Introduction
MAJOR SPOILERS FOR LIBRARY OF RUINA AND LOBOTOMY CORPORATION
Having fun playing Library of Ruina? Me too. Anyway, considering most people playing this game played Lobotomy Corporation (the prequel) I'm gonna go over some SPOILERS from that game, as well as Library of Ruina.
I've actually made a similar guide over in the Lobotomy Corporation hub.
https://steamcommunity.com/sharedfiles/filedetails/?id=1850842310
All of the information and lore gathered here was taken from in-game dialogue and stories, the Mofun Cafe Q&A, the Unlimted EX3 Q&A, the Distortion Detective novel series, and the various Library of Ruina tweets from @ProjMoonStudio. Some of the info here is my own interpretations on the lore, and may or may not be correct.
Feel free to add your own takes or criticism on the story in the comments.
The World Scenario
The game world takes place on an alternate Earth many years into the future, humans have exhausted nearly all resources of the planet. Suddenly the powerful technologies known as "Singularities" are discovered and harnessed by various corporations. The "Singularities" advance technology so greatly that what was thought science fiction becomes reality. Examples being teleportation, nanotechnology, androids, and other sci-fi tech.
These mega corporations would grow to control vast sectors of cities, becoming the dominant force and government, known as "Wings". To control these corporations would be the "Head", a mysterious group that rules the world with a dystopian grip. These all gather in one gigantic urban complex, known as the "City". It is split into 25 districts among the 24 Wings and Head.
With this advancement in technology and power, comes a massive gap between the rich and poor, to the point where there are two different urban sectors splitting the castes. The poor live in the "Backstreets", a labyrinth of crammed alleyways and streets where crime runs rampant and human mortality is at an all time high.
Meanwhile the upper class live in the "Nest", a place where bright-lit skyscrapers and neon lights line the streets, but hidden behind the glamour is a corporate world as unforgiving as the "Backstreets".
These two sectors make up the District, controlled by their respective Wing, although the "Backstreets" are all connected together and ruled by a powerful Syndicate known as "The Five Fingers".
Outside the City, is a barren wasteland known as the "Outskirts", where outcasts, cannibals, and exiles live, and even further beyond, is a forsaken place known as the "Ruins".
In a cutthroat world, mercenaries known as "Fixers" rise to solve any problems citizens have, whether be simple chores or assassination. They combat the Syndicates and perform corporate work for the Wings and Associations.
The Wings
There are 25 Wings with their own Singularity technology. Each Wing controls 1 District, which includes the Nest and Backstreets. Each Wing's purpose is mostly to generate energy to keep the whole City going, each one having a different method of doing so, Lobotomy Corp for example, harvests energy from Abnormalities.
Each Wing have specialized departments that ensure smooth operation, some Wings are more specialized in certain tasks than others.
Wings can request mutual agreements with other Wings or their associates to either deal with certain issues they cannot handle, or an exchange of armaments, supplies, or personal. Wings can also hire Fixers into working for them, Kali being an example, as she was hired by Lobotomy Corporation.
Most Wings have some form of a para-military force and Fixers to use in armed conflicts, typically with rival Wings, lesser corporations, or Syndicates and monsters.
Sources: Lobotomy Corporation dialogue, Arnold's Page.
Wing CollapseIn certain extreme circumstances, a Wing can end up "Collapsing". Whether due to an attack from the Head, an incident with their Singularity, or other causes, the Nest will be thrown into chaos as they tear each other apart.
The Nest slowly becomes indistinguishable from the Backstreets as residents fend for themselves, with multiple Syndicates rushing in to claim the Wing's holdings. No one typically interferes in this collapse, as the Head will simply appoint a new Wing to that Nest.
Once a New Wing is appointed, they will either buy the collapsed Nest from the holding Syndicate, or hire Fixers or other Syndicates to kick said holder out. The Nest is slowly rebuilt, and life returns to normal after awhile.
Sources: Kurokumo Clan Pre-Battle, Gin's Page.
List Of Wings (A-M)
A Corp: The corporation run directly by the Head. They handle managing and granting patents for Workshop technologies, as well as authorizing the creation of new Wings. Illegal manufacture and sale of patented technology without a license will result in three Cease and Desist warnings to the offender. If the third warning is ignored, the Claws will enforce the law. Their special operatives are "Arbiters." Owns District 1.
B Corp: Run directly by the Eye. Handles the qualifications and shutdowns of other Wings. Also lists out a set of regulations for each Wing's Singularity that must be followed. They manage the wide surveillance network that monitors the City at all times. They have special operatives called "Beholders." Owns District 2.
C Corp: Run directly by the Claw. Likely handles the military operations of the Head, as well as discreetly removing threats to the City. Their special operatives are "Claws."
Owns District 3.
F Corp: Their Singularity are "Fairies", which can unlock anything physically or conceptually. The ultimate Master Key in a sense. Owns District 6.
G Corp: Their Singularity allows the control of "weight" in an object, allowing light things to become heavy, and vice versa. Owns District 7.
I Corp: Hired Zwei Association to handle the situation in L Corp's Nest during the Smoke War. Owns District 9.
J Corp: Their Singularity enables them to put a lock on anything, physically and conceptually. The polar opposite of F Corp, their "Locks" can seal containers, mental minds, and areas of space, preventing entry. Owns District 10.
In general they are a large casino corporation that controls and highly monitors these facilities, through security cameras and using their "Locks". They staff surveillance with hundreds of workers who examine dozens of screens for any signs of cheaters.
K Corp: Handles Nanotechnology and applications of it, most of it for medicinal and healing purposes. Owns District 11.
L Corp: Known as Lobotomy Corporation, they gathered energy by extracting Abnormalities and E.G.O created through their Singularity and Cogito. Which was the physical manifestation of the human mind and emotions. Owns District 12.
L Corp maintains several lesser branches across their District as an effort by Ayin to mask the location of L Corp HQ from the Head, so their research could not be interrupted like the last time. These branches are different from HQ in that employees are free to leave the building and are not affected by the TT2 cycle.
The corporation was led by Ayin, Benjamin, and Carmen. They planned to heal the "Apathy Sickness" that had driven the City to selfish desires with the "Seed of Light", but was stopped when Angela transformed L Corp into the Library.
M Corp: Created a moonlight stone that fortifies the mind and blocks out any forms of mental damage through their Singularity. Owns District 13.
List Of Wings (N-Y)
N Corp: Mentioned in Distortion Detective, Vespa Crabro was formerly a N Corp Fixer as part of the "Taboo Hunters." Owns District 14.
O Corp: Had the issue of the "Balloon People" case. Owns District 15.
P Corp: Created the building which would become the Abnormality known as the Shelter from the 27th of March. Owns District 16.
R Corp: A private military company that handles any threats to their clients with several specialized branches of varying destruction. The featured squad we see is the 4th Pack, composed of the Rabbit Team, led by Myo, and the Rhino and Reindeer Team, both with their own Leaders. Packs are led by a Captain. Owns District 18.
R Corp's Singularity is cloning technology, which they use to pump out multiple copies of their elite soldiers. However in accordance to A and B Corp's regulations, no more than two copies can exist longer than 7 days, clone or original. R Corp first produces several thousand copies of an individual, then they force all copies to battle to the death in a lab-grown combat environment known as the Hatchery. The last copy to emerge alive wins and is recruited into the Pack's ranks.
R Corp also has a clandestine branch called the Ravens, who handle military police duties, review of legitimacy of other Pack missions, and termination of incompetent/disobedient Pack members.
S Corp: Had the case of the "Merfolk." Owns District 19.
T Corp: Known as TimeTrack, their Singularity reverses, accelerates, or pauses time. Their technology was used heavily by L Corp. Owns District 20.
They partner with W Corp to help them run the WARP Trains. Using a device that "pauses" the timespace, meaning that while the train passes thousands of years, the outside world barely passes a few seconds. The device collects the accumulated time, which T Corp then uses for powering their own Singularity.
This means the passengers would go insane over being trapped for that many years, but thanks to W Corp, they are restored back to the state when they boarded the train. Having no memory of the isolation and madness.
U Corp: Made stasis preservation boxes, for keeping food fresh or materials at their best quality. Owns District 21.
