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Lost Judgment: Aircelios, all nine high scores, upgrades, and rewards

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Lost Judgment: Aircelios, all nine high scores, upgrades, and rewards Aircelios is the twin-stick shooter beside Dice & Cube at Paradise VR. Clearing Mission 9 earns No Blind Spots in Any Direction. TownGo goes further: you need the high-score target on each of the nine numbered missions. The easiest approach is to upgrade the drone, carry attack and repair chips, and keep your kill chain going. There is no entry fee, so you can retry without spending Play Passes. Unlocking Aircelios You need three side cases: 1. Paradise VR Unlocked! In Chapter 3, after The Falling Man and your return to Yokohama 99, find Tashiro outside Paradise VR near the western end of Hamakita Park Avenue. Finish the free Dice & Cube introduction. 2. Flight of the Game Creator. Once Detective Dog is available late in Chapter 4, accept Find Our Runaway Game Director from the Yokohama 99 board. Meet the client upstairs in Wette Kitchen, investigate the homeless camp, and examine the laptop beside the mistaken suspect. Let Ranpo follow its scent to the real director, then finish the conversation and the fight with the producer. 3. A Particularly Hardcore Demo Event. Accept On-Site Demo Test from the same board. Meet Okizaki outside Paradise VR, play the Aircelios demonstration, then defeat the producer again. The demo does not require a high score. Finishing the case also awards Enhancement Contacts 1. Afterward, take the elevator down to Paradise VR and speak to the Aircelios attendant to the left of Naisu Daisu, the Dice & Cube receptionist. He handles both missions and the upgrade shop. All nine TownGo score targets - Mission 1: 13,000. - Mission 2: 50,000. - Mission 3: 20,000. - Mission 4: 40,000. - Mission 5: 40,000. - Mission 6: 27,000. - Mission 7: 35,000. - Mission 8: 40,000. - Mission 9: 45,000. Aim to beat each number and check that its TownGo entry is marked complete. Mission 2 has the highest target, so do not assume an early mission needs less attention to scoring. Unlocking the extra missions Clear Missions 1–5 in order. Buy Additional Mission Data for ¥20,000 to open Missions 6–7, then Additional Mission Data EX for ¥40,000 to open Missions 8–9 and Challenge mode. The two mission packs cost ¥60,000 altogether. These are purchases with in-game yen from the attendant, not paid DLC. Challenge is a separate three-minute survival mode. It has no item drops and is optional for both TownGo's nine high scores and No Blind Spots in Any Direction. The trophy requires a Mission 9 clear, with no high-score requirement of its own. Permanent upgrades Buy these before working on the harder missions: - Shot Data +: buy all five to increase shot damage. - Rapid Data +: buy all five to increase firing speed. - Frame Data +: one upgrade, ¥30,000. Raises durability from two hits to three. - Wave Count +: one upgrade, ¥30,000. Raises your Energy Wave allowance from one to two per attempt. Data upgrades stay with you between games. Aircelios has its own upgrade system; the parts fitted to your racing drone do not affect it. Buy the permanent upgrades first, then spend on chips for each attempt. Prices for repeat purchases rise as you build up your stock, so check the counter before buying several at once. If money is tight, a few Dice & Cube wins can cover the upgrades. Controls and consumable chips Move with the left stick. Tilt the right stick to aim and fire in that direction. You can shoot one way while moving another. Default controller inputs: - Shot Chip: Circle on PlayStation, B on Xbox. Stronger shots for 20 seconds. - Rapid Chip: Square on PlayStation, X on Xbox. Faster shots for 20 seconds. - 3-Way Chip: Cross on PlayStation, A on Xbox. A three-way shot spread for 20 seconds. - Repair Chip: Triangle on PlayStation, Y on Xbox. Restores one durability segment. - Energy Wave: L1 on PlayStation, LB on Xbox. Clears the enemies currently on screen. You can carry up to nine of each chip. Each activation consumes one, so restock between attempts. The three attack effects can run together. For the earlier missions, three or four of each attack chip is a useful starting supply. Bring five or six of each for the later missions, plus Repair Chips. Activate all three attack chips together when the fighting starts and refresh them as their effects expire. Use a Repair Chip after taking damage, before another hit can end the run. It restores durability, but it cannot bring back a lost chain. There is no benefit to spending one while your durability is full. How to reach the high scores Normal missions require you to destroy the specified enemies before time runs out. Simply surviving until the timer ends does not clear them. Your score comes from kills and the chain built by making those kills close together. Taking damage or leaving too long between kills breaks the chain. Chains also power up your drone at 30, 60, and 80 kills; those chain bonuses disappear when the chain breaks. Keep moving through open space while firing toward the next group. Avoid hugging the boundary