages most of the time.

For notable rewards, we get Overpower, which has a strong leading die that'll rarely lose to pages in the upcoming tiers. Use it in place of Charge and Cover or Dirty Blow if you're still using them. We also unlock Yesod and the ability to send General Invitations. Don't worry about either one until later.



Pierre's Bistro
Not much to say about this reception either, so this is a good time to go over defensive die types.
Block dice reduce damage and stagger received by their roll value if they lose against an offensive die, do nothing on a tie, and deal stagger damage equal to the roll value minus the opposing offensive roll on a clash win.
Evade dice don't reduce any damage at all, but will mitigate damage entirely if the roll value is equal or higher. Higher rolls will recover stagger resist equal to the roll, and reroll the evade die until they don't win in a clash or run into a defensive die. Evades will always tie against evades.

Also these two don't drop anything important. Cooking Prep is an okay 1 cost.

Forsaken Murderer
Play pages with debuffs in order to heavily debuff him. Pick a key page that's neutral to blunt, ideally.

Streetlight Office
There's not a whole lot to say. Take advantage of weaknesses here, Commandeering still beats all of their pages.

More importantly, we get access to Mars' key page, which is the first one with Speed. Speed is an important passive, as it lets you play more pages per scene, and you'll want to have as many key pages with it as you can get.

Lulu
Same as before, play pages as you see fit. Lulu herself is the biggest threat, and plays mostly blunt pages.

Taste My Flaming Bat! has a unique die layout, and is fairly powerful with a bit of luck. Set Fire gives an insanely high amount of burn for this stage of the game. Neither are must-haves, though.

Today's Shy Look
Land on the happy face to force the abnormality to roll the minimum value. That's it.
Today's Expression, should you take it, needs you to start combat when the face is on the most angry if you want full power.

Heart of Aspiration
Every three scenes, the heart plays a page that buffs an ally on hit, while the lungs cycle between a two die page and a three die page. Evades work well against the three die page, while everything works well against the two dicer. Keep wailing at the lungs until they die, then kill the heart.

Zwei Association I
Look, there's only so much I can say for these early receptions.
Consolidate all of your best key pages and decks to one to two floors, if you're not already; spreading yourself too thin is a bad idea.

Retaliate is a pretty decent 3 cost, if unreliable.

Fragment of the Universe
Allow it to hit you with Penetrate once in order to gain Enlightenment. If it uses Echoes from beyond, you can either pass your turn to restore light, or try to hit it, ideally with a one-sided attack. Use Enlightenment to block Penetrate, and repeat the process.



Zwei Association II
Effectively the same as the first Zwei reception, be mindful of the endurance from Silent Night.

Fence is a very strong, if niche page. For now, you can treat it as a typical 1 cost with a strong benefit.

Happy Teddy Bear
One-side it whenever you can, run pages with slash dice, run key pages with slash normal/endured resists.

Zwei Association III
This is the first reception you'll face where an enemy has more than one speed die. That being said, it'd probably be a good idea to focus down Isadora to prevent her from using Combat Preparation too often.

Get as many key pages of Walter as you can, as he's another one with Speed innately. Combat Preparation is also very strong, but mostly when you're able to stack multiple of them at once. Suppress also rolls decently well on the first die, swap Overpower for it if you want.

All-Around Helper
Use Walters since he resists slash. Run blunt dice, like from Commandeering.
Back to Urban Legend
Urban Legend, Again
This marks the first time we can choose between which reception to do. You can choose which order you want to do them in, but the guide will be going in the a fairly arbitrary order.

Molar Office
This reception is a significant step up from the previous; all three members have Daring Decision in their decks, which is hard to contest even with Commandeering. Ignore enemies if they're not using it, try to mitigate as much damage as possible if they are.

Wait Up! is the first "real" light restore you'll get, making the second die much more useful as you recharge light much more easily. This also marks the first discard-focused reception. Discard gets better over time, but for now, just build Olga.



The lack of Stay Calm is intentional, as discarding at least one prevents Margin from proccing.

Red Shoes
Keep the top shoe from getting a successful attack, if you can. Otherwise, just focus down one shoe at a time and you should be golden.