V Corp: Had the "Crying Children" Incident. Owns District 22.
W Corp: Known as WARP Corp, they handles warping and teleportation technology, namely the WARP Train Network that runs throughout the City. Their Singularity allows them to restore things to a recorded state through manipulation of molecular and genetic structures.
They also create rifts in space through a Singularity from the previous W Corp that the trains travel through to reach their destination in under 10 seconds. Owns District 23.
W Corp's partnership with T Corp is to restore all the passengers to their original state when they boarded the train. Before arriving to their destination, a cleanup crew is sent to subdue them so that they can be properly restored, the passengers of course, will have no memory of being trapped in a train for thousands of years. Only experiencing the brief 10 seconds of "warping" to their destination.
W Corp also depends on L Corp's energy harvesting to power most of its WARP stations, so when L Corp collapsed, they faced energy issues and the station to District 12 was shut down.
Y Corp: They own District 25, which is on the border between the City and the Outskirts.
The Head
The 1st Wing, known as "The Head", is a mysterious organization that rules all of the Wings and Districts, they reside in District 1, at the heart of the City. They maintain their iron grip through their Singularity and various subsidiaries that enforce their will. They directly manage A Corp, which is an extension of the Head's will that properly manages the City.
In a way, the "Head" is made up of three Corporations, A Corp, B Corp, and C Corp, run by the Head, Eye, and Claw respectively.
A reclusive group, the Head's identity is completely unknown. No one even knows much about District 1, other than the fact that its heavily guarded. Anyone who violates the laws of the City or attempt to further discover the Head's identity quickly and quietly disappear.
For handling threats or securing dangerous artifacts, the Head has its own personal army of Fixers, and modified soldiers. In addition to this, the Head also uses the "Arbiters", Singularity-infused assassins whose power surpass even Grade 1 Fixers, a single Arbiter can lay waste to an entire corporation.
The Eye handles the surveillance network that watches over the City, anything detected that is deemed against the Head's laws will be reported immediately. Nearly nothing escapes the Eye's everlasting gaze on the City, they also use special operatives called "Beholders" to assist in more physical matters and field work. They appear as digitized forms on portable projector screens, whether this is their "true" body or not is unknown.
The Claw is the military branch of the Head, they command the "Claws", highly augmented super soldiers that follow orders with unwavering obedience and ferocity. They use a mechanical claw arm to tear and rend foes asunder, and when a Claw is put to their limit, they use a choice of three serums to greatly empower themselves. These serums are selected from Singularities, such as W, K, and R Corp. Veteran Claws are known as "Executioners."
The Head, and by extension the Wings, all tax the City for nearly every service. Its nearly impossible to not have to pay taxes for something, whether that be food, rent, or services. Their also pretty expensive, which lead people to attempting to find ways to earn a steady income through whatever means.
Refusing taxes will result in 4 warnings, if the fourth is ignored, the Eyes will send "Tax Collectors" to track down and kill the evader.
The Head also uses various other patented technology asides from their Singularity, such as the "flesh liquidation" process for turning people into Sweepers.
When the Head designates a threat as an "Impurity", they can banish it to the Outskirts by using the Territory Expulsion Procedure. Through this method, anything from singular entities to entire structures can be instantly teleported to the wastes.
Sources: Mika's Page, Bono's Page, Hana Association Post-Battle, Final Reception Pre-Battle.
Conflicts
The Battle for the City
An unnamed conflict that would establish The City and the Head's rule. It was a battle between the humans and non-human entities that were mechanical in nature. The non-humans were overwhelmed by the humans and were pushed out of the City into the Outskirts and beyond, never to be seen again.
Afterwards, the Head would establish the Artificial Intelligence Ethics Amendment Act, which stated that no machine or AI would have any resemblance to humans, including full-body mechanical replacements.
Source: Hook Office Pre-Battle.
Wings' War
A large scale conflict occurring in the early years of the City's founding. It involved most of the Wings. Highly advanced weapons and technologies were developed as a means of war and destruction.
The outcome of the War would result in massive casualties to the population and the creation of the Outskirts, where most of the fighting took place. The Perception Filter would also be created as a means to visually lessen the horrors of war by reducing them to more "toy-like" versions.
Source: Lobotomy Corporation dialogue.
Smoke War
A major conflict occurring before the events of Lobotomy Corporation. Its currently not known who exactly were the participants. Although the entirety of R Corp and L Corp were involved in the War, so its assumed the rest of the Wings had a stake in it as well.
Before Lobotomy Corp came to be, the old L Corp would always produce endless amounts of acidic fog and almost always refuse to share their energy or charge high prices for it. This smog would end up choking the city, hence the namesake of the conflict.
Eventually, the war ended with the collapse of the old L Corp and the rise of Lobotomy Corporation to a Wing.
It is implied that Benjamin, Dias, and possibly Carmen were the ones that started the Smoke War to begin with. This was so that they could overtake the Old L Corp and gain status as a Wing to continue the Seed of Light Project.
Sources: Maxim and Nikolai's Page, Binah Episode V.
Districts
In the City, there are 25 Districts. In a District is both the Nest and Backstreets belonging to their respective Wing. All Districts are interconnected through the WARP Transportation Network via train.
Each District has its own unique culture and customs, so its always a different experience from each other. The northern districts tend to be more richer and developed than the southern ones. The accepted currency in the City is Ahn, which can come in either physical or digital cash.
All Districts typically have a set of rules citizens must follow at all times. They vary on the District, but the punishment for breaking them is usually death or capture by the associated Corp. There is one rule that applies to the entire City at all times however. Under no circumstance can any part of a residential building or complex be damaged or destroyed, certain walls or fences are an exception, but anything part of a home or building is strictly off-limits.
Source: Dalloc's Page.
District 1: Owned by A Corp. Where the Head resides, at the center of the City. They oversee all activities and punish those who break the laws. They are very reclusive, few people have seen what the Head exactly is, and fewer live that do. It has the highest security of all Districts. There is technically no Backstreets or Nest in District 1.
District 2: Owned by B Corp. Where the Eyes oversee everything in the City through surveillance devices.
District 3: Owned by C Corp. Where the Claws of the Head's military branch are stationed.
District 9: Owned by I Corp. Where the "Pianist" Distortion manifested, the incident ended up wiping out 80% of the District's population, and destroyed much of the infrastructure. The Pianist was eventually taken out by the Black Silence. Known as the "Streets of Music."
District 10: Owned by J Corp. Known as the Nest of Gambling, all citizens rely on an entity (likely possessed by J Corp) that gives premonitions in your life and opinions on immediate matters. Whether it be outcomes, events, gains or losses, the life of the citizens is heavily influenced by the readings of the entity.
District 11: Owned by K Corp, who handled nanotechnology. It was also where Giovanni grew up. Had the case of the "Quercus Village" Distortion.
District 12: Owned by L Corp, this was the staging ground for Ayin and Carmen's goal to help the people of the City find their true meaning in life through "The Seed of Light" using Cogito. After the "White Nights and Dark Days" and the rise of the Library, the entire District was thrown into chaos.
District 13: Owned by M Corp. Where the famous HamHam PangPang sandwich restaurant is located, it was also where Roland was before ending up in the Library.
District 14: Belonging to N Corp, all the buildings here are completely white. As if the entire block was covered with a thin sheet of snow. District 14 prides itself on the academic success of its citizens and students, as a result, they have prestigious universities and colleges.
N Corp has a set number of 14 Taboos, those that violate these rules are hunted by "Taboo Hunters". They are special Fixers that work directly under N Corp. Offenders are either killed or taken in and brought to N Corp. One of these Taboos restrict the use of recording equipment.
District 15: Owned by O Corp. Had the "Balloon People" case which was handled by Detective Moses.
District 16: Owned by P Corp. Had the "Secret of the Demi-glace Sauce" Incident.
District 17: Owned by Q Corp. The place where Roland grew up.
District 19: Owned by S Corp. One of the coastal fishing districts.
District 21: Owned by U Corp. The place Isadora and San grew up in.
District 22: Owned by V Corp. Where the Stray Dogs Syndicate resides. It was also the location of the "Crying Children" Incident, wiping out 80,000 of the Nest's residents.
