Ex-Zodiac

Ex-Zodiac

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S Rank Guide [Main Missions]
By hertz
This guide provides detailed information on how to achieve S Ranks on every current main mission (not the cyberspace missions). This will be broken up into some general tips & tricks as well as level by level. The videos for each mission also have timestamps in the descriptions for more information.
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Point Calculation
Ranks in Ex-Zodiac are based on your point score from the mission. The ranks you receive after each mission are based on point thresholds you have to clear. You can gain points in 4 different ways:
  1. Level Score
  2. Enemy Bonus
  3. Min. Damage Bonus
  4. Boss Time Bonus
Level Score
Your level score comes from shooting down enemies. Each destroyed enemy adds to a combo which lasts a few seconds. Your combo works using the following exponential formula
Hits x (100 x Hits)

Although they are less common, there are some enemies that will add more than a 100 points to your combo when killed, however those only count as a single hit.

Enemy Bonus
This bonus is awarded if you have destroyed every single enemy in the mission. Getting close will still award points, although, much much less.

Min. Damage Bonus
This bonus is awarded if you survive the mission with as little damage as possible. Receiving enough damage to down your ship counts as 100%. Resetting at a checkpoint will not be counted.

Boss Time Bonus
This bonus is awarded based on the time it takes to defeat the boss at the end of each mission. I could not find a reliable source for the formula for this calculation, but it seems to use a large number and then exponentially decrease the score based on your time.
Tips and Tricks
This section is a general list of helpful tips that I found useful when attempting to achieve S ranks.
  • You are not timed during the mission, be sure to make use of your brake.
    • Braking allows you extra time to destroy all the enemies on screen.
    • Braking can make navigating tricky obstacles easier.

  • Combos are extremely important for high scores.
    • Try to delay killing enemies as long as safely possible to help string together groups of enemies.
    • Simply hitting an enemy will refresh your combo timer. Try not to immediately destroy the more tanky enemies as killing them slowly will allow you to keep your combo up longer.
    • While you should use your lock-on micro missiles to guarantee risky shots, they do take longer to fire and hit. If you're trying to save a combo, consider firing a standard laser.
    • Flying enemies keep pace with you while ground enemies do not. You can exploit this by boosting flying enemies into the gaps in ground enemies where your combo would normally die.

  • Use bombs as often as you can to clear out large enemy groups or to save your combo.
    • It should be noted that while bombs are exceptionally helpful, the timing on them can be rather weird. Try to have designated spots in levels where you use them, rather than improvising to minimize their variability.
    • Certain bosses are more susceptible to bombs than others. Be sure to plan ahead and use bombs wisely. (or just abuse the checkpoints)

  • Don't forget you have barrel rolls and that they deflect incoming fire.
    • No seriously, don't forget.
    • This is incredibly important if you want to avoid damage.

  • Restarting from a checkpoint by dying in the middle of the stage will reset you to your default configuration.
    • This can be helpful to refill your bombs at different intervals on the stage.
    • This will also remove any laser upgrades you may have acquired.
    • It will also give you a second shot at getting all the enemies, although restarting the stage is probably better.
Mission 1 - Alura

I ended up flubbin the combo in the recording, but the robots that push down the windmills at the end are worth a lot of points and should be combo'ed.

This mission is relatively forgiving and an S rank shouldn't give you too much trouble as long as you remember to take your time on the large enemy groups to preserve your combo.
Mission 2 - Ignice

There are two main combos here. The one right at the start and the big one near the tail end. The first one can be a bit tricky but has a huge payout. The entire end section can probably be combo'ed all in one go, but this works.

Be sure to save your bombs for the boss as it can take a while if you don't burst it.
Mission 3 - Euclides Belt
This mission is rather easy to cheese with checkpoint exploits. You can destroy the brown rocks to gain points, but they do not help your combo.

Be sure to save your bombs for the satellite enemies and then reset to checkpoint at the boss to burst them down with bombs.
Mission 4 - Epaphos
This mission is a little tricky. Most of your combos can be pretty loose without any real downsides.

The important bit is getting all the sandworms with a bomb. Each section of the worms count as a hit, but they're usually underground. A well place bomb should get you a monster score.

The boss has a lot of HP so be sure you grab lasers by flying through the rings at the start.
Mission 5 - Oasi-5

Most of your time in this mission will be spent attempting to keep up with all the enemies that spawn. Lock-on missiles are super helpful here. Try to use bombs to decimate large groups of the orange fish.

You can shoot the mines to gain combo, and you can shoot the large flying creatures to maintain your combo.
Mission 6 - Xenon

Braking is super important in this mission. Try to keep the enemies in front of you to avoid missing out on extra points. Try to use the civilian vehicles to build up/maintain your combo.

Combo'ing the bipedal enemies is exceptionally valuable since they give 600 points each.
Mission 7+
Once I get around to checking out the new content, this'll be updated! Thank you for your patience.
9 Comments
Khorneholio 1 Aug @ 3:51am 
Mirage requires about a million points to S-rank.

