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Armored Core VI: Fires Of Rubicon Chapter 3 Missions

Here is a look at all of the Armored Core VI: Fires of Rubicon Chapter 3 Missions. There are, 5 chapters broken down into various missions throughout the game, we will go over every Chapter 3 Mission in this guide of which there are 13 in your first playthrough then an additional 2 Missions available in New Game+ then a final Mission in New Game ++ making 16 in total. Before you can access Chapter 3, you will of course, need to have completed Chapter 2 (check out the Chapter 2 Missions guide for more information) where you will, once you have completed mission 14: Ocean Crossing be launched across the ocean in a cargo container enabling you to begin Chapter 3.

Chapter 3 Missions

Playthrough 1: The Fires of Raven Ending:

 

Playthrough 2: Liberator of Rubicon Ending:

 

Playthrough 3: Alea lacta Est Ending:

 

The missions can be replayed as often as you need to and along the way you will be taking down some highly skilled opponents so ensure you mix up the weaponry you use as anything from melee builds to plasma cannons, grenade launchers to machine guns can have their uses against certain opponents. Use any OST Chips you have from completing Arena missions and mix up the armour you equip and you just might make it through the middle portion of Armored Core VI.

Steal The Survey Data

Rewards: $100,000.
This is a tough, tough mission. The first portion sees you taking out regular, run-of-the-mill MT’s and a Tetra-Pod or 2. Nothing you haven’t dealt with before, however, the second half when you’re tasked with tracking down the drones is intense. Gather the data at the data points then head across to the base where you will be ambushed by a Tatra-Pod, several MT’s then a PCA ship will appear and beat the crap out of you several times over. For me, having an agile build at the start then a tank build at the end worked really well as having Tetra-Pod legs equipped will help you navigate the open sections of the base then a tank build which you can change to after you die in the PCA battle to help you survive longer than a few seconds.

I found using dual Gatling Guns (DF-GA-08 Hu-Ben) which prevented the PC to avoid my artillery, stagger it then unload on the PC until it has been defeated then focus on mopping up the remaining enemies. The mission isn’t over yet, however, as you will then need to take down a Heavy Warship and an Army of drones so I hope you have some repair kits left over. When prompted, get on the deck of the Warship, blow the turrets then unload into the Bridge to bring the ship down whilst saving enough boost to get back to land. Survive against or take down the drones until the cut-scene kicks in which will conclude the mission.

Attack The Refueling Base

Rewards: $240,000.
Another incredibly challenging mission you need to survive as you will be in a 2 vs 1 battle against 2 very challenging opponents. Taking one of these guys down is hard enough but 2 of them is a tall order. From the start of the mission, head forward clearing the MT’s the LC and the turrets taking out the fuel drums if you need the extra money then ensure you resupply at the Sherpa before heading through and taking out the target in the building at the back of the atrea. Upon doing so you will then be in in a 2 on one fight against both a very powerful melee build and a ranged plasma cannon wielder, both of whom can really mess your day up by themselves, together, however, they are intense.

For me I found it easier to have dual laser cannons on my back (VP-60LCS) as well as a grenade launcher (DF-GR-07 Gou-Chen) on my right arm then the Pile Bunker (PB-033M Ashmead Pile Bunker) on my left. Use the cannons and launcher to stagger 1 of the bosses then use the Pile Bunker up close to rip a large chunk off their health bar then wait for your guns to reload and go again. This pair of Special Forces mechs have their own health bars rather than sharing one so once you have defeated one of them you have reduced your opponents by 50% making your chances of survival a lot higher. Stagger the final Mech then go in for the kill with the Pile Bunker which will hopefully see you take the win. This pair of bosses killed me more than any other boss up to this point in the story so don’t be disheartened if it takes many attempts to defeat them both. It’s designed to be a difficulty spike.

Eliminate V.VII

Rewards: $200,000.
This can be a tricky mission as if you’re spotted on your way to the target you will have a few seconds to eliminate the enemy or the mission will be a failure so for me I found it easiest to equip a powerful, quiet weapon such as the Plasma Rifle (Vvc-760PR Plasma Rifle) and go straight forward towards the mission marker taking out the MT’s as I went.

Once at the marker you will then have to turn roughly 135 degrees and go over to the new marker where you can engage V.VII Swinburne who has his back to you so charge up your best attacks and send them all into him to hopefully cause Stagger then get in and rip his health off with a weapon such as the Pile Bunker (PB-033M Ashmead Pile Bunker). Swinburne will come at you with some very hard hitting attacks including a missile as well as an electrified blade which can very quickly cause stagger so avoid the combos as best as you can and build up Swinburne’s stagger to a critical hit. Once you take V.VI Swinburne down, the mission will conclude.