District 23: Owned by W Corp. A place filled with chefs and culinary connoisseurs, they strive to serve the perfect tasting dishes through any means necessary. A group known as the "Eight Chefs" decreed that human flesh was the main ingredient for this "perfect dish", as a result, cannibalism is a commonly accepted custom in District 23. The area Kali grew up in.
District 25: Owned by Y Corp. The place where Roland was dispatched to help an old friend, shortly before the Pianist Incident in District 9 claimed his wife. It's larger than most other Districts in order to cover as much space between the safety of the City and the ravaged wastelands.
Nests
Comprised of the upper echelons of society, the Nests are a place where everyone aspires to go to. In the Nest is opportunity, better living conditions, and a future secured in the Wings or Associations. Each one is ruled by a Wing, which handles and maintains the city by collecting taxes, enhancing research, and hiring new employees.
Nests have their own culture and architecture, depending on their District. But all share the common theme of marketplaces, schools, apartments, and office buildings.
To enter the Nest however, is a different matter. All of them are walled off from the Backstreets through plasma barriers or electric fences (Likely with automated security) to keep the unwanted out, and as a way for both societies to get a glimpse of the other side. Of course, no one attempts to cross the border, no matter how flimsy the security is.
To properly enter, one needs to go to an Examinee Center to take an Entrance Exam, which requires proper preparation and study, those who succeed will be given a Nest Migration Ticket to enter. Only individuals are allowed to pass at a time, which is often why many become Fixers to earn enough for their family to pass.
After one gets into a Nest, they should quickly find work to do, whether it be Fixers, Syndicates, or basic work. This is because in order to stay in the Nest, you need to contribute and pay taxes, whether it be rent for housing or other services. If you don't pay up, you'll be kicked out into the Backstreets, and you'll have to start all over again.
For education, many schools are dedicated to teaching students to enroll in universities within the Nest if they want to join a Wing. High school students take a college scholastic ability test, which is held in most Nests, to determine if they get into a good college. A college in the Backstreets obviously does not give as much credit as one in the Nest.
But just because your within the Nest, doesn't mean your safe from danger. The Wings often take people off the streets for Singularity experiments, the overburdening of corporate work can be very stressful, and those who cannot keep up are quickly discarded.
Sources: Distortion Detective Chapter 5: Mock Exam, ProjetMoon tweet "[Book of the ??th
Nest] 4", Dalloc's Page.
The Backstreets
The slums of civilization, the Backstreets are an interconnected maze of back alleys, shanty towns, and ruins. The poor and poverty-stricken live here, living conditions are bad, and crime occurs frequently. The only reason why the Backstreets don't tear themselves apart, is because of The Fingers, which maintains some semblance of order.
The Backstreets have their own "grading" system, in which areas are ranked based on the safety they provide, an area protected by an Association, for example, will be higher than one that is not. People from higher areas will even mock or reject those from lower ones.
Because of the poor standard of living, the Backstreets are filled with criminal activity such as black markets, drug dens, and small crime groups. Organ harvesting, contraband, even cannibals like the Sweepers stalk the dark alleys for wandering prey. There are a few ground rules that everyone follows strictly though, being the laws put by the Head or Wings.
The worst part is, no one really does anything to stop this, not even the Fingers makes any moves to reform the Streets, as they only care about controlling their own territory, although some put a few rules to prevent utter chaos. Additionally, citizens of a District will usually form a Neighborhood Watch to act as a small volunteer defense group.
This is simply the reality of the Backstreets, a man having his organs ripped out by gut-harvesters is not an uncommon sight, and is likely to be dismissed just as easily.
But when Night in the Backstreets falls, martial law is applied to the entire area. Any crime, no matter how cruel, how bloody or heinous, is permitted for the entire period until dawn. Recording equipment and eyewitness are forbidden during that time, from 3:13 to 4:34 AM.
This rule was most likely created by the Head to enforce population control to prevent overcrowding. Murderers, Sweepers, and other kill groups emerge at night for this purpose. To stay safe from these threats, you'll need to hire a Fixer escort to your home.
Sources: Yang's Page, Jin and Wang's Page, ProjectMoon tweet "[?? Book of the Backstreets]"
The Outskirts And Ruins
The OutskirtsLocated at the fringes of society, the Outskirts are a barren wasteland, covered with bombed-out cities left from the Wings' War. The Outskirts are separated from the City by the various trainways and walls surrounding the perimeter. Not many citizens are typically aware of the Outskirts and its denizens, especially those living in Nest life.
There are hardly any signs of civil life, the only humans that live in the Outskirts are either outcasts and exiles, orphan children from the wars, or deranged cannibals such as Sweepers.
However, there are still prospects to be found by exploring the place, strange and abnormal beings (usually plants) and technology can be found tucked away in the decrepit buildings. Some of these are harmful, others beneficial, granting boons or curses upon those who discover them. Because of this, Wings or other corporations will send out expeditions to retrieve these forgotten relics.
Creatures and other mutated aberrations of significant threat dwell here. Military corporations such as R Corp are probably sent here and the Ruins on Extermination missions, so that these horrors don't drift too close to civilization. Most creatures are discarded experiments from the Wings, or monsters from the fringes of the world.
Sources: Luminous Bracelet and Giant Tree Sap, Blue Reverberation (SOTC) Pre-Battle, Lobotomy Corporation Tiphereth dialogue.
The RuinsThe Ruins are the No-Man's Land of this World, a landscape littered with crumbling structures. But the eldritch monsters that live here can decimate even the most veteran Fixers or Corp. Soldiers. Expeditions sent here have a low chance of survival, and those that do are often shaken from the experience.
Since this is one of the most dangerous places to go to, its quite possible the forbidden relics and technology found here would be worth killing for. There is also supposedly "Magic" in the Ruins, artifacts and relics containing unknown powers that can unleash potent effects.
Sources: Dawn Office Pre-Battle, Lobotomy Corporation Rabbit Team dialogue.
The Non-HumansThe previous occupants of The City before it was settled by the Head and Wings. They were forced out after the battle into the Outskirts and beyond.
Sometime afterward, the AI Ethics Amendment was put into law, forbidding any AI or machine to have any human resemblance. This could mean the Non-Humans were some form of mechanical beings who had human-level intelligence and appearance.
Source: Hook Office Pre-Battle.
City Organizations
Rats
The prime bulk of criminal activity in the Backstreets, the Rats are your everyday thieves, killers, smugglers, and dealers. Their not organized like Syndicates are, and aren't allied to each other either, its every man for himself out there.
They leap at nearly any opportunity for wealth or power, tearing it among themselves (hence the name) most make money selling artificial organs and body modifications on the black market. Every Rat aspires to one day join a renowned Syndicate, so they can escape their cycle of misery.
Butchers and Gourmets
Cannibalism isn't exactly an uncommon thing in the Streets, as its hard to even find decent scraps, It's still seen as a taboo in many of the Districts. However in District 23, a group known as the "Eight Chefs" and their Gourmets accept cannibalism as the "perfect taste" for a dish.
The many "Restaurants" kidnap victims and chop them up into various meat dishes to serve to customers. Everyone competes to find the "perfect taste" so that they may earn a spot alongside the Eight Chefs. Gourmets boil and filet the ingredients alive, as they believe suffering will bring out the desired flavor.
Most of the Restaurants get their stock from "meat suppliers" or Syndicates looking to get rid of witnesses. In rare cases, well-supplied Gourmets can get the meat of Ruins and Outskirt monsters to serve as exotic dishes.
Church of Gears
Leader: Eileen.
A group of religious fanatics who embrace Nihilism. They believe we are all "gears in a larger machine" and that grafting special neural Gears to themselves will give them a purpose in life. Said Gears are obtained by sacrificing someone to a special chair that grinds the brain matter and imbues that person's thoughts into a Gear.
These Gears enhance a member's reflexes and traits by using the processing power of the Gears,
the more gears one has, the more powerful they are.
They are also highly aggressive against those who do not share their beliefs. Members graft augments and forbidden tech to their own body to empower themselves.
Sweepers
More so a collective of beings than a proper organization, the Sweepers are what every Backstreet denizen fears. Feral cannibals clad in gas masks and armored suits, they prowl the Streets after Night in droves to hunt down prey, butchering bodies to use as fuel for their ravaged selves.
