← Post History

Lost Judgment: Every Gauntlet challenge

· Games/Lost Judgment

Read the original post on X

Lost Judgment: Every Gauntlet challenge The Gauntlet is on the title screen. Challenges unlock with story progress, and their fixed loadouts are not your normal save's equipment and skill build. Check the supplied items at the start. Several challenges are designed around an extract already placed in the shortcut inventory. Rewards go to the office mailbox. Clear the challenge, load your main save, and claim the item. The platinum needs certain Gauntlet rewards through the equipment, skill, and record lists. The other challenges are optional for the platinum. There are 24 base challenges: ten Battles, four Speedruns, seven Bosses, and three longer Gauntlets. Super Amon is the additional Detective Essentials challenge. Battles 1. Isezaki Surrenders. Two minutes. Finish every student with EX Surrender. In Snake, parry their attack, move close when fear appears, and take the surrender prompt. Ordinary knockouts don't meet the condition. Reward: Beautiful Shell. 2. Tackle Death. Two minutes. Every defeat must come from Mortal Reversal. Use the supplied Snap Counter extract, which opens reversals against attacks beyond the usual glowing Mortal Attack. Crane's reversal is useful while enemies are grouped; Tiger works well against the last durable student. Refresh the extract. Reward: Lucky Hanafuda Card. 3. Seiryo High Advanced. Ninety seconds, low starting health. Use the desks and wide attacks to build meter, then spend Boost to remove the group. Keep the knife user visible. Reward: Eye of the Dragon. 4. EX Boost Fest. Sixty seconds, and you cannot drop out of Boost. Suppress accidental EX Actions with the appropriate input so you don't spend away the gauge you need to maintain. Use decisive charged strings and throws rather than circling outside attack range. Reward: Punk Clothes disguise. 5. Close Call Chainsaw. Three minutes, low health, Akutsu and a large group. Keep clear of his chainsaw while using the other enemies to build meter. Multi-target EX Actions are useful when they include him as well. Once the smaller enemies are gone, stop treating it as a crowd fight and watch his weapon. Reward: Platinum Plate. 6. Masked Surrender. One minute, low health. Disarm an enemy with Snake's grab/throw sequence, then use EX Surrender. Repeat quickly. Watch the enemies behind your current target while waiting for the fear prompt. Reward: Lucky Shirt 3. 7. Air Yagami. Five minutes. Damage must come from airborne attacks. Use wall-jump attacks, leapfrogs, and Sky Dancer Air Walk. Use the five-minute limit to line up each jump attack. Reward: Excerpts of a True Crane. 8. One-Hit Legend. Three minutes, low health, one-hit defeats required. Counter the boss with Dragon's Crushing Fist first. Afterward, use reliable wall attacks against the ordinary enemies. A combo that eventually kills someone doesn't satisfy the same condition as one clean hit. Reward: EX Guard Belt. 9. Gun Grabber. Four minutes, fixed Snake setup. Use the provided Die Hard extract and prioritize the most dangerous ranged enemies. You don't have the full late-game disarm skill set here. Charged finishers, EX opportunities, and Mortal Reversals are the practical tools. Reward: EX-3. 10. 100-Man Conqueror. Ten minutes, no normal healing supply. Use Crane's broad attacks against groups and Tiger's damage against stronger individuals. Spend Boost when it removes several threats, but don't absorb careless hits just to shave a second off an easy group. Reward: Anti-Stun Contacts 2. Speedruns 11. Speed Climb: Kamurocho. Fifty seconds. Repeat the opening building climb: enter the alley, climb the yellow structure, work around the ledge, then climb and descend through the marked handholds to the goal. Learn where to drop instead of continuing upward. Reward: Gold Plate. 12. Speed Stealth: Seiryo High. Ten minutes. Use the supplied Stealth extract, coins, and cover. The timer allows patience; being caught is the greater danger. On the roof, work through the SEGA-box area while the watchers face away. Inside, collect the smoke powder from the men's room. The obvious blocked corridor is a dead end: use the route through the orange barrier and boxes. In the final patrol corridor, move between the lockers after the guard passes. Reward: Sacred Tree. 13. Speed Climb: Ijincho. Sixty seconds. This is the abandoned-building route. Climb the fans, cross the wall-run gap, continue up, and use the pole crossing. Don't take the tempting ladder after that crossing; continue left along the pipe route, then follow the ledges and drops toward the exit. Use early attempts to memorize the junction rather than trying to rescue a wrong turn. Reward: Red Pyroxene. 