If you destroy a later piece of the train, that causes earlier pieces to detach and get left behind. You should only use this to deal with dangerous turrets, because every individual piece of the train counts towards your combo, including the individual black boxes, and even the boulders that fall out the side.

Killing a horse also kills the rider, but only gives you 1 hit. Killing the rider first, then the horse, grants 2 hits.

Use your bombs to get all the boulders and clear cannon turrets, because killing a horse and rider with a bomb only gives you 1 hit. Be sure to use bombs during the stage to keep up your combo, then die to refill your bombs before the boss fight.

Roxy has some nasty moves, but you can beat her before she gets a chance to use them. She’s weak to bombs from the front, so bomb her during the one-two punch attack, and again when she picks up a missile.
Khorneholio 31 Jul @ 1:39pm 
SS Devastator

After the mines, use the boost to bunch up fliers, and slowly chip away at turrets until you pass them to form a big combo.

In the corridors, don’t shoot at the tri-laser enemies until you almost collide. If you kill the first one at point blank, it’s easy to turn the entire rest of the corridor into one combo.

When the knight enemies show up, chip away at them like the turrets.

Save your bombs for the factory section, as the robotic arms and inactive enemies on conveyor belts count towards your combo.

Here’s the boss’s attack pattern. Note, “left” and “right” refers to HIS left and right, not yours.

Left-slap, right-slap, shrug.
Right-donuts, left-donuts, shrug.
CLAP, shrug.
Left-punch, right-punch, shrug.
Laser grid.

If you lock on to the hands, then fire missiles as the laser grid passes, those missiles will hit.
Khorneholio 31 Jul @ 1:03pm 
I found Caldera very easy to S-rank. As long as you keep shooting the flying creatures with your lasers, and shooting boulders every time you fly by a volcano, it's easy to get huge combos. Just like OASI-5, enemies are spawning so frequently that landing hits to extend your combo shouldn't be a problem. The tricky part is actually killing the monsters, all the monsters unique to this stage have a lot of HP.
Just pick a large creature, focus fire on it, and while you're shooting it, think about what enemy you're going to attack next. Constantly spam lasers even when there's no enemy in your sights, and use bombs on the huge clusters of boulders.
Khorneholio 31 Jul @ 2:35am 
Outpost Epsilon Enemies:

Mooks
Pts: 300. HP: 2 missiles
When they get shot with two missiles, they enter a falling state, and explode when they hit something, only counting when they actually explode. Three missiles kills them immediately.
They more erratically and die at random. It's hard to combo with these enemies, as missiles often miss.

Double-Choppers
Pts: 500, HP: 5 missiles
They start out flying around aimlessly, but once you damaged them, they fly in front of you and start attacking. This makes them your best friends, as you can aggro them, start a combo, then have something you can reliably shoot at for an extension.

And there are also some Juggernauts, I guess.
Pts: 2500, HP: 25 missiles.
You can kill them before they get half-way to the cannon, but its shield is only worth 100K points, and it takes over 200K to S-rank this mission. You'll need to multiply their value with a combo if you want the achievement.

GOOD LUCK
Khorneholio 31 Jul @ 2:27am 
To S-rank Outpost Epsilon, get the hidden power-ups! When you spawn in, to your left, you will see a pole sticking out of the ground with spinning rectangular things on top. Destroy the rectangular things, and receive a bomb! There are four of these power-up holders around the stage. As you fly clockwise from the spawn point, they will dispense a bomb, repair, missile, and another repair.
Khorneholio 30 Jul @ 4:59pm 
On Impactor, you need to speedrun the objectives, and ignore the flying enemies.

First phase is the hardest. Which way the ring rotates is R(i)NG. You might want to take out the turrets between cycles, because unlike the flying enemies, turrets have decent aim.

During the second cycle, you'll get your first supply drop. Be sure to pick it up, before cycle 3, because it's a laser upgrade, which massively impacts your impact on impactor.

Phase two is when you should be using bombs. The giant eye will start out aiming directly at you, so if you bomb it as soon as it appears, that should get a direct hit. After the first volley, it starts moving and shooting constantly, making it a lot harder to hit.

Third phase is the easiest. A single bomb to the orange cloud seals the deal.
Melizzie 3 Feb @ 12:00am 
:No1::fhappy: Thank you for the guide, the videos are really helpful.
Outfoxed 22 Jun, 2024 @ 4:01am 
New Achievements for Missions above 7+ are out.
PreferablyGeneric 3 Dec, 2022 @ 10:54am 
Very impressive! Though there are places i would've extended combos a little further, an S-rank is an S-Rank.

very quick note, since it will be very helpful for Eulclides...
there is a bug i discovered while recording my no-damage pacifist runs, where restarting the level a little before hitting a checkpoint will spawn you at said checkpoint. it was annoying at first, but now i know restating gives you your bombs back, thanks to you. the timings a much earlier than you'd think, but its a hell of a lot quicker than waiting for the boss to kill you.