They care not for who they hunt, Syndicate or Fixer, as anyone unfortunate enough to get in their way will be torn apart. Sweepers reside in hidden Dens when not actively hunting, where they gather and eat any meat others bring.
Sweepers have a unique condition in that their bodies are made entirely of liquid flesh. They maintain this form by melting flesh into liquid paste using their heat hooks, then they fill their tanks with the paste and connect it directly to their mask filters via tubes to slurp it.
If this liquid runs out, the Sweeper dies. This technology is patented by the Head, those who wish to join the Sweepers must undergo this liquifying process and wear an armored suit like them.
While seen as mindless monsters by a majority of people, the Sweepers have enough intelligence to coordinate their "Sweep" through the Backstreets. Most members are even capable of proper speech and conversation, however Sweepers speak in a different language made up of an assortment of numbers, similar to binary.
In addition, Sweepers have strong familial ties to one another, regarding pack members as "family". A Mother of Sweepers leads several families, as well as fosters and nurtures new Sweepers. Its possible that they kidnap orphan children to raise them as fellow members.
Seemingly endless in number and tough to put down, they give no regard for their own safety and will overwhelm careless Fixers who underestimate them.
Sweepers can also be found wandering the Outskirts, picking off any exile or outcast that gets in their way.
Udjat
Leader: Dias.
A private Fixer organization under Dias' direct supervision. Thanks to her influential position, Udjat has access to many facilities and equipment thats comparable to those working under the Wings.
Udjat was one of the many groups that participated in the Smoke War, where they were tasked with following Dias' agenda of removing threats and acquiring intel useful to her plan. Despite the atrocities they committed, due to Dias' power and position, Udjat is able to avoid punishment by even the Hana Association and high-ranking Corp members.
They are well-trained soldiers that handle situations with efficiency using their scimitars and are used to round up subdued Distortions for purposes unknown to all but Dias herself. They are named after the Egyptian symbol of Horus.
Outfit: Black longcoats with Gold masks and accents featuring the Eye of Horus.
Mirae Insurance
One of many Insurance companies, they cover the financial costs of accidents for anyone. Wings, Associations, and your average Fixers all have insurance coverage for different needs. Insurance can range from covering costs, equipment replacement, and even cloned body preservation.
Outfit: Brown suits and pants, White shirts.
Bloodfiends
Leaders: 24 Elder Bloodfiends.
A lineage of vampires that trace their origin to Nosferatu. Having received the "gift" from his mansion, they eventually settled in the City. They decided to establish rules to ensure they could avoid detection and harvest blood inconspicuously, they even culled their numbers down to a select few. Settling in each District, each clan is led by an Elder, although there is the occasional rogue element that exposes themselves and causes havoc.
Like vampires of myth, they harvest blood by extracting the veins of humans. This often converts the victim to a fellow Bloodfiend, where they will then seek out more blood. Bloodfiends are categorized as either those with a violent rampaging desire for blood, or those with cunning who manipulate and convert victims. The hungrier a Bloodfiend is, the deeper and clearer their red eyes will be.
Reverberation Ensemble
Leader: Argalia.
A mysterious organization led by the Blue Reverberation , they seek to overthrow the ruling system of The City and the leading Syndicates (namely the Fingers). They plan to accomplish this by gathering Distortion-related persons or items to use in their plan.
They recruit from various groups in the City to their cause, whether it be from Syndicates or Fixers. Because of their revolution being against the Head, they keep a very low profile, and thanks to the Blue Reverberation's influential position, they are able to manipulate Association leaders and other important figures to get rid of interlopers.
Outfit: Black suits with Blue ties and a Blue pattern on the shoulder.
Major Spoilers for one of the Endings.
Bookhunters
Leader: Unknown.
A group formed in one of the bad endings of Library of Ruina, when Angela further expands the Library, killing anyone in the thirst for knowledge. They are what eventually become of the Fixers, long after most of them are wiped out by the Library. The Bookhunter's purposes are unknown, only that all were killed by a traitor, who then finally killed Angela in the end.
Fixers
The job of a Fixer is seen as an escape from a boring and dull lifestyle, since you get the chance to make a name for yourself and earn a large profit.
But the life of a Fixer is filled with plenty of dangers. Not only do you run the risk of dying but even at the office you need to watch out for raids by Syndicate members.
Fixers are mostly a demand in the Backstreets, due to the high mortality rate and crime, but they appear in the Nests too. Fixers often work as security for Corps, intel-gatherers, and hit men.
Fixers work by signing contracts with their clients, this is proof of the deed done so that Associations or Offices can confirm that you did the work. Otherwise you won't get paid for it, completed contracts means more recognition for a Fixer's career, which will rise them through the ranks.
Due to the nature of Fixer work, social bonding isn't typically a common thing. Seeing a dead colleague who was once your friend ends up messing up your focus and drags you through depression. As a result, veteran Fixers often focus on the task at hand, pushing away any sentimental thoughts.
As a Fixer, your bound to the Office or Association you work for, you can't do any kind of free-lance work, since that violates your contract with your office. To truly obtain freedom from the Offices and even the Wings, one must be a top Grade 1 Fixer and be granted a "Color" from the Hana Association.
But you'll need to put a lot of effort and work in to be noticed by them, very few Fixers can obtain the honor of a Color. One of the known Color Fixers is the "Red Mist", who was hailed as a hero of the Backstreets before she joined L Corp.
Sources: A Grade 7 Fixer's Page 1, 2, & 3, A Liu Section 2 Fixer's Page.
Becoming a FixerTo become a Fixer, one must obtain a "Fixer License" from the Hana Association. To get the license, you'll have to meet the physical and mental requirements. After that, you should join one of the Offices. You can also strike out and take jobs on your own, but your very unlikely to make headway, as having the reputation of an Office boosts your chances for jobs considerably.
Most of the Offices are independent, others align themselves with one of the 12 Associations as part of a cooperative relationship. Fixers can join Associations too for the better benefits, but the requirements are high.
Fixers are ranked by "Grades" from 9-1, 9 is the lowest Grade, with 1 being the most powerful Fixers. To earn a new Grade, one must have a high performance during their work, the better you are, the faster you'll rise up the ranks. Having proof of your deeds is also essential, otherwise you'd have done that hard work for nothing.
The Hana Association will then send an approval to your Association or Office to elevate your "Grade". Equipment depends on your current Grade, rookies simply get a basic uniform and weapon, while veterans can access armor and weapons that can demolish the toughest of foes.
Source: A Grade 8 Fixer's Page 3.
Fixer OutfitsThe outfit of a Fixer is entirely up to them, while some Associations can provide a protective uniform for recruits, most of the clothing is up to you to purchase (as long as your following the outfit code of your Office/Association). There's plenty of basic shops that have Fixer attire in inventory, but Workshops have high-quality armor that come at deep prices.
If you have the money to spend, you can also request your own personally tailored suit. Some Fixers undergo intense surgeries and body modification to enhance themselves, and tend to wear non-standard clothing as a way of showing off.
Sources: ProjectMoon tweet "[??th Book of Fixers] 2,3, & 4."
Color Fixers
If a highly regarded Grade 1 Fixer shows an exceedingly high performance in their career, the Hana Association can choose them to be granted a "Color." These special Color Fixers are the legendary talk of the City, possessing unmatched skill and wits. They are able to roam freely and accept any work they want, not bound by Associations or Offices.
While all Color Fixers are powerful, they all have different fighting styles and scale in terms of strength and smarts. The Red Mist for example, is best when fighting a direct confrontation, while the Blue Reverberation manipulates and uses others to do most of his work for him.
Source: Liwei's Page.
The Red Mist
A powerful Fixer who grew up in the harsh Backstreets of District 23, she vowed to protect the weak and those unable to fight from the bloodthirsty Syndicates and Fingers that threatened them. Named for the fine red mist of blood and gore she leaves in her wake, she excels in close quarters combat and direct battle, using a hefty greatsword to slice opponents from any direction.
Eventually, she was hired by Carmen of L Corp to assist in their Cogito research, where she gained the power to manifest E.G.O. However, she disappeared after a few years in the company, her current wereabouts unknown.
