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Armored Core VI: Fires Of Rubicon Alea Lacta Est Ending

Here we will go over how you can achieve the Armored Core VI: Fires Of Rubicon Alea lacta Est Ending which you can only unlock once you have both The Fires of Raven and Liberator of Rubicon Endings on your third playthrough where you will find the majority of the game has changed. Seeing as you have made it to your third playthrough you clearly know how to handle yourself and understand the game’s mechanics. You will, however, face some high level threats throughout your third playthrough as long as you follow the Missions below which you need to complete in the order I have listed them in order to unlock what is considered the true Ending for Armored Core VI. The Decision Missions you need to complete throughout your third playthrough to unlock the Alea lacta Est Ending are as follows:

Attack The Dam Complex

Chapter 1: Mission 6.
Head through the Mission taking down the 2 Generators then choose Accept when the Rubicon Liberation Front send you an encoded message asking you to take down the 2 Redguns who are you allies. Once you choose “Accept“, take down both AC’s to conclude the Mission.

Prevent Corporate Salvage of New Tech

Chapter 3: Mission 5.
This is a tough mission and one you will need to complete on your way to unlock The Liberator of Rubicon Ending. Progress through from the start taking out the MT’s where you will come up against 2 tough LC’s that you need to deal with very quickly. Ensure you have your best gear available then go hard at the LC’s taking one down then the other before the HC turns up. If you don’t drop the LC’s before the HC arrives then the battle will be incredibly challenging as the HC is tough enough, without dealing with 2 LC’s on top.

Back the LC’s into a corner then unload heavy, hard hitting weaponry into them such as dual blasts from the Earshots and get rid of them as soon as possible. As for the HC, stay away from the melee weapon and avoid the missiles whilst returning fire with anything and everything you have. For me, I staggered it with the Laser Lance (VE-67LLA Laser Lance) then unloaded dual Earshots (Earshot Grenade Cannon) several times until it was defeated where the mission will then conclude.

Eliminate the Enforcement Squads

Chapter 3: Mission 8.
This is a hardcore mission, for one main reason, you have a boss at the end who is next level compared to anything you have faced before. Start the mission, clear the MT’s and LC’s then head into the wall. Clear the enemies inside then quickly annihilate the 3 MT’s in the next room before the HC comes through to ruin your day. The HC is a very powerful enemy who has a shield that can stop damn near anything you throw at it and a very nasty insta-stagger blade that if you get caught up in can very easily kill you.

The main problem with this mission though is the fact there are no checkpoints whatsoever so if you die, it’s straight back to the start of the mission where you have to clear all of the enemies again which, depending on your efficiency at bringing them them down can make the HC fight hard or close to impossible depending on how many repair kits you have remaining. For me, I died so many times in this fight as I was just so low on gear by the time I took out the MT’s until I switched over to a Stun Baton (VP-67EB Stun Baton) which seemed to be a really good way of staggering the HC and if not staggering it allowed me to break through the shield, where, at close range I could send double Songbirds blasts into the HC’s head.

I also had a Gatling Gun (DF-GA-08 Hu-Ben Gatling Gun) to help build up stagger but with the fact there are no checkpoints, you have an Army of MT’s and LC’s to deal with then take down the boss. This is the mission that I currently consider the barrier for entry for the second half of Armored Core VI: Fires of Rubicon.

Coral Export Denial

Chapter 3: Mission 15.
This is an incredibly challenging Mission which requires you to more than likely throw away your entire build then throw away your entire build you have been relying on as power and armour won’t help you here. You instead need to focus on a light, fast moving AC that can hit very hard as well as being able to take several knocks which can also work at range and gain altitude quickly. The build I went for was a full Firmeza based AC with the following parts:

  • Head: EL-TH-10 Firmeza.
  • Core: EL-TC-10 Firmeza.
  • Arms: EL-TA-10 Firmeza.
  • Legs: EL-TL-10 Firmeza.
 

Then I also equipped the following Inner Parts:

  • Booster: IB-C03B: NGI 001.
  • FCS: IB-C03F: WLT 001.
  • Generator: DF-GN-06 Ming-Tang.
 

Equipped with the following weaponry:

  • Right Arm: Vvc-760PR Plasma Rifle.
  • Left Arm: Vvc-760PR Plasma Rifle.
  • Right Back: Vvc-703PM Plasma Missile Launcher.
  • Left Back: Nothing.
 

This seemed to be the best build for speed vs power vs armour and I do recommend failing the Mission once or twice near the end (if you can complete then great), however, if you are struggling then learn where the transport choppers are. You can destroy the initial choppers before they take off then get down to the lower level and clear the field again. Ignore the enemies unless they get right in your face, your speed should be enough to overwhelm your opponents and if you get caught up taking down an MT a transport chopper is more than likely leaving the combat zone.

You are only permitted to let 5 maximum helicopter transports leave so you don’t need to be flawless although again, if you can be then do so. The hard section is in the canyon which is the final area where they are around 20 choppers to take down as well as having LCs raining down on you, MT’s trying to distract you and transport helicopters coming at you from the lowest point to the highest point.

