Optimize handoffs, not button speed
Most lost time comes from unnecessary travel and mixed ownership. A runner who crosses both floors for every book creates more delay than a careful player with slower inputs. Start by dividing the map. Floor 1 contains 1A through 1J; Floor 2 contains 2A through 2F. Solo players should still treat each floor as a separate phase.
Before a co-op run begins, assign runners, sorters, and shelvers. Runners create controlled piles. Sorters separate those piles by section. Shelvers stay near assigned rows and preserve volume order. Avoid a giant unlabeled dump in the middle of the room.
Use batches with a destination
Only carry a mixed stack when you have a planned drop order. If the top books belong to distant sections, cycle them before moving or split the stack. Complete dense nearby sections first, then use the empty floor space to spot remaining books. The shelf lookup works best when one player calls out a theme and another answers with the code.
Assemble and Sort are ranked highly because they reduce collection and organization time across the entire run. This ranking is editorial; exact cooldowns and unlock costs need direct gameplay verification.
Plan with ranges, not fake guarantees
Clear time changes with player experience, carry capacity, server coordination, and missing-volume searches. The clear-time planner therefore provides an efficiency band and role suggestion rather than promising a leaderboard time.
Near completion, switch from broad collection to auditing. Assign one player to scan dark rows and one to search loose books. Do not have the whole group chase the same missing volume.