The Blue Reverberation
While not as specialized as some of the other Colors, he makes up for it with his charisma and influence. Through this he is capable of gathering devoted followers as well as manipulating high ranking Association and Syndicate leaders. He also possesses quick reflexes that enable him to deflect bullets with ease.
His main ability is tapping into one's "Resonance", then attuning it with his weapon to inflict greater damage.
The Purple Tear
A seasoned Fixer who has seen countless battles, she is capable of teleporting herself by creating dimension rifts. Wielding a variety of different weapon styles, she can adapt to any given situation. Because of her extensive experience and age, she mentored a few of the other Color Fixers when they were young.
The Black Silence
A mysterious but powerful Fixer who was responsible for taking out the Pianist Distortion, he had also wiped out the Rumanos Cartel. Was known for using a wide variety of weapons from various Workshops around the City. Able to manifest said weapons using a special set of gloves.
The Vermilion Cross
A Color Fixer dispatched alongside Hana South Section 1 to eliminate the Reverb Ensemble. However, Section 1 was wiped out, and the fate of the Color Fixer is unknown. He uses a large cross-shaped weapon that burns opponents.
Fixer Workshops
For Fixers, only the best quality weapons, armor, and gadgets will get you through the day. That's where Workshops come in. There are plenty of brands for one to choose from, each with their own unique qualities and traits. The head craftsmen of these Workshops are known as Meisters. Because of the often dangerous line of work Fixers go through, the equipment is often highly specialized.
Workshops also have their own Fixers that are both workers and security guards, utilizing products that they have personally created and tested.
Source: Naoki's Page.
Stigma Workshop: Known for the exquisite symbols their fiery weaponry carves into their victims, the company specializes in offensive equipment for Fixers that can burn through flesh and metal. Their also very expensive.
Allas Workshop: Their gloves increase the speed of a person's movement by a multiple of five. Also created a massive spear capable of ramming through opponents.
Koori: Known to produce a sky-blue glove that freezes anything on contact.
Nester: Produced a one-handed hammer capable of causing shattering impacts to flesh and bone.
YuRia Atelier: One of the top ten workshops in District 14, only those who have premium membership can access their products. They produce the highest quality of equipment at a surprisingly fast rate, ranging from weapons, armor, and augmentations. They are one of the few S-Class Workshops that produce guns and ammo.
There are other workshops that use the "Atelier" name.
Crystal Atelier created special dual-swords that slice effortlessly through opponents.
Atelier Logic creates guns and bullets that have capable stopping power and penetration.
Screw Atelier is featured in the Backstreets CG background.
(Not sure if "Ateliers" are entirely related or separate workshops.)
Namir Workshop: Produced heavy close-combat gauntlets.
Union Co: Known for producing top of the line bionic exoskeletons, weapons, and equipment.
Fanar Workshop: Created a medical pressure bandage that heals wounds and slows bleeding.
Ranga Workshop: Created special gauntlets and a dagger that pair hand-in-hand for precise slashes.
Zelkova Workshop: Created a mace and axe able to be dual-wielded without overburden.
Old Boys Workshop: Created a hammer able to be swung quickly.
Mook Workshop: Created a katana that unleashes a flurry of lightning-quick slashes.
Wheels Industry: Created a giant greatsword that causes exploding impacts on hit.
Windvalley Workshop: Created a gauntlet capable of producing a strong gust of wind when used.
Leaflet Workshop: A workshop that modifies their weapons to utilize Smoke from a special tank and nozzle on their back. Sporting a Steampunk aesthetic, they went to the Library to acquire books.
Augmentations And Firearms
Body AugmentationLike a lot of sci-fi dystopias, body augmentation and modification is almost necessary to survive in the cruel City. Technology ranges from prosthetic limbs, exoskeletons, nanotech, and artificial organs. Typically the amount of mods one has on their person is a measure of how much money they have, as certain augments are expensive.
Augments are created by Workshops and are sold to both Fixers and Syndicates alike, who use them to lift massive weapons or pummel foes to a pulp with bare fists. There are also patented modifications exclusive to powerful Syndicates or Wings.
Sources: Eri's Page.
FirearmsFirearms are actually rarely used in the City, due to a very heavy tax on guns and ammo by the Head, strict restrictions on Workshops, and a proper license to obtain. Getting augmentations and Workshop weapons are much cheaper than buying a couple of guns and ammo.
Not only that, but highly experienced combatants can often dodge or deflect bullets, and easily close the distance thanks to their augments.
The reason why Firearms are heavily restricted is because of the little amount of effort to kill with them, as well as the fact assailants can easily snipe someone from afar without alerting anyone.
Because of this, it is likely only certain Wings (R Corp) and the Head themselves have proper access to firearms. Which means they have the best and deadliest weaponry available to only them. However, a few S-Class Workshops do have the privilege of constructing firearms, but the heavy price is not really worth it.
Guidelines to Restrictions on Firearms:
Do not research or imagine technology that infringes the firearm manufacturing guidelines, as provided by the Head along with the license.
The maximum length of the gun barrel must be shorter the higher the gun's caliber is.
No gun should posses the firepower to penetrate steel or building walls.
A gunfire sound must be audible. (No suppressors.)
Sources: Tamaki and Stephan's Page.
Offices And Associations
OfficesThe starting point for all Fixers, Offices are basically much smaller versions of Associations, they don't have as much manpower, and are often swamped in debt to the Wings. An Operator handles the managing of the Office, hiring new recruits and such.
Some poor state Offices are handled by only one Fixer, which says a lot about how hit or miss the business can be.
This isn't to say all Offices are worn down, some people simply don't like the additional responsibilities joining an Association brings. It all depends on the financial state of the Office and its location.
The AssociationsThe Associations are large professional organizations made up of Fixers and their managers, they specialize in the more dangerous line of mercenary work, taking jobs no one else wants to. Though this isn't to say they don't take non-combat jobs. They help manage most of the offices under their contract, and have much higher pay and better equipment than a basic Office.
Due to their larger structure, Associations are able to cover more ground with their Fixers and can take requests from any District. Most of the headquarters of said Associations are likely based in Nests, where Directors and Fixers manage requests from either the City's denizens or Affiliate Offices.
A President is the head of an Association, this is split into several Branches that oversee the different parts of the City: North, South, East, and West. These are run by a Branch Manager, while a General Manager directly oversees all managers. these are further divided into Sections, which is run by a Director. Sections are ranked from 6-1, 6 being the lowest recruits and 1 being the highest ranking Fixers.
There are currently 12 Associations, which are managed by the Hana Association, and they all have different uniforms, rules, and specializations in their line of work.
UniformWhen you join an Association, you'll need to do your best to represent the organization properly, which means following the outfit pamphlet so you show your clients that your reliable. You don't need to strictly follow the guidelines, just so as long as your outfit matches the theme of the Association. Since Associations take on high-risk jobs, you'll want the toughest gear to endure it.
Threat ClassesIn the City, the Hana Association classifies and ranks certain threats and organizations based on how much people pay for it to be eliminated. Though, this mostly goes hand in hand with how dangerous the threats are as well.
Urban Myth: Threats that are unconfirmed as to whether they exist or not, being noteworthy enough to catch the attention of the Associations. Usually an Affiliate Office or similar will investigate on their behalf, if the threat is confirmed to be real and active, they are exalted to Urban Legend.
Urban Legend: Having a widespread influence on society, their actions have made them known to nearly every person in a District. They control a large power base and have bested previous Fixers or Syndicates from removing them. These threats are what Associations focus on, as the payout for these is significant.
The Stray Dogs are Urban Legend class.
Urban Plague: Threats that have disrupted society in more than a few Districts, the mere mention of their name is sure to turn heads. A challenge for even seasoned Associate Fixers, every mercenary and Association will be out for these.
Yesterday's Promise was an Urban Plague.
Urban Nightmare: While very few of them exist, these class of threats are capable of affecting nearly every District, whether it be Nest or Backstreets. Their removal is of the highest priority, and even the Wings will send their best to stop them.
The Distortion Phenomenons are one example of an Urban Nightmare class.