Stray Dogs
Act 1 is fairly simple. Act 2, each enemy is threatening in his own way. Zulu will constantly throw out single dice with a high roll range, potentially smashing through your stagger bar. Dino will use decently-rolling pages with a focus on debuffing you. Gyeong-Mi is a masterful deckbuilder and cheats, attempting to use Scratch That! and Brawl as often as possible. As Brawl does not copy On Use effects, it will copy Scratch That!'s high rolls with no penalty to rolls if Brawl happens to choose it.

Scratch That! is the first Objet d'Art (gold) combat page you get, being a solid 3-8 3-8 3-8 after the On Use penalties. It's not a bad idea to slot it into every deck you have. I'll End You is a solidly rolling 2 cost that inflicts 2 paralysis total, making it a good page to use. Lastly, Loosen Up is the other light restore you can get in the tier. There's not much of a downside to using Loosen Up over Wait Up! unless you're forced to clash with it, so it's recommended you use it instead.

Going into Urban Plague
You may have noticed you've unlocked passive attributions. These are simple: click on a librarian while in the normal menu, press Passive Attribution below them, select up to four key pages, and then click the passives you want to attribute. This will be important for the entire game.
Passives like Electric Shock and Keeping in Stride are very good as filler.

For the next section of the game, I'd recommend an Olga deck like this, with Rain and Mika attributed.

For other decks, I'd recommend something like Walter with a generic deck like this. Swap out pages as you see fit.

Lastly, there's a much more experimental deck that focuses on abusing Brawl in order to use Daring Decision and Scratch That! without their downsides. Important to note, Brawl will not play any dice if your hand is empty.
Urban Plague (Part 1)
Dawn Office
Here, we see an interesting dynamic, where all of the guests are a pain to deal with if you leave them alone for too long. Salvador will spam Crack of Dawn given the opportunity, Philip gains 2 power for free upon reaching emotion level 1, and Yuna gains 3 power if she's the last one alive.
Beat up Philip first, since he's not very threatening without power and he doesn't drop any books. Go for Yuna next, and tank Crack of Dawn with Walter if you can. Don't min-roll while they max-roll.

As a reward for beating Dawn Office, we get Salvador's key page, a solid Objet d'Art for the time being, and Yuna's key page, who has a very strong passive. We're not going to be using it for now.
We also get Flash of Sunup, the first proper draw page in the game. It's a good idea to replace your regular 0-1 costs with pages that provide light or draw, as maintaining both is important. Crack of Dawn is also a good page, as its second die rolls very well, and it can deal with most page layouts decently enough. Slot them in if you want.

Full-Stop Office
This is our introduction to ranged pages. Read the tutorials prompted at the start of the reception, press F1 if you need to reread them. The down and skinny of it is, ranged pages will go before melee pages. Ranged clashing against ranged is the same as melee against melee, but ranged against melee is where most of your interactions will be involved. Melee dice do not deal damage upon winning a clash, but are instead moved to the end of the dice queue, where they'll be reused once prompted. This makes strong, single dice a good counter to them.
Anyways, Full-Stop. Don't die scene 1, beat them to death afterwards. Use pages with high single rolls, like Crack of Dawn or Binding Arms. Their pages don't roll very high without power.

For beating Full-Stop Office, we get a variety of ranged pages, and a few melee pages. The melee pages are solid filler, having alright rolls and debuffs. The ranged pages, however, can only be equipped onto key pages with "Ranged" or "Ranged Only".

This also gives us to a particularly strong strategy, in which you equip all of the first-scene passives on someone, load as many offensive dice onto their deck as possible, and clear out a wave in seconds.

The deck looks like this, using Tamaki with Speed attributed, as it's the most efficient use of attribution points while still being able to use ranged pages.

Don't rely on this, or you will regret it.

Porccubus
Speaking of regretting it, Porccubus is completely immune to ranged attacks. So don't use them.

I used two decks like this and one Olga deck in order to take it out. Don't let Time for the Head to Burst land the first two attacks if you can help it. Just don't let it evade too many attacks and you should be fine, it'll be at low enough health to kill it once it's staggered.

