Mechanics
These pages focus on the decisions that matter while sorting: where a placement counts, when rows unlock progress, how keys work, where loose books start in broad bands, and what challenge runs restrict.
| Mechanic | What it answers | Why it matters |
|---|---|---|
| Book Placement | Each title belongs to one shelf section. All volumes of the same title must stay together on one row and be ordered left to right. | If a book is in the right category but the wrong row order, the game still treats it as wrong. |
| Progress and Leveling | The game tracks completed rows, placed books, held books, magic points, and major-magic progress in the interface. | Completed rows unlock magic progress, so clean rows matter more than random book count early on. |
| Keys and Chests | Four hidden keys match four chest symbols and unlock movement or carrying upgrades. | Get chest upgrades before long sorting routes because they speed up every later trip. |
| Anti-Magic Rules | Anti-Magic Master is about avoiding active major magic while completing the main library manually. | Use maps, category memory, and volume order instead of active spell tools. |
| Special Stage | Special Stage appears after a main-library completion and is tied to Overtime Avoider. | After finishing the main library, enter Special Stage and use the ultimate skill rather than treating it like a normal manual clear. |
| Starting Book Locations | Each loose book copy starts somewhere in the library, and the wiki groups those starts into broad lower, stair, and upper-library bands. | Use those bands as rough search hints when a copy is missing, not as exact map pins or shelf destinations. |
| Missing Book Troubleshooting | A stuck 399/400 or incomplete section usually means one row is not actually correct. | Find the section whose plaque is not blue, then inspect title grouping and volume order inside that section. |
| Autosave and Safe Quits | The tutorial explains exactly when the game saves progress. | You can quit safely after a save trigger, but should finish the current row before leaving if you want a clean checkpoint. |
| Cozy Gameplay | Cozy Gameplay hides the play-time UI and stops lighting from changing as time passes. | Use it for a relaxed clear, but do not treat it as a score-free mode because the game says it still affects the Principal's evaluation. |
| Evaluation and Endings | The result screen grades your run with Principal Merlin's evaluation and tracks speed, magic use, keys, rows, and best time. | Use the evaluation fields to decide which run type you are doing: normal, speed, no-major-magic, Special Stage, or bad-ending. |