PRAGMATA TRAINING SIMULATIONS, 6/6
26. HEAT UP, COOL DOWN
Main: defeat every enemy within 100 seconds.
Extras: land a Critical Shot; finish within 90 seconds.
Use the Code Generator against active shields and grouped targets. It interrupts them and gives you room to hack instead of trying to force your way through the protected target with ordinary shots.
Watch the heat buildup while you alternate hacking and shooting. When an enemy overheats and the Critical Shot prompt appears, take that prompted attack. A normal shot at a weak point is not the same objective.
Do not accidentally finish both enemies with ordinary damage before you have taken the Critical Shot. Get that condition done while there is a target available, then finish the remaining fight as quickly as you can. For Perfect, the required critical is part of the kill sequence, not something to remember after the room is empty.
27. ROUND AND ROUND
Main: reach the target within 60 seconds.
Extras: take no damage; destroy every storage box.
Learn the moving-platform route with the box objective in mind. When you arrive at a platform, check the nearby sightlines and shoot any visible box before moving on. Doing a separate box hunt at the end wastes the time you saved getting there.
Wait for a laser opening before committing your jump. Keep a boost available for the landing rather than spending the whole gauge at takeoff. If you miss a box, use the rest of the attempt to locate it and improve the next route.
There is no separate faster-time bonus here. Keep the climb inside 60 seconds, but do not trade a clean run for a reckless jump just to save a second.
28. CHAIN ATTACK
Main: defeat every enemy.
Extras: prevent the enemies from using antennas; finish within 150 seconds.
Use the Hacking Mines as the center of the fight. Place them where enemies will gather, activate them with Diana, and link their effects instead of firing them randomly around the arena.
When several targets are in range, the mine setup gives you a way to open and control them together. Follow that opening with gunfire instead of letting the effect expire while you search for a new position.
The antenna condition matters most when the Executors arrive. Keep pressure on them before the deployment completes. If a jammer is already active, destroying it does not undo the missed prevention objective.
For Perfect, prepare the mine placement before the dangerous enemies are already attacking from separate directions. Group control is what makes the time limit and antenna restriction work together.
29. CAVE-IN
Main: defeat every enemy within 150 seconds.
Extras: take no damage; finish within 130 seconds.
Use the Shockwave Gun close enough for its spread to connect. Hack enemies open first so those shots go into exposed targets instead of armor.
Use the Impact Barrier to buy time for the Charge Piercer. Set up the protection before charging, line up the shot, then reposition when the room demands it. Do not stand exposed trying to finish a charge while several enemies shoot at you.
Hack incoming slow missiles when you have the opportunity. Sending damage back at the enemy saves ammunition and removes a threat at the same time.
For Perfect, watch the safe ground between attacks. Do not finish a charged shot on a collapsing floor. Move to stable ground first, then attack from protection.
30. STAND OR DIE
Main: reach the target.
Extras: take no damage; finish within 190 seconds, or 3:10.
Before this one, make sure the game is updated. Capcom adjusted Stand or Die's difficulty in the June title update. Older launch videos can still help with the route, but do not treat their exact platform or descending-laser timing as the current version's timing.
Learn this in sections rather than trying to improvise the whole course at once.
Opening fight: collect the Decoy Generator and Hacking Mines. Hack the Walkers open and finish them with weak-point shots. Keep those control tools for the rooms ahead.
Recycler room: cross the moving blocks, then place the decoy in the Recycler's marked area. Wound a ground bot to draw its repair bot over, let the group gather, and activate the beam. Stay out until it has finished firing.
Flying targets: collect the Charge Piercer and Homing Missiles. Use piercing shots when targets line up and missiles when they are scattered. Get ready for the next group while the current attack is finishing.
Final combat: use the Hacking Mines with Multihack and Confuse to control the group, then damage the exposed targets. Use the decoy to keep enemies together. Save the Photon Laser for that opening rather than emptying it into armor. Pick up the Code Generator when it becomes available and use it against shielded targets.
Final terminals: start hacking as soon as the route opens. Keep each panel visible and read the inputs on your current build. Do not depend on an old video's exact input rhythm or a claimed safe spot under the ceiling laser.
The crown needs no damage and a finish inside 3:10. The trophy only needs the main-objective clear. If a practice attempt takes a hit, keep going long enough to learn the next section instead of repeating only the opening room.
That is all 30. When a run fails, check which condition actually failed: the main timer, the extra timer, a missed pickup, a forbidden action, or damage. Fix that specific part instead of changing a route that was already working.
PRAGMATA TRAINING SIMULATIONS, 6/6
· Games / PRAGMATA