Gaze Office
Our second paralysis-focused reception. Their pages aren't very strong, but they inflict a lot of paralysis. Focus down one at a time; since you have more action economy, you can afford to send anything that's not clashing to one target. I recommend taking down Alloc first, as he stacks a decent amount of power with Observe, but the order doesn't matter too much

For this, we get Observe, which while weak on its own, drastically boosts your next scene. We also get Opportunity Spotted, which pairs well with it for the tier, but drops off in usage quickly. It'll still be useful though, so grab a few of them. We also get Binding Arms, which effectively turns itself into a 1 cost 5-15 roll with paralysis if you can draw it enough, and it deals with ranged pages very well. Lastly, Electric Shock (the page) and Zzzzzap are okay as filler, they don't roll particularly high, but there's not much competition here.
The key pages themselves aren't very good, but Alloc's passive is solid as filler, making fights much easier to handle at the start.

Singing Machine
These guys roll 1-4s at the start. Start inflicting paralysis and feeble on scene 2 if you can, then fully win a clash against Hear this Beautiful Sound! to stagger one. Don't let I Pine for the Song!! hit.
Once an employee is in the machine, take the time to stagger both of the others, and the fight should be over soon.

The Carnival
Most of their pages roll fairly low, so you shouldn't have much of an issue with these guys. Tailoring is their strongest page, usable from Scene 2 minimum if they've reached emotion level 1, though Crack of Dawn is a good counter to it. You can also outright ignore it if with pierce-resistant key pages like Olga or Salvador.
Spread your damage between them, and try to kill them at the same time.

We don't get anything super useful from these guys, sorry. Tailoring is strong, but too expensive to be worth using at the moment.

Fairy Festival
The fairies are fairly weak and play low-rolling pages. Try to clear all of them on the first scene, then focus fire the queen on scene 2. It's fine if you don't stagger her, she should be close, and a few one-sided attacks next scene will work.
The same decks as shown for Singing Machine will work.

Spider Bud
Similarly to Fairy Festival, the spiders aren't very strong; aim to kill two of them, and once Spider Bud reveals itself, one-side it with everyone except for the one being targeted. Unless you use something like Binding Arms or get lucky, don't expect that librarian to do anything for a while. Spider Bud has low stagger, so after a few hits you should be done with killing it.
The same decks as shown for Singing Machine will work.

Upon clearing all of the abnormalities so far, we unlock Tiphereth's floor.
We're not going to use it for a while.

Kurokumo Clan
The first act consists of three generics, none of which use threatening pages. Beat them to death.
Act two has Gin, who uses pages that give a large amount of protection, Yang, who primarily uses block dice and Sky-Clearing Cut, and Sayo, the leader of the reception. Focus fire Sayo as she's the most offensively threatening, then kill the others. Blunt damage is good here.

Sayo's key page is one of the best for the tier, having innate slash dice power. Use three of them when possible, and throw in strong slash pages.


Musicians of Bremen
I forgot the next reception is primarily blunt.
Focus down MuMu ASAP, since he plays Heavy Peaks, a high-rolling blunt page that inflicts feeble at combat start. Then, take your pick between Oink and Meow.

Heavy Peaks and Shrine to Music are strong for inflicting feeble, but only the former will be useful for general use.

Queen of Hatred
Use three copies of the Sayo deck listed above, attribute all the bleed passives you have.
Let QoH hit the marked librarian if you see the city in the back becoming too pink. The gauge doesn't go above 100%, so if it's full and QoH lowers the gauge by hitting the marked one, she won't transform. Don't be afraid to sacrifice a librarian here.
We also get an introduction to mass attacks, in this case a summation. Summations add up the rolls of your pages, including power, and if the result is higher, destroys the page. Masses go after Combat Start effects, but not On Use, meaning Sharpened Blade on Sayo rolls by default 3-5 3-5 4-5, which sums as 10-15, guaranteed to win against the summation. Scratch That! rolls 15-30 when summed up, making it strong as a mass-buster.
You could save the fight for later, it doesn't really matter.
Urban Plague (Part 2)
Wedge Office
Philip returns! Kill him first. Pameli and Pamela don't play particularly strong pages outside of Collision, while Oscar will likely run out of light. Once Philip is dealt with, kill both Pameli and Pamela through focus fire, then Oscar.
For act 2, there are a couple ways you can go about it. Either use everything you have immediately and hope for a stagger, or pass your first two scenes and then use everything. Philip's defensive pages don't deal a lot of damage, so I prefer to wait. If he uses Blazing Strike, attempt to stagger him before he can use it. If not, losing a librarian is fine, the fight should almost be over.