because enemies spawn around the edges and can appear directly in your path. When a shielded enemy is taking too long, shoot something else to keep the chain alive. Clear nearby threats first, then turn back to the tougher target. A long uninterrupted chain is worth more than slowly picking off enemies after several resets. Item drops do not add to the kill chain. On a score attempt, leave a pickup alone if collecting it would put you in danger or interrupt your shooting. You can return for materials after the score is done. Enemy types Blue cubes charge toward you shortly after appearing. Keep an escape route open and remove the nearby ones before several approach from different directions. Red arrows fire projectiles. Kill these quickly when possible, then move through the gaps between their shots. A group left alive can fill the arena with bullets. Purple blobs split when shot. Keep firing through the smaller pieces, especially with all three attack-chip effects active. Watch for pieces drifting into you while you aim elsewhere. Green spheres have rotating shields. Their exposed green section can be damaged; the metal armor blocks shots. Change your firing angle or switch targets until you have a clear shot. Large enemies take more hits than small ones. Do not stay focused on a large target while smaller enemies close in around your drone. Energy Wave timing by mission The Wave Count upgrade gives you two uses for the entire attempt. They do not refill between waves. Use them before you get hit when a group traps you or threatens your chain. These are useful places to spend them. If an earlier wave is about to end your run, use one there instead of saving it for a planned moment. Mission 1: Learn to move and shoot independently. Prioritize the red shooters when they arrive and keep clear of their projectiles. Mission 2: Use the attack chips to kill quickly and protect the chain. The 50,000 target makes a clean run more valuable than finishing with plenty of unused chips. Mission 3: Watch for blue cubes while dodging shots. Save an Energy Wave for the second wave, when the mix of enemies becomes harder to manage. Mission 4: The first wave moves from cubes to splitting enemies. In the second wave, save your blasts for the cube group after the shielded spheres and for the shooters that follow. Mission 5: Keep your blasts for the shooters in waves two and three. Work around the shielded enemies rather than spending too long firing into their armor. Mission 6: A useful plan is one blast for the cubes in wave two and one for the shooters in wave three. Keep firing at anything exposed while repositioning around the shields. Mission 7: Save your blasts for the shooter groups in waves two and three. There are more cubes after the final shooters, so keep moving once the second blast is gone. Mission 8: The shooters arrive in waves one and three, making those good places for your two blasts. Handle the shielded spheres and cubes in wave two with your attack chips. Mission 9: There are four waves. Try to get through the first two with your attack chips, then use Energy Wave on the shooter groups in waves three and four. The final wave still has cubes after the shooters. Keep shooting and repair promptly until the clear screen appears. Mission drops and material farming Enemies can leave white pickups. Collect them during the mission to take the items away after the clear. Drops vary, so these lists show what each mission can provide rather than a guaranteed quantity. - Mission 1: Cheap Plastic, Shabby Wire, Dull Aluminum, Rusted Electrical Wire. - Mission 2: Dirty Iron, Impure Lead, Pine Candy, Suntory Mineral Water. - Mission 3: Dented Carbon, Old Circuit, Sturdy Coil, Stretchy Rubber. - Mission 4: Paper Plate, Strong Magnet, High-purity Lead, Tempered Steel. - Mission 5: Top Shelf Screw, High-grade Plastic, Gleaming Aluminum, Clear Resin. - Mission 6: Clean Electrical Wire, Precise Circuit, Pachinko Ball, Mysterious Stone. - Mission 7: Iron Plate, Abundant Oil, Prize Medal, Beautiful Seashell. - Mission 8: Bronze Plate, Quality Wire, Eye of the Dragon, Mysterious Mushroom. - Mission 9: Hug Bomb Alpha, Silver Plate, Rainbow Pyroxene, ZONe. Mission 4 is useful for Tempered Steel, Mission 5 for Clear Resin, and Mission 7 for Abundant Oil. These can save you some Robotics Club grinding when you are developing parts. Hug Bomb Alpha has a carrying limit of three. Use the ones you already have before farming Mission 9 if you want room for more. A straightforward completion route 1. Finish the three unlock cases. 2. Buy the permanent upgrades and a supply of chips. 3. Clear Missions 1–5, checking the TownGo scores as you go. 4. Buy both mission-data packs and clear Missions 6–9. 5. Revisit any missions whose high-score entries remain unfinished. 6. Farm the materials you still need. Leave Challenge mode for later if you want the extra survival test. If you can clear a mission but keep missing its score, focus the next attempt on avoiding hits and keeping the chain alive. More repairs can help you finish, but the score comes from the kills you connect without a break.

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