Star of the City: These are the most dangerous and most powerful threats to threaten City Society. An event that will go down in history, all efforts will be used to put the threat down. Color Fixers and the Hana Association are the first to be sent after these, as they have the skill and expertise to handle them.
The "Eight Chefs" are one of the Stars.
Impurity: A rank only which only can be granted by the Head, Impurities are Stars that are seen as defilements to the City, and are typically banished to the Outskirts by the Head's forces through the Territory Expulsion Procedure.
The Library eventually reaches the rank of Impurity.
Source: Walter and Mirinae's Page.
List Of Known Offices
Yun's Office
Operator: Yun.
A small poor Office managed by Yun. He sent Finn and a team of Fixers to investigate the Library, and when they didn't return, set out alongside Eri and the entire Office to confront the Library.
Outfit: Grey, Dark Grey coats.
Hook Office
Operator: Unknown.
An Office that recruits Syndicate members and other killers. Their often tasked with threatening rivals through gruesome killings. They also get work from other Syndicates, due to their criminal associations.
Outfit: Dark Orange coats with White stripes. Remnants of their former Syndicate life can be seen on their clothing. (chains, streetwear, bandannas and masks.)
Streetlight Office
Operator: San.
An "Affiliate" of Zwei Association, managed by San, their an average, but small Office with good quality gear and a proper workspace. Because of this partnership, they also can get requests from Zwei or its partners. Like the Association, Streetlight specializes in peacekeeping and defense.
They investigated the Library on behalf of Zwei, but after losing Mars and Lulu, San had to implore the Association further for backup.
Outfit: Dull Blue coats, with Black suits
Molar Office
Operator: Olga.
An average well-to-do Office, managed by Olga. The Office is typically more casual than others, with a lax uniform code and friendly members. They were tasked by Myo from R Corp to investigate the Library for any connections it might have to L Corp.
Outfit: Casual business wear, Dark Grey vests with White undershirts.
Full-Stop Office
Operator: Unknown.
An Office that utilizes Firearms as weapons, an unusual choice, considering the high prices of guns. They are aware of this as well, and try to use ammo sparingly.
They are typically tasked with assassination missions, since the long range of guns allow them to take out multiple targets at once.
Outfit: Camo jackets and dark suits. With accessories to complement their firearms such as goggles, earpieces, and holster rigging.
Dawn Office
Operator: Salvador.
Managed by Salvador, who himself is a former Zwei Fixer and Smoke War veteran. Located in V Corp's Nest, the accommodations of the Office are eloquently furnished and well suited for comfort and Fixer work.
Thanks to their wealthy position as a Grade 4 Office, Dawn Fixers are able to afford some of the best in-class Workshop gear. Most utilize Stigma Workshop products, which are very expensive. A lot of Dawn Fixers are also highly ranked, varying from 6-5 Grade Fixers.
Outfit: Tan and Brown coats with Black or White suits.
Wedge Office
Operator: Oscar.
A sister office of Dawn Office. They use giant lances to pierce through enemy defenses. Being an associate, they assist Dawn Office when its required and vice versa. They are well-equipped and experienced in the Fixer business.
The Office specializes in assessing the enemy's weakness, before making a single swift precise blow without expending much effort. However, because of this, they aren't as good in other fields, hence why they take on partnerships with other Offices.
Outfit: Black Victorian-style coats and accessories with White accents.
Cane Office
President: Nemo.
Hired and provided information to Gaze Office to learn about W Corp's Singularity. In general they are a notary public Office that handles evidence of contract agreements between Offices, such as documents and notes, they can also act as brokers in some cases.
Although they are a non-combat office, they are well financed and equipped to deal with high risk requests such as Urban Nightmares and Stars of the City. However, they would rather not be in the frontline as often as other Fixers.
They had made a deal with the Blue Reverberation to secure the books of W Corp, however, they did not realize they were to retrieve the books themselves until long after they signed Yesterday's Promise.
Outfit: Black suits and coats, some augmentations.
Gaze Office
Operator: Alloc.
An Office whose Fixers heavily augment themselves with mechanical parts. They aren't as extreme as the Brotherhood of Iron, as they don't do full-body replacements, but they are certainly more cyborg than other Fixers. They utilize electric weaponry that paralyzes their foes.
Outfit: Black metal augments with purple energy, Dark coats with some having Purple accents.
Clam Office
Operator: Unknown.
An Office that cooperated with the Kingfishers Syndicate. But when the Kingfishers began falling behind due to internal feuds and finance issues, Clam Office dropped out of the partnership.
Moses' Office
Operator: Moses.
Known as the "Distortion Detective" Moses is a member of the Seven Association who solves cases of the Distortion Phenomenon. She works alongside her assistant Ezra and the Workshop Meister YuRia Atelier.
Moses is unique in that she can see the process of the Distortion manifesting, whereas others can't until its too late. She uses this ability to remedy the affected individuals, though she does not "cure" them of the Distortion, only regress them to a form that looks human enough. Either that or she explains the cause and effect of the Distortion to the client, who then deals with the problem their own way.
Charles' Office
Operator: Unknown.
A Grade 1 Office that handles dangerous Star of the City requests. There were 12 members in total including Angelica (who may or may not have been an official member), Their combined strength and quirks made up for their individual weaknesses and faults, making them a powerful force.
They were responsible for taking down the Distortion known as "Blood-red Night."
After awhile, the Office disbanded, and its members went their separate ways.
Outfit: Elaborate dresses and suits.
Ame Office
Operator: Unknown.
Recommended Moses' Office to the Tae-young Produce Co. to solve their Distortion case. They had also sent several of their own to investigate, but all were crushed by the Distortion monster.
Dou Gui Office
Operator: Zhang Lei (Formerly), Fei Lei (Current)
A Combat Office hired by Moses' Office for protection from Vespa Crabro. In exchange, Zhang Lei asked Moses to cure his daughter's Distortion. She succeeded, but Vespa had intercepted them and killed Zhang Lei as well as several Fixers before being trapped in YuRia's Workshop.
Afterwards, Zhang Lei's daughter, Fei, inherited the Office and accepted the protection job from Moses in her father's stead. Dou Gui Office places an emphasis on loyalty to one another, so their atmosphere is more casual and friendlier than other Offices.
Bloom Office
Operator: Flower.
An Office founded by former agents of a branch of Lobotomy Corp, its bright cheerful colors contrast the dreary Backstreets. They fulfill all sorts of requests, though one of its head Fixers is always exploring the Ruins in search of a dear friend.
List Of Known Offices II
Rusk's Office
Operator: Rusk.
An Office of experienced Fixers. Their leader, Rusk is actually a Bloodfiend who also turned all his colleagues into vampires in their sleep. He aspires to takeover one of the positions of the Elders in the Bloodfiend hierarchy.
Jeong's Office
Operator: Jeong.
An Office that operates in J Corp's Nest, they help manage and oversee the various gambling activities in the District to ensure the situation does not escalate to violence. They are also affiliated with Öufi Association.
Outfit: Black coats, shirts, and pants with some colored accents.
Bayard's Office
Operator: Bayard.
An Office that initially had unruly and undisciplined members, much to the Operator's frustration. However, they were quickly put into shape by a member of Charles' Office, Renaud. Bayard was surprised at how quickly he had handled it, as his first impression of Renaud was medicore.
Outfit: Green vests and pants with White shirts.
List Of Known Associations
Hana Association: Korean (1)
The Association in charge of all Fixers and the one that authorizes Office requests. They are the leader of all Associations. They handle all the paperwork and delegation involving Fixers and other Associations, including "grading" Fixers and granting highly regarded Fixers "Colors". They also handle ranking and elevating threats to the City.
In general they are the designated force to remove Stars of the City, all Sections of Hana Association are highly trained, with even the lower Sections being a force to be reckoned with. They emphasize a balance in approaches to life and in work, never being too stubborn or accepting, knowing when to go with or against the flow.
Their symbol is representative of the four black trigrams on the Korean flag, each representing principles of movement and harmony.
Outfit: White coats and suits with Gold accents, a Trigram is printed on their back and shoulders.
Zwei Association: German (2) Their motto being: "Your Shield".