We get Oscar's page here, which is the best option for pierce we'll have for a while. Here's a sample deck; Clean Up is used over Wait Up! because even with the pierce boost, the latter only rolls a 3-4. It doesn't really matter which one you use, though.
Tune the deck as you see fit, Eject is not the best option by any means.


General Invitations
Let's take a detour.
You may have noticed non-story invites that show up if you've been putting in random books. Up until Urban Plague, these are pretty much just filler.
Starting from Urban Plague, though, every story invite has at least one thing that's worth grabbing from each of them. These are generally easier than story invites, so the guide won't be giving any specific advice for them.

The Rusted Chains drop fairly middling pages, though Now Die is the strongest 3 cost in the tier.
Workshop-affiliated Fixers drop Refine and Mend Weapon, both good as filler pages for Oscar. They also drop Solidarity, which is the only general offensive power passive you're getting for the tier that doesn't rely on RNG.
Jeong's Office drops more discard pages, but more importantly, the key pages here have Stacking the Deck and Bottom Deal, both of which are very nice passives to have on a discard deck. If you're still using Olga, there's not really any changes you need to make to your deck; add in Flip the Table if you want, but the rest of their are generally not worth using.
This is by no means important, but slotting in two books from Urban Legend will get you Grade 7 Fixers, who have either +2 slash or pierce stagger damage. Very nice as filler passives for Sayo and Oscar. Also makes Wait Up! on Oscar worth using.

Knight of Despair
This will likely take two cycles, so make sure you have enough page draw and light restoration.
Use pierce, since the enchanted sword is weakest to it. You can afford to ignore the non-enchanted swords, since the pages they play are fairly weak, especially with resistances/protection. Bring strong single dice pages like Binding Arms, Transpierce, and Heavy Peaks for the despair phase. Avoid using Transpierce for multi-die pages if you can, however, as its block has a fairly low roll. Once KoD herself is vulnerable, start hitting her, but leave enough light to be able to deal with the swords again.Repeat the process, and she should be dead.

These are the decks I used, Sayo is by no means a particularly good choice however. Tune these decks as you see fit. Attribute Restfulness from Gyeong-mi if you have to, since there's situations where you may not be able to use light restores.


And that's it! That's all of Urban Plague done. Going into Urban Nightmare with these decks is a recommendation.
Slash-centric, use Sharpened Blade as often as possible.
Pierce-centric.
Urban Nightmare (Part 1)


The guide's going to start Urban Nightmare with the two longest ones in row 1. Sorry.

Sweepers
(Far left, row 1)
The fight's simple: kill fifteen near-identical enemies that all have healing pages and revives. If you're not already using good economy pages, now's a good time to start. Taste My Flaming Bat! and Manikin if you've skipped around and done the rightmost side are a good counter to Trash Disposal. Focus down two to three at a time, prioritizing sweepers that haven't used 333... 1973 yet. Bring lots of pierce, and if you're truly struggling with surviving, maybe a Fence or Scattering slash to basically nullify the damage they deal.

Nothing special in terms of page rewards, 333... 1973 is useful later on due to it being single-use, and Sweep the Backstreets is a solid generalist page thanks to its 2 paralysis. Extract Fuel is also a good pierce light restore. More importantly, sweepers grant access to Mind and Health Haulers, two of the most important passives in the game. You'll basically always want one or both on your key pages.

Puppets
(Far right, row 1)
Use Sayo and someone who isn't weak to blunt pages to redirect stronger attacks. Make sure you can finish off a puppet if you can stagger it. Also keep in mind that thanks to their passive, they roll one higher on all of their blunt dice than the page shows. As long as you don't get overwhelmed, it shouldn't be too bad.