Tunnel Sabotage

Rewards: $130,000.
I recommend going through this mission with a strong but agile build as getting down to the contraption won’t pose you any difficulties, however, once you destroy the machine you will need to race back to the top of the mine taking down several LC’s and MT’s along the way. The trouble is the coral will consistently drain your health making the fights a lot more difficult to stay alive as you also need enough health to get out of the mine as well. Do so without dying to complete the mission.

Heavy Missile Launch Support

Rewards: $160,000.
Bring some heavy hitting weaponry with you and be as agile as you can as the enemy(s) will seldom attack you as they’re going to be concerned with destroying the 3 missile batteries instead. There are 3 missiles in total you are trying to protect with the middle rocket being of the utmost importance, the 2 missiles on the side aren’t required although, that said, the more missiles you can save, the better the explosion at the end of the mission will be. You will have a fair few waves of enemies to deal with and the come from 12 o’ clock along the bridge, 10 o’ clock (left side long) and 2 o’ clock (right side low) of varying types all of which need to be despatched quickly so as to limit the damage the missiles take.

Towards the end of the mission a PCA Warship will arrive on scene and fire lasers across the missiles where, if they have taken damage through the fight might be destroyed as the lasers effectively take 50% of the missile health bar off the screen. Fly up on top of the Warship and destroy the bridge as quickly as possible to minimise the damage the missiles will sustain the clear the remaining enemies, sit back and enjoy the fireworks.

Eliminate the Enforcement Squads

Rewards: $270,000.
Choose this mission if you are going for The Fires of Raven Ending which I recommend doing in playthrough 1. 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.

Survey The Uninhabited Floating City

Rewards: $380,000.
Fly through the initial section then survey the drones taking care of the fog. As long as you follow the markers and use quick weaponry you will be able to take down the Mechs and defences. The challenge comes when you survey the final drone as you will be ambushed by several old, hard hitting MT’s so using the height of the buildings to your advantage and stay away from the whips. When it comes to defending the tower don’t hold back, activate the city defences and unleash all you have into the tougher enemies whilst shredding the weaker ones with something like a Gatling Gun.

Attack the Old Spaceport

Rewards: $320,000.
This mission will be a lot easier if you have Tetra-Pod legs as you will need to do a lot of traversing around on and off Warships, going 100’s of feet in the air as you work your way up the side of massive buildings and having an enemy at the end that you need to stay away from long enough to survive. Gear wise I went for a fairly balanced build with a plasma rifle (Vvc-760PR Plasma Rifle), grenade launcher (DF-GR-07 Gou-Chen Grenade Launcher) the dual Songbirds (Songbirds Grenade Cannon) on my back with a mid armoured AC. The explosive weaponry comes in handy to take down the Warships.

From the start of the mission head through taking out the enemies as you go aiming for the left side of the Spaceport where you can take out the first few Warships then drop down into the garage removing the next Warship taking care of the turrets if they start getting heavy. Come out of the garage and fly up to the upper level taking out the marked mission targets then use the re-supply Sherpa which will be marked once all required targets are down then head back towards the start of the mission where you will be up against 2 opponents, however, this time, you will have an Ally in V.IV Rusty who is a tough companion and can do a good deal of work for you.

The best part about having Rusty along is the fact the boss will focus on another enemy allowing you flank one of the bosses and inflict some serious damage whilst you focus on one then the other until they’re both down. You will then seemingly conclude the mission although be careful as it’s not over yet. You will be ambushed by the Ice Worm, a powerful opponent you won’t be able to hurt until later in the game. You instead need to stay away from the Ice Worm as if it hits you it can easily rip chunks off your health bar hence the suggestion for the Tetra-Pod legs. Hover above the arena as long as the boost lasts just be careful as you lower back to the ground that the worm doesn’t come back out the ground and smack you back to the start. Once you have survived long enough the cut-scene will roll and the mission will conclude unlocking A New Threat in the process.

Eliminate "Honest" Brute

Rewards: $50,000.
This can be a very tough mission if you just go for it, if you take your time and deal with the tripwires and enemies systematically though you can easily cut the amount of enemies you need to deal with by about 75% which makes a huge difference. Keep dropping down the platforms taking out anything and everything that aggro’s towards you then destroy the enemies in the shield in order to dispel and allow you entry to the lower levels.

Be careful once you’re inside as the missile launchers can rip you apart given the tight space you’re in then drop down 100’s of feet to the arena with “Honest” Brute who is a flame wielding maniac who loves nothing more than to stagger you then light your AC up with very powerful attacks. Ensure you achieve target lock then fire your rounds through the flames and into the Brute whilst keeping yourself alive until you ultimately extinguish “Honest” Brutes flames for good.

Defend the Old Spaceport

Rewards: $200,000.
In this mission you will have 1 opponent to fight, the holder of your callsign which you took in the first mission before you were ambushed by the attack chopper. This guy is very tough, has a broad arsenal of weaponry and he knows how to use it so I recommend bringing a blade (Vvc-770LB Laser Blade) to cut through his agility, powerful, fast weaponry on your back like the Songbirds (Songbirds Grenade Cannon) and anything you want on your right arm to assist stagger build up.

