Sine Mora EX achievements

Sine Mora EX

3.6 from 39 votes

There are 12 Sine Mora EX achievements worth 6,213 (1,000)

1,079 tracked gamers have this game, 14 have completed it (1.30%)

Achievement Details

Dies Irae in Sine Mora EX

Dies Irae1,317 (150)

Promoted to General of the Air Force

  • Unlocked by 14 tracked gamers (1% - TA Ratio = 8.77) 1,079  

Achievement Guide for Dies Irae

622,251 (291,750)
Achievement won on 03 Sep 18
TA Score for this game: 6,213
Posted on 04 September 18 at 01:41, Edited on 18 September 18 at 22:05
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This will be the final achievement you unlock. Here are the requirements:

1) Promoted to Major General
Unlock the previous achievement in the sequence:
Sine Mora EXFortiter, Fideliter, FeliciterThe Fortiter, Fideliter, Feliciter achievement in Sine Mora EX worth 878 pointsPromoted to Major General

2) Clean game time is over 24 hours
Your cumulative time in game (not in menus) must exceed 24 hours.

3) Encounter the killer piano
This is a random powerup in Arcade and Score attack that will kill you when picked up. You'll get one eventually without trying, likely during a good run:

4) Finish a stage with half a or less second remaining
I did this in boss training on Angrenost. Pick Speed Up as your capsule, get to the final section and kill all enemies aside from the boss/window. Get the health to a sliver and wait for time to count down. When you get to one second, slow time, then with less than .5 seconds left, deal the last sliver to the boss.

5) Complete arcade with all pilots
Play through Arcade mode with each of the seven pilots. You can use continues. If needed, practice bosses in boss training so you know how to handle them, which you should by now since you had to get an A rank on each stage for a previous achievement.

6) Complete arcade without using a continue
I suggest the Pytel in the Liberator with Reflect. Not bad with a little practice. Make sure to know how to get through the instant death sections safely.

7) Complete arcade using only your primary weapon
I suggest using one of the pilots with a weak subweapon since you won't be using it. Not really that difficult once you know the game. Stop increasing primary at 7 for maximum damage output.

8) Finish a stage on insane without picking up anything
This is the hardest task in the game. Enemies release suicide bullets, you only have one full capsule and two uses of subweapon, your primary is at level 1, and you can't accidentally pick up anything. In many places, getting hit once ruins your run. I did this on stage 1 with the Liberator, Magusa (best subweapon for this task), and Reflection.

The only way to succeed is to practice enough to have complete mastery of each section of the level. Before getting started, practice the bosses in boss training on insane with primary at level 1.

Here is my successful run:

The first section is rough until you know when and where every enemy spawns. With enough practice it becomes sort of routine. You cannot get hit and you must kill most of the enemies to have enough time left at the end.

Kolobok phase 1 is a matter of destroying the upper face place quickly without getting hit. After that, reflect his spiral volley to destroy the rest of the parts of the face plate (using as little Reflect as possible), then dodge his attacks until he flies away. You can get hit two (maybe three) times after destroying his face plates.

The next leg is similar to the first but much more forgiving. You can get hit once here if you're diligent with killing enemies. Without getting hit, you can skip a lot of the enemies as you won't need the extra time.

Kolobok phase 2 is easy with Magusa's subweapon. Activate it immediately and you will destroy his legs quickly. After destroying the legs, you will have a ton of time and can get hit multiple times without it being an issue.

The next section is the hardest in my opinion. You cannot get hit at all and pickups can appear in tight spaces making them hard to avoid, especially since you have a somewhat strict window to engage the worms safely. Once this sequence begins, you must quickly kill the first six ships but leave the final five so they don't drop a score pickup that you automatically get during transition. You can skip one worm in the cave and have just enough time left at the end. You'll need to practice to learn how to engage worms without getting hit. Try to pull away as they die to avoid their goo explosion and use Reflect if you have to.

Matoushka shouldn't be difficult at all if you've practiced. Use reflect on the big turrets in the first two parts, then use your subweapon at the tower (being careful not to crash it into the train and break one side off). Make sure you know what the big cannon will fire based on the lights as light three is a giant instant kill bullet. Try to have a some reflect left for the spiral turret on the final stage.

Good luck!
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