As for rewards, every single one in this reception is actually useful, to somewhat varying degrees. Gigigig and Puppet Blockade are interchangeable, but solidly rolling light restores, Creak has no special effects but rolls insanely well for the tier, Manikin is a bit more niche, but deals with certain page layouts much better than other pages when it shines. Automated Movements is similarly niche, but is the only evade counter for a long time. Repressed Flesh is an all-around good page that draws, has a counter, and is mono-blunt, Forceful Gesture is similar to Crack of Dawn in rolls, but draws, inflicts better debuffs, and isn't limited to one per copy.
The key page is also strong, having innate power and bonus stagger when using blunt dice.


8 o'Clock Circus
(Middle right, row 1)
Focus down the circus animals first, ideally using whatever they're weakest to. Don't let the dice with text hit if you can help it. You can largely ignore Emma until after they're dealt with.
Use enough pages to stagger Emma, but don't overdo it; save everything for Noah. Once's he's fallen off, make sure he's dead. It's not the end of the world if he survives, but it means dragging out the fight for longer. After Noah is dead, Emma should be easy enough to stagger and kill.

Sharp Nails is the only stand-out page here, having solid rolls and a counter. Decent enough for a generalist deck, though with the rest of Urban Nightmare, generalist decks are typically not amazing.
Replace your puppets with Emma, since he's better to attribute onto than the other way around. Your Repressed Flesh now has +3 power. God bless.

Shi Association
(Middle left, row 1)
This fight isn't particularly different. Mitigate Valentin's slashes with block dice if you can, apply paralysis or stagger Yujin before Boundary of Death has a chance to work.

On beating Shi Association, we get access to Yujin's key page, who has a myriad of extremely strong benefits and mostly-negligible downsides. As for pages, To Overcome Crisis should phase out your Rules of the Backstreets if you're still using them.
This Yujin deck falls apart if you give her health restoration via Gluttony on Malkuth or Health Hauler, but is otherwise extremely potent. Boundary of Death is a meme, if you actually want to win, just slot in another Tailoring.

Not as strong as the above, but you can take advantage of her max health.


Little Red Riding Hooded Mercenary
Reminder that you can choose to do abnormality suppressions later.
Anyways, use three Emma decks and make sure you use Forceful Gesture often. This is another fight where you're limited to emotion level 1, so make sure you have proper econ. Let Little Red hit you during her mass attack, try to not overkill the wolf once it's staggered. You may need a few tries .

Scarecrow Searching for Wisdom
I used Yujin, and two Emmas with a Manikin and Automated Movements. Attribute Walter to all of them if you want to make things easier for yourself. Just use two Wisdoms on the beefed-up scarecrow at the start, and try to use the rest of your pages on the bottom scarecrow to stagger it. Get Wisdom by clashing with defensive dice if you can along the way. If there's no good pages to get Wisdom with, just keep one-siding the next scarecrow that gets beefed up.

Pinnochio
Keep clashing with their pages until you see the screen fill up with symbols. Look at the main puppet's pages, look at which of your librarians has Lying is Bad!, and use it on the page that's incorrect. There's not much else to say here.

General Invitations
Only two this time around. One book for Seven Association, two for Blade Lineage.
Fleche and Moulinet are the most notable rewards from Seven Association. Dante's gimmick sounds neat, but her key page is mediocre and by this point of the game, weak resists are becoming less and less common.
Bamboo-hatted Kim has an insane +2 slash power, but only has room for three attributions. Make them count. Dark Cloud Blade and both haulers is a safe option.
Here's a simple Kim deck, it'll get much better pages later on.
Urban Nightmare (Part 2)
Index Proselytes
(Far left, row 2)
It'll be fairly hard to win in a clash against the proselytes, since they gain a lot of power from Grace of the Prescript and their pages' innate buffs. Instead, take advantage of their A.I. focus firing one librarian to do the same to them.

The Index Proselytes will drop singleton pages, which is one of the most common deck archetypes going forward, almost entirely thanks to Will of the Prescript. You'll rarely want to avoid singleton unless you have a very good reason to. Important note about singleton, every page in both your hand and your deck can not have a duplicate copy, regardless of where it came from, in order for singleton to work.
Execute and To Where the Prescript Points are both solid singleton pages, especially for mono-slash and pierce.
Here's a generic singleton deck that'll work on anyone.