As their name implies, Zwei Association uses their signature Zweihander swords in combat. Their primarily a defense-oriented Association, as they take protection jobs in the Backstreets for clients seeking safety from Syndicates and crazed murderers.
Being a public safety Association, Zwei is responsible for safeguarding citizens and bringing justice to criminal Syndicates and lawbreakers. Similar to police organizations, they also have a variety of special units that investigate criminal activity or defend client locations.
Most members believe their service provides proper justice and order to the City, as a result, they detest the Syndicates and Fingers who exploit the innocent.
Outfit: Navy Blue coats and Pale Yellow suits, and they wear military shoulder boards that indicate Grade.
Tres Association: Spanish (3)
An Association that manages all the Fixer Workshops. Whether that be reviewing weapons and equipment for evaluation, filing workshop applications to the Head, and charging taxes for them. If a workshop weapon fails its evaluation, the Association will usually send feedback on how to improve the design or what to remove for the next time.
Shi Association: Japanese (4)
An Association that works as covert assassins, the Shi uphold a special code of honor: To treat everyone equally, as the weight of death is equal to all. They undertake Assassination missions for anyone, Syndicate crime bosses, disgraced outcasts, repulsive criminals, it matters not. They kill the target with no questions asked, quickly and efficiently. They also maintain confidentiality to their client, never compromising even under threat of death.
Members are highly trained in stealth and covert warfare, using red saber katanas to silence their targets. They lean to no moral compass, killing saints and sinners alike. Because of this, they can often clash with other Fixers who work as bodyguards.
Outfit: Black military coats with Red accents and White lining.
Cinq Association: French (5)
An Association that lost key members of its Southern Branch to the Reverb Ensemble.
Liu Association: Chinese (6)
The Association that specializes in all-out warfare, they commonly accept dangerous requests from the Wings involving combat. Their method of fighting may be straight forward, but Liu Fixers excel is this in ways that few others can match.
Liu Association first assesses their targets and their reason to fight, then they break that will thoroughly before launching an attack on the enemy force. They utilize advanced martial arts and burning weapons to pummel their foes quickly.
The Association prides itself on Fixers that fight with a strong will and determination, finding honor in combat and proving themselves to their seniors.
Outfit: Red coats and Black suits with Gold embroidering.
Seven Association: English (7)
An Association that specializes in intelligence and investigation operations, they solve any mysteries or disturbances the Corporations want investigated, namely the Distortion Phenomenon. They also have knowledge of nearly everything in the City, any Syndicate, Office, and Incident is known to them.
They obviously don't have sensitive info like Wing Singularities or the Head, but they work with other Associations to solve problems. While not a combat Association, members are trained in the minimum required skills to repel any hostiles, using simple weapons of various tech.
Notable members include Moses, Ezra, and Han-Hee joon.
Outfit: Dark Green suits with Dark Brown shirts, Pale Yellow accents.
Öufi Association: Swiss (11)
An Association that specializes in transactions and dealings. They mostly operate in District 10, helping manage the various gambling activities alongside their Affiliate Offices.
Syndicates And The Five Fingers
SyndicatesSyndicates are the opposing faction of the Fixers and often conduct raids on Fixer Offices. They are basically the "Criminal" counterpart to the Fixers. Made up of organized thugs and criminals with a common goal, Syndicates try to make headway in the Backstreets by black markets, contraband, and hit jobs. They can do work Fixers normally do, Its just that trusting a Syndicate is riskier than hiring an Office.
Not all Syndicates are bad though, some simply don't want the responsibilities and restrictions that being an Office Fixer brings. Some Syndicates even exist to hunt down other Syndicates, kinda like Vigilantes.
Though the surefire way of gaining power in the Syndicate hierarchy is to raid and wipe out Fixer Offices, the bigger and more seasoned an Office is, the larger the infamy gain is.
In addition, Wings sometimes hire Syndicates as thugs to handle business they can't do officially.
Syndicates are handled in a hierarchy system, with powerful bosses dictating districts at the top, but the group that stands above all of them are the "Fingers of the Backstreets".
Sources: Arnold and Zulu's Page, An Axe Gang Member's Page 1 & 2.
The Five FingersAlso known as the "Hand", the Fingers are the absolute power of Syndicates, they are the sole ruling organization that keeps order in the Backstreets, all Syndicates answer directly to them. Not even the Wings and the Head can easily interfere in the Hand's business.
The Fingers are split into five groups; "Thumb", "Index", "Middle", "Ring", and "Pinky". All of these branches have their own territory in the Backstreets, and enforce different rules to control these districts, most of the Five have strict rules and are unforgiving in their punishments, although Index is the more lenient of them. However, as with all crime groups, the Fingers don't typically get along, often having arguments and fights over territory control or other business.
Each branch meets up for a meeting known as "The Finger Bow-Bell" once in a while to discuss effective ways to control the Backstreets, as well as manage territories.
The Fingers also control their own Subsidiaries, who help manage the Backstreets as well as business with Syndicates. The Kurokumo Clan is a Subsidiary of the Thumb for example.
Source: Sayo's Page, ProjectMoon tweet "[??th Book of Syndicates]"
IndexIndex gives out specific orders to Syndicates and members called "Prescripts". These orders will range from simple to bizarre tasks that must be followed to the letter, no matter how ridiculous or fatal the order is.
Examples are "Chopping off the right arm of the 24th person you meet." or "Stand in the middle of the street for 40 minutes, then cut your heart out."
These are not random however, each Prescript is issued to benefit the Index in one way or the other, although few know who exactly writes them and why.
Disobeying or messing up a Prescript will result in termination by their Proxies, who themselves are given a Prescript to carry it out. Proxies lead a familia of Proselytes, who help carry out the orders they are given.
These orders are the payment the Index requires for protection, which to some might be good due to no money payments. Of course, you'll have to deal with the vague orders your given.
The Index is made up of Proxies, Messengers, and Proselytes. Proselytes are the lowest rank, recruited from those who devote themselves to the Prescripts, if they show ample enough skill and competence, they are promoted to either Proxy or Messenger.
While most of the Fingers are cruel and uncaring in their control of the Streets, Index has a few laws to prevent irrational violence.
The true nature of the Prescripts are ancient underground machines that create them in accordance with the tremors and movements of the City. Special "Weavers" manage these machines and deliver Prescripts to Messengers via chutes.
Outfit: White cloaks with Gold accents, and Black suits.
ThumbThe Thumb are one of the more refined and polite of the Fingers, they treat those of higher authority with the utmost respect. So much so that to even speak out of turn or glance without permission will result in the harshest punishment.
They take their hierarchy very seriously, those under a boss's command must follow their orders without question and enforce their rules of respect immediately, even in a middle of a casual meeting. This respect even extends to their enemies.
The Thumb is led by the Capo dei Capi (Boss of Bosses), who commands several Sottocapi, who lead Capi who then manage the bosses of the Finger's Subsidiaries.
On rare occasion, a higher up may devolve their rank to a subordinate if they need to attend to a specific matter that requires it, or if they need to confide information to a trusted person.
Even with these strict regulations, so long as you follow them, you'll greeted into the family with open arms.
The Thumb are unique among the Fingers in that they use firearms in combat, while they are all home-made, the price is still hefty enough that most of the time, they'll use bayonets or the butt of the gun in melee combat. The weapons are made out of sturdy materials strong enough to crush bone easily.
Outfit: Dark Red coats with Bronze accents, Dark Grey suits.
List Of Syndicates And Subsidiaries
Known SyndicatesStray Dogs
An Urban Legend class Syndicate based in District 22 that deals in the black market for artificial and modified organs. They typically send their own to ambush targets, but they also can hire Rats to do it for them in exchange for a position within the group.
Members of the Stray Dogs enhance their bodies with nano tattoos and augments that give them strength. As a result, many of them have a muscular build and fight with their bare fists. Due to being a higher class Syndicate, they often have dealings with the The Fingers.
The Stray Dogs are ruled in a strict hierarchy, similar to The Fingers, overbosses handle different businesses that the Syndicate takes care of. Each member of the Stray Dogs treat each other with respect and can form tight bonds that keep them together.
Outfit: Black tank tops, short sleeved shirts, or no shirt at all, various nano tattoos on body.