Use the boost pads either side of the frozen river to gain altitude quickly and make good use of your boost and upward thrust dealing with the choppers with the plasma rifles which, with one shot a piece should afford you enough rounds to take down 6 transport choppers before cooling down which is where your Vvc-703PM Plasma Missile Launcher comes in clutch as it can take down a chopper and is light enough to keep you fast. The final wave will see you take down several transport helicopters which are staggered between the lower level and the highest level where you need to remember it will be better to allow 1 chopper to escape rather than taking 1 down where you have then inadvertently allowed 3 more choppers to escape. Take down every transport chopper in the mission whilst allowing a maximum of 5 to escape to complete the mission.

Eliminate V.III

Chapter 4: Mission 6.
This is a fight against a Tetra-Pod equipped AC who likes to hover over the abyss below and take pot shots at you with tracking weaponry so either equip a lighter build or your own Tetra-Pod legs then get out there and take him down. Ensure you keep an eye on your boost meter so you can still get back to safety if you’re running low and use hard hitting or fast weaponry to bring V.III O’Keefe down.

MIA

Chapter 5: Mission 1 (When going for the Alea lacta Est Ending).
Proceed through the Mission taking out the warring faction members who aggro to you then deal with the ambush on the ramp which shouldn’t pose you that many difficulties, especially if you use the ramp for cover then head outside. Take care of the firestorm that comes out of the tunnel once you’re around the cliff then proceed through the tunnel staying out of the fire then resupply at the Sherpa if you need to before facing off against a pissed off V.III Pater.

This guy can smack as well as being very agile so use what you brought along which for me were dual Earshots (Earshot Grenade Cannon), a Coral Rifle (IB-C03W1: WLT 011 Coral Rifle) as well as a Coral Oscillator (IA-C01W7: ML-Redshift Coral Oscillator) which, once he ran out of boost and landed made short work of the AC. Avoid the missile barrages and use the central structure for cover then pop out and take shots until he’s down if you’re struggling.

Regain Control Of The Xylem

Chapter 5: Mission 2 (When going for the Alea lacta Est Ending).
Work your way through the Xylem taking out the Ghosts which will then reveal the locations of the Parasite Modules which are controlling the ship as it proceeds on a collision course with the coral deposit in space. From here, head out into the control room where I recommend a fast, strong build as you need to get through a series of hard hitting lasers as you de-synchronise the Xylem controls.

Hung the wall and move quickly to get through the hazards. Surprisingly there won’t be any enemies to deal with which is a blessing of sorts as the lasers can strip your health bar down in seconds. Disable the Xylem to conclude the Mission.

Coral Release

Chapter 5: Mission 3 (When going for the Alea lacta Est Ending).
This is a high contender for the toughest Mission in the game as you start off with a 5 vs 1 that then turns into a 3 vs 2 against an oversized AC and 2 Sea Spiders!. Your gear is incredibly important in this fight so I’ll list off what I used which can hopefully help you take the win, so weapon wise I went for:

  • Right Arm: IB-C03W1: WLT 011 Coral Rifle.
  • Left Arm: IA-C01W7: ML-Redshift Coral Oscillator.
  • Right Back: VE-60SNA Stun Needle Launcher.
  • Left Back: VE-60SNA Stun Needle Launcher.
 

Then for my main AC external and internal parts I went for:

  • Head: IB-C03H: HAL 826.
  • Core: VE-40A.
  • Arms: DF-AR-09 Tian-Lao.
  • Legs: VE-42B.
  • Booster: None.
  • FCS: IB-C03F: WLT 001.
  • Generator: VP-20D.
  • Expansion: Terminal Armour.
 

With the above build and the Stun Needles you will have a good chance to stagger the first main AC as well as take down the other lower grade AC’s that come for you as well with the Oscillator whilst ensuring you are as efficient as possible during the fight as you have a tough battle straight after and there’s no checkpoints!. With the first wave down you will then have to face off against Allmind who is actually G5 Iguazu in a heavily oversized and overpowered AC which also has 2 Sea Spiders as back up just to make things that much tougher.

Ayre will join you for the 2nd half of the fight but don’t get complacent as Allmind should be your one clear focus in the fight. Ignore the Sea Spiders, just forget they’re there as half way through the fight they get destroyed along with Ayre so there’s no point wasting precious ammunition on them. Instead, focus on hitting Allmind with the Stun Needles whilst avoiding those blisteringly powerful melee attacks which can devastate your health bar, hence the need for the Terminal Armor mentioned above. Take your time to learn the fight, learn the attack patterns and the speed of the attacks allowing you to dodge accordingly until you stun, stagger then defeat Allmind. Upon taking Allmind down, you will then have achieved Coral Release and will receive the Alea lacta Est Ending.

Once you have successfully completed every mission listed above you will then achieve the Armored Core VI: Fires of Rubicon Alea lacta Est Ending.

That’s the Armored Core VI: Fires Of Rubicon Alea Lacta Est Ending guide complete, I hope it helped you obtain the true ending for Armored Core VI Fires of Rubicon.

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Take care of yourselves and we’ll hopefully see you on the next one.

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