Here's one focused on slash. Will of the Prescript is worth running even in a pure slash deck solely for its page draw.

Lastly, one for pierce. As always, tune as you see fit; you may want to use other choices for all of these.


Queen Bee
Ignore the queen until she starts emitting pheromones. Clash with the workers as needed, and try to kill/stagger at least one per scene. Once the queen starts emitting pheromones, send everything towards her; the fight's over once she's dead, and thanks to the workers you effectively only need to deal 80% of her health to win.

Smiling Faces
(Middle left, row 2)
Deep Drag hurts, don't try to win against it in a clash. Just use block dice or try to redirect it to someone who's blunt resistant. Try to avoid getting hit by Loss of Senses or Inhale Smoke, and deal with their other pages as you see fit.

Smoke is insanely broken. Being able to deal 50% damage and forcing someone to take 50% is absurdly strong. Even using one Deep Drag instantly destroys an enemy's survivability. Loss of Senses is also strong, albeit finicky if you rely on it for page draw. Trace of Fumes is marginally weaker Creak with some smoke, your mileage may vary on which one to use.


Big and Will Be Bad Wolf
Beat him to death with blunt pages. Try to have at least two light and a decent clashing page when he's about to transform, and just hit him a lot if he swallows a librarian. Keep light high.

Laetitia
Honestly, you can just sorta let yourself get gifts, then focus fire Laetitia until she dies.

Warp Cleanup Agents
(Far right, row 2)
Don't try to win a clash against Overcharge head-to-head unless you're powerstacking hard. Use pages like Forceful Gesture to mitigate as much as you can from them, then beat the immobilized agents to death. Block dice are also helpful here. The rest of their pages don't roll particularly high, so you can ignore most of them as you focus on killing a few at a time.

Charge is neat. Use Rip Space at 10 charge as much as you can.


The Funeral of the Dead Butterflies
Win a clash against both of Funeral's pages and ignore the butterflies that aren't playing pages that inflict feeble. On the scene Funeral is staggered, full send everything towards him. If you're concerned about the targeted librarian being staggered, use an econ page to redirect a few of the butterflies' pages away from them. This should ideally take one, maybe two cycles.
Malkuth Realization
Realizations are the climaxes of each floor. This and the subsequent ones will take a while, so make sure you have good sustain. Haulers aren't strictly necessary, but they're immensely useful for healing off chip damage.
  • Fourth Match Flame: Kill each match. Stagger Angela if you're really struggling to do so in time, because it's more or less a game over otherwise.
  • The Forgotten: Ignore its passives, just attack it with everything you have. 60 stagger isn't a lot.
  • Wingbeat: Try not to spread your damage too thin, make sure you kill each add instead of letting them stay low on health.
  • Hornet: Just try to stagger each worker, then focus fire Angela next scene and the scene after.
  • Green Stem: Kill each wave of thorns, and try not to get hit by the mass individuals. The faster you deal with the thorns, the better. Once Angela is vulnerable, use everything.

Yesod Realization
  • Regret: Between Electric Shock, Kim, and whatever incidental debuffs you're bringing, this shouldn't be too hard. Try to stagger her before scene four.
  • Grinder Mk. 5-2: Try to kill the adds first, debuff or stagger Angela the scene before she plays her mass attack. It's not a game over if it hits, but it's better that you avoid it altogether.
  • Harmony: Kill or stagger the adds, then beat up Angela. In the event any of the employees are still up by the time they get more aggressive, you should be able to handle a 2-5 2-4 rolling page.
  • Solemn Lament: Same as the normal suppression, try to win a clash against the feeble-inflicting pages and ignore the rest. Setting up debuffs scene 1 will help, since winning clashes against Angela's pages scene 2 is the most important part of the fight. Make sure you can deal with both, then focus fire Angela with everything else.
  • Have good econ. You don't need to attack Angela with everything you've got for this phase, just use the bare minimum to win against her masses and stagger her. If you're using Coffin, congrats on the early win.