Brotherhood of Iron
A group who have completely replaced their bodies with mechanical parts, they appear more machine than man. Their reason for doing so is because it makes labor and work a lot easier, as you never tire or starve, desires and emotions are often suppressed as their only concern is to live.
Not all members have the same modifications, those who can't afford expensive mods are stuck with defect parts that only partially suppress these desires. This often causes stutters, anxiety, and paranoia.
Outfit: Full metal body replacements of various alloys depending on quality, Black cloaks.
The Musicians of Bremen
A Syndicate formed after the "Pianist Incident", they aspire to compose music that has the same tunes as the Pianist. To do this, they butcher people and use their flesh and bones to make instruments to play with. Members wear masks of animals and use it as their identity.
They also supply the Gourmets of District 23 with meat from their victims. However, they tend to give Gourmets mass quantities of low-quality meat, typically with chipped bone still in the mixed piles.
Outfit: Bright colored Neon clothing and dresses, with a mask of their chosen animal.
Little Piggy's Another Syndicate that supplies meat to Gourmets, unlike the Musicians, they value quality meat. Expensive small portions that are fresh from the slaughter, their meat is used for the important and top-rated dishes at District 23.
The Carnival
A Syndicate of twisted "humanoid" cannibals garbed in large cloaks and porcelain masks. But underneath their clothing is a mass of teeth and claws they devour their prey with. They eat any living being, even Sweepers are fair game.
Despite their horrifying appearance, Carnival members are intelligent to a degree, able to communicate in simple sentences through vocoders. Members of the Syndicate are named after the Greek Alphabet. They use the digested corpses to weave "silk", which they then use to make exotic clothing to distribute to the elite and prospective. The reason being is that this special clothing can be imbued with powerful traits, making it valuable and protective.
They are Tailors, groups who use unorthodox methods to create fabric and clothing of high quality, boasting better protection than most traditional armor.
Being a powerful Syndicate, they have frequent dealings with The Fingers, selling their products to the organization and it's subsidiaries.
Smiling Faces
A group of masked cannibals that smoke a fiery performance-enhancing narcotic, they likely originate from District 23 given their "tastes". Their masks are specially designed to inhale large amounts of smoke, which they use alongside their weapons to choke and burn their victims. They prefer slicing up people into numerous meat flakes. They also tend to speak in cockney accents.
Outfit: Dark Maroon cloaks with metal smiling masks.
The Axe Gang
A Syndicate who used to closely work alongside the Hook Syndicate before the latter became Fixers. Like the Hooks, the Axe Gang are mostly made up of killers and murderers who seek thrill in bloodshed. True to their name, most members use an axe in battle.
Outfit: Black blazers and pants with Red or White shirts.
Rusted Chains
A small Syndicate that uses spiked chains wrapped around special gauntlets, they use these to whip and tear into flesh, causing heavy bleeding. However, due to the nature of their weapons, they also tend to injure themselves in the process.
They were one of the many Syndicate groups fighting in L Corp's Nest after it fell, clashing with Kurokumo Clan and Blade Lineage.
Outfit: Dark tank tops with Dark Green pants, most members are scarred from using their chains.
Blade Lineage
A Syndicate made up of wanderers and those bearing a deadly grudge, often of low social positions. They value the art of violence and murder, believing warriors who are unscathed by wounds are cowardly and overcautious. Despite their bloodthirst, they are aware of their low status and will behave to a minimum when needed.
Outfit: Mix of a Dark Purple Hanbok and Grey suit, with other Korean attire.
Kingfishers
A rather unremarkable Syndicate, the Kingfishers have long since struggled with financial issues and infighting. Desperate to stay afloat, they began raiding Offices and Syndicates alike in an attempt to gain infamy and funds. They used to be supported by Clam Office, but their partner disappeared suddenly.
Known Finger SubsidiariesKurokumo Clan
Patriarch/Matriarch: Unknown.
A Subsidiary of the Thumb, the Kurokumo Clan is a Japanese-themed group who rose from being ordinary Backstreet denizens to a powerful Syndicate. Because of their poor beginnings, they despise those in the Nest who spectate the suffering of the Backstreets from their comfy positions.
Wielding katanas that slice through foes and cause heavy bleeding, they help the Thumb manage their territory. Similar to Yakuza, Kurokumo wear Japanese-themed clothing with some mix of business suits.
Outfit: Black kimonos or suits with White undershirts. Tattoos of their Clan symbol are on either side of the shoulders.
Rumanos Cartel
Boss: Unknown.
A Subsidiary of the Thumb, they were wiped out by the Black Silence.
Ramier Family
Boss: Unknown.
A Subsidiary of the Thumb, attended the meeting concerning the plans for the L Corp Nest takeover.
Night Awls
Leader: Unknown.
A Subsidiary of the Thumb, attended the meeting concerning the plans for the L Corp Nest takeover. Due to the leader questioning the orders of the Capo dei Capi, the entire Night Awls group was to be executed. However, one of the members, Allen, was able to stall the execution by promising books from the Library.
Outfit: Black suits and pants with White shirts.
Conclusion
Hope this guide helped you understand the World of Ruina better, as of now this guide is incomplete due to the game being in Early Access. now complete with the final story update, of course, there might be more stuff with General Realizations and Distortion Detective. But for now this is pretty much it.
I'll be updating the guide with every new content drop or information from media like Distortion Detective and WonderLab, as well my own playtime.
I'll also be adding some pictures to help complement the text.
Changelog
(7/2/2020): Created Changelog with all information gathered as of 1.0.0.8b.
(7/4/2020): Added Shi Association and some additions to Associations in general.
(7/13/2020): Added Fanar Workshop and Dou Gui Office from Distortion Detective series.
(7/17/2020): Added more info regarding J Corp and added F Corp.
(7/24/2020): Added more info regarding Sweepers and updated their image.
(8/3/2020): Updated Index's section about Prescripts.
(8/7/2020): Finally added a (crudely) drawn map of The City from the Distortion Detective series. Thanks to HarrisL2 for providing a proper image I could upload.
(8/13/2020): Added Udjat from Distortion Detective and changed "Backstreet Organizations" to "City Organizations." Also added the Reverb Ensemble.
(8/20/2020): Reorganized List of Wings and added new Wings and Districts based off the Alphabet naming scheme.
(8/21/2020): Updated T Corp and W Corp's information, especially concerning their partnership.
(8/26/2020): Added Smiling Faces and updated Backstreets info.
(9/1/2020): Added Conflicts and added some stuff to the Head and Wings.
(9/18/2020: Added Liu and Öufi Association, also added the languages the Associations are based on.
(10/17/2020): Added District 3 and more info to L Corp.
(11/6/2020): Added the Thumb and some of its Subsidiaries, more info to Cane Office.
(12/12/2020): More details to R Corp and added B Corp.
(12/27/2020): Added Color Fixers (No pictures and left out some details to avoid spoilers.)
(1/3/2021): Added Y Corp and District 25.
(1/16/2021): Updated Smoke War and added Wings' War (need more clarification on these conflicts.) Also added Charles' Office and I Corp.
(1/23/2021): Added more info to Index.
(1/29/2021): Added Rusted Chains.
(2/6/2021): Updated Hana Association, the Head, Wings, Districts, Color Fixers. Added a new list for Wings and Fixer Workshops. Also Added Tres and Cinq Association. Reorganized some of the guide sections.
(2/10/2021): Added an image for Seven Association (Tried adding Han Hee-joon from DD, but the image is too big.)
(2/19/2021): Added Blade Lineage.
(3/6/2021): Finally added Hana Association's image, added an extra tidbit to Color Fixers.
(3/11/2021): Added info to Districts about Taboos, Updated Udjat and Zwei Association.
(4/12/2021): Added Bookhunters.
(4/16/2021): Updated the Head. Also updated some other tidbits here and there.
(4/23/2021): Added Bloom Office.
(4/24/2021): Added Sources to most of the information presented.
(4/29/2021): Added Bloodfiends, Rusk's Office, and a new Office List.
(5/21/2021): Added Mirae Insurance, Leaflet Workshop, Bayard's Office, Jeong's Office, District 10. Updated J Corp, Udjat, Öufi Association, Night Awls. Also made some small touch-ups.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2098034966
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