I went full tank build for this one as he hits very hard especially with the missiles, the pulse blast and a powerful boost kick, all of which can stagger you very quickly. Use the blade to stagger Raven then send the grenades into him until you truly earn your title.

Historic Data Recovery

Rewards: $0, VE-60SNA Stun Needle Launcher.
A very simple, relaxing mission that sees you go through collecting data from the mine. Bring Tetra-Pod legs and light weaponry for this one, there’s nothing here that poses much of a threat.

Destroy the Ice Worm

Rewards: $420,000.
Before you begin the mission, you will need to equip the VE-60SNA Stun Needle Launcher you received one you completed Mission 25: Historic Data Recovery which only goes on your R-Back Unit. Also, ensure you equip the best explosive gear you have such as a Songbird (Songbirds Grenade Cannon) Grenade Launcher (Iridium Grenade Launcher) and maybe a missile launcher (BML-G1/P32DUO-03 Dual Missile Launcher) and some Tetra-Pod legs then get ready for a fight.

You will need to shoot the Stun Needle into the face of the Ice Worm 3 times throughout the fight where Rusty will send the Railgun into the Machine disabling it for a short while. Take the opportunity to unload everything you have into the Worm’s face before it gets back up. You do have Allies with you in the fight but they don’t do much to be honest so it’s down to you to bring this thing down. There will be a lot of attacks coming your way in the form of Coral missiles, drones and of course, the Ice Worm itself, which will slam into you causing heavy damage. Aim carefully before firing the Stun Needle then fill its face up with explosives until you bring it down with the help of a maximum power Railgun strike from Rusty.

Prevent Corporate Salvage Of New Tech

Rewards: $130,000.
Choose this mission if you are going for the Liberator of Rubicon Ending which I recommend doing in playthrough 2. 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.

Destroy the Special Forces Craft

Rewards: $300,000.
Choose this mission if you are going for the Liberator of Rubicon Ending which I recommend doing in playthrough 2. Incredibly tough Mission this one, especially for Chapter 3. Another good reason to be going for the Liberator of Rubicon Ending in New Game + so you have the gear to handle the Cataphract who is thankfully your only opponent here and a serious challenge. The Cataphract which is a very fast, rolling, laser firing, rocket spewing, bullet hell of a vehicle has one weak point and only one. The small section in-between the tracks of the vehicle on the “face” of the tank.

Wait for it to charge at you or flank it to the point you can unload a blast into the frontal area of the tank which will hopefully stagger it then get in there quick with a weapon like the Pile Bunker (PB-033M Ashmead Pile Bunker) to inflict some heavy damage. You will more than likely fail this Mission a good number of times before you come out on top. I found favouring agility over armour a beneficial option as avoiding the lasers stands you in much better stead than tanking them, especially the rail gun that fires at you which can rip 2/3rds off your health if you take a direct hit. Keep unloading into the face and getting charged Pile Bunker (PB-033M Ashmead Pile Bunker) or Laser Lance (VE-67LLA Laser Lance) attacks to bring the Cataphract down.

Defend the Dam Complex

Rewards: $450,000.
This is the barrier Mission to the 2nd half of New Game+ and will require some serious skill and finesse to complete as, if you aren’t fast enough you will be in a 3 on 1 fight against 3 seriously powerful AC’s: King, Chartreuse and Raven, the original holder of your callsign. For me, I had to go in and upgrade the damage output of my firearms to survive this Mission as the 3 on 1 was just overwhelming for my stock build. I don’t like doing that ordinarily in the guides, however, after 30 attempts I had to admit defeat and spend some OST Chips on upgrading my AC or it would have been a game over for me.

I personally went for a full tank build, then dual Gatling Guns (DF-GA-08 Hu-Ben Gatling Gun) and dual Earshots (Earshot Grenade Cannon) in order to take the win finally. use the Gatlings and the Earshots to stagger then unload whatever you have left dealing with one AC then the other. I personally focused on Chartreuse first as she hit harder and had a lighter build making her easier to defeat than King and speed is of the utmost importance here as if you can take at least 1 AC down before Raven arrives you will have a much easier time of things here. If not, change up your weaponry until you can take 1 of them down before Raven appears otherwise success becomes virtually impossible. With both Chartreuse and King down, Raven should be a breeze as a 1 vs 1 is a simple matter of doing what you do in Armored Core VI.

Survey the Uninhabited Floating City

Proceed through the Mission as normal except at the end you will have one hell of a tough AC to take down in Thumb Dolmayan rather than the Combat Helicopter.

Coral Export Denial

Rewards: $110,00.
Choose this Mission to work towards the Alea lacta Est Ending on New Game ++. 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.

That’s how to complete all of the Armored Core VI: Fires Of Rubicon Chapter 3 missions, I hope the guides helped you through the the 3rd Chapter.

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