Hod Realization
This is arguably the hardest of the first four realizations, so be prepared.
  • Black Swan: Try to kill at least one brother per scene, ignore Angela's defensive pages. Make sure you don't get hit by her mass attack, something like Creak is guaranteed to beat it.
  • Laetitia: Skip your turn. Beat Angela to death next scene.
  • Red Eyes: Make sure whoever you're sending to kill a spider either has enough health to tank a few hits or can win against a 12-12. Try to stagger a few spiders before the scene where Angela awakens, then send everything you have at her.
  • Sanguine Desire: Beat the ♥♥♥♥ out of every shoe before focusing on Angela. You should have more than enough resources to deal with the pages they play if you're using pages conservatively.
  • Today's Expression: Start combat on the face listed on Angela's pages. This shouldn't take long enough to see her strongest page.

Warm-hearted Woodsman
The last abnormality for this section of the guide.
Use decks with just 2-3 costs, don't worry about using any light restores. Use as much of your light as you can, the woodsman checks for unused light and ignores light from pages that have been slotted and haven't been used.


The Crying Children
(Middle right, row 2)
This is the longest reception in the tier, so if you're not already building decks with enough econ to sustain yourself, start doing so.
Stagger the immobilizing child ASAP, and try not to stagger all of them at once; you'll want at least one alive so that you can clash with it and turn all of their resistances to fatal. Prioritize killing/staggering the unspeaking child, then unhearing child when available. For each fused phase, you'll only need to play 3-4 pages to clash with everything, you can save the rest of your dice for free chip damage or economy. Restrain is easily beaten by Crack of Dawn and Forceful Gesture, while Wound of Sorrow can be beaten by any singular large die, like Extreme Edge.
For the fused body's mass attack, don't expect to win against the third die, but try to win against the first two. After this scene, the fight's basically over.
Cleaning up Urban Nightmare
I ran out of space. Twice.

Alriune
Run blunt and pierce, with mind hauler on everyone. Take stagger damage-related passives if you want to make things easier for yourself, spend the first scene just taking out as many of the clay dolls as you can. You only need to stagger them to kill them, so be sure not to waste pages overkilling.
Evades and single-die pages like Fleche are invaluable here. Keep in mind Alriune herself doesn't need to clash with the librarian with the laurel, and that bonus stagger from sources like Concussion from the puppet key pages and Repressed Flesh's third die will still go through her immunity.

Netzach Realization
  • Da Capo: Kill every performer that shows up, and if you're concerned with overkill, send extra pages to Angela. Her masses shouldn't be too hard to beat, but if you're struggling, paralysis and feeble help as always.
  • Fragments from Somewhere: Just clash as best you can, keep one Enlightenment in hand at most. Try to stagger before the third scene or things will get rough.
  • Our Galaxy: Do your best to spread out damage and kill each blob in the same scene, take an extra scene if you need. If you kill a blob before all of them are down, you have one extra scene before she uses a stronger mass to damage all of them herself. It's not the end of the world if she uses the mass attack since she'll likely put herself into a staggered state, but it's better you just avoid it entirely.
  • Pleasure: I don't know if this phase has any real gimmicks. Just don't get hit too much.
  • Faint Aroma: This is basically the same as the normal suppression. Try to time your stagger to just before Angela uses her mass attack.
  • Da Capo, D.S.: Obliterate all of the performers to the best of your ability, you want them dead ASAP. Clash with Angela using whatever's needed, and as always, paralysis and feeble are good for dealing with her masses.

King of Greed
Don't use Yujin here.
Break the amber using a few Creaks or Repressed Flesh, whatever's necessary. If you're using power passives and solid pages, her first form shouldn't pose an issue. Have enough light for the third scene to play at least a 2 cost on everyone; the crystals aren't very tough, but it's better to play it safe.
For her final form, keep your light at 4 or higher on everyone, play the bare minimum to stay alive. Once the crystals come out, make absolutely sure you can break two crystals with the targeted librarian. Defend against both mass attacks using the pages you get, and the fight should basically be over.

That's the rest of Urban Nightmare done with. The decks you went into realizations/The Crying Children should work fine for the next tier, but here are a few sample decks.