14. Ijincho Sprint. Chase the target through the obstacle sequence. Take Tree Trunk Legs at the start, hit the action prompts, avoid the road clutter, and kick the available balls/bucket at the runner. Reward: Faster Than Lightning record. Claiming this record is one of the reasons the Gauntlet matters to completion. Bosses 15. Hyper Kosuke-kun. Two minutes, limited skills and health. Use nearby objects for damage and EX setups, then punish with charged finishers. Reward: Mysterious Stone. 16. Berserker Tesso. Ninety seconds, Crane only. Exploit his Mortal Attack opening, evade to create the speed buff, and spend the meter you gain. Check the available skills before choosing your combo. Reward: Lucky Boxers 3. 17. Deathbringer Soma. Two minutes, Snake only. Parry carefully, but don't assume a parry gives a huge follow-up window. EX Actions and Mortal Reversals help you meet the timer. When he invites you into his counter stance, let it pass instead of attacking on cue. Reward: Staminan Spark. 18. Super Angry Watanabe. Sixty seconds, low health. Take the opening reversal, then use short charged punishments. His grab can end the attempt quickly, so don't stand beside him waiting for another attack button to become available. Reward: Hug Bomb Omega. 19. Immortal Kuwana. Three minutes. His recovery means you need steady useful damage, but you still have enough time to avoid bad trades. Charged Tiger pressure and timely Boost are preferable to letting him heal while you circle at the opposite end of the arena. Reward: Yellow Pyroxene. 20. Hyper Soma. Three minutes, Crane only, limited skills, full starting EX. Rotate different available EX Actions and use the room. Spamming one heavy sequence into his guard wastes both time and meter. Avoid his counter stance and use movement to change the angle. Reward: Mystic Dance recipe. 21. Perfect Kuwana. Two minutes. Use charged finishers to establish damage, then adjust when he begins countering more aggressively. Perfect Guards, Dragon's Crushing Fist, and different EX Actions give you alternatives to feeding the same blocked string. Reward: Energy Burst recipe. Longer Gauntlets 22. Yokohama Liumang. Three minutes, and Boost must remain active. Move directly between groups. Use Crane for clusters and Tiger for the heavy opponents. The supplied Savage Slam extract lets its special grab restore EX, so use it before the gauge runs dry. Reward: Training Long Pants. 23. Office Complex. Two minutes. This is the Chapter 12 climb rather than a sequence of arena fights. Follow the route efficiently and use the supplied Super Grip extract on the later stretch. Reward: Empty Extract Vessel. 24. Action Star. Nine minutes, low health. Traverse the finale warehouse and clear its fights. Stay away from the boxes enemies burst through, follow the climbing route carefully, and don't lose health to a fall because you were trying to save two seconds. Use different styles according to the group rather than forcing one long combo through every room. Reward: Stealth recipe. DLC: Super Amon This additional four-minute fight is from the Detective Essentials Pack. You have no ordinary item supply to reproduce the easy extract-heavy story Amon strategy. The fixed fight has four boss health bars and demands more careful use of the provided loadout. Build meter while he is still using the comparatively manageable opening attacks, then commit Boost when it will carry the later damage phase. Avoid getting knocked away and losing your opportunity to stay on him. Learn the projectile and ground-blast tells instead of treating the timer as a reason to ignore them. Reward: Heaven Strike recipe. This challenge is optional for the base platinum. Challenges required for trophies The key reward challenges are Masked Surrender, Air Yagami, One-Hit Legend, Gun Grabber, 100-Man Conqueror, Ijincho Sprint, Berserker Tesso, and Yokohama Liumang. Those cover the six equipment pieces, required skill book, and required record. Visit the office mailbox after clearing these challenges to claim the rewards in your completion save.

Browse more posts · Find me on other socials