Armored Core 6 Chapter 5 Bosses
Author: FuzionByte.
Genres: Action Adventure, Platformer.
Armored Core 6: Fires of Rubicon directory.
Here are all of the Armored Core 6 Chapter 5 bosses of which there are 13 found throughout all 3 required playthroughs and will only be accessible if you have met the requirements for specific endings by choosing the correct missions as you progress through each playthrough. The boss need taking down either for progression, Combat Logs or just because you can. Bosses are much tougher than regular enemies regardless of their type and you will need to vary your build depending on your opponents abilities. Agility is usually a good option to favour in Armored Core 6 as, especially in the early game you won’t survive long if you try tanking hits, especially from the main story bosses as they can shred your health in seconds if you give them the chance. If they can’t take touch you, however, they can’t hurt you.
Chapter 5 Bosses
The bosses you’ll encounter throughout Chapter 5 are broken down across all 3 required playthroughs you need to complete as you go for the following endings:
- AA22: Heavy Cavalry / Arquebus Main Squad Member.
- Locksmith / V. I Freud.
- Steel Haze Ortus / Rusty.
- IB-07: SOL 644 / Ayre.
- Open Faith / V.II Snail.
- Eliminate “Cinder” Carla bosses:
- Full Course / “Cinder” Carla.
- Circus / Chatty Stick.
- EC-0805 Smart Cleaner.
- AAP071 Arquebus Balteus / V.II Snail.
- IB-C03: HAL 826 / Handler Walter.
The Fires Of Raven Ending
AA22: Heavy Cavalry / Arquebus Main Squad Member
Mission: Intercept the Corporate Forces.
Choose the Intercept the Corporate Forces mission on your first playthrough then drop down into the lower chamber and take on the AA22 Heavy Cavalry mech whose difficulty will be pre-determined by how well you have performed on your way through the mission. If you took a beating and have no Repkits then this will be a short fight that doesn’t go in your favour. Ensure you make good use of your weapons and try to take out the LCs from a distance leaving you more resources to help with the HC. Use the arena height to your advantage and ensure you have lock on before firing so you don’t waste your ammunition.
Locksmith / V.I Freud
Mission: Intercept the Corporate Forces.
After taking down the HC there will be a checkpoint, go through the tunnel and meet up with Chatty which then spawns in V.I Freud, the pride of Arquebus’ main squad. He will eliminate chatty immediately so you’ll lose your ally. Fortunately, with what you have already had to take down to get to this point of the game, you should have the skills required to drop Freued without to much hassle. If he does start gettign troublesome, a Laser Lance will go a long way in reaching then smashing up this snobby AC.
Steel Haze Ortus / Rusty
Mission: Breach the Karman Line.
Proceed through the Breach the Karman Line mission destroying the PCA Fleet then head back to the Xylem when prompted to find Rusty trying to blow it up. When you return he will engage you and he has been juicing compared to the last time you fought him. He still has the Laser Slicer so avoid getting staggered as much as you can otherwise you’ll find yourself getting shredded by that thing.
IB-07: SOL 644 / Ayre
Mission: Shut Down the Closure Satellites.
Ayre is a very powerful AC who quite honestly could defend Rubicon’s Coral reservoirs single handed and she will let you know that with the amount of times you’ll see the mission start screen. This is a brutal fight made simpler with Stun Needles and Laser Lances as well as taking the time to learn the fight. There are tougher battles than Ayre in Armored Core 6 and there are situations more precarious but at this point of the game even though you’re at the end in the grand scheme of things you’re only 33% of the way through when you beat her. Avoid the Coral wings, blasts, missiles and that beam which can one shot you whilst returning as much damage as you can. Take Ayre down to roll the credits and the Fires of Raven ending.
Liberator Of Rubicon Ending
Open Faith / V.II Snail
Mission: Eliminate “Cinder” Carla.
Proceed through the city to taking out the enemies as you go where, shortly after the start you will come across V.II Snail who is using a Stun Needle which I strongly recommend avoiding as it can lock you in place and leave you open to a beating which can put you back at the start of the mission. If you have brought your own Stun Needles along for the mission it does have a nice circularity to it when you manage to kill him with his own tech. Either way though, remove the enemies in the local area and focus fire on Snail until this snobby prick is put down.
Eliminate "Cinder" Carla Bosses
Bosses: Full Course / “Cinder” Carla & Circus / Chatty Stick.
At the end of the Eliminate “Cinder” Carla mission you will need to take on both Carla and Chatty Stick, both are virtually as dangerous as each other but I recommend dealing with Carla first as she is more aggressive than her AI partner. This entire fight is pretty much one big explosion as both Carla and Chatty are packed with more artillery than the Royal Navy. With Carla defeated you will then need to put Chatty down who may well stay on the upper level or it might drop down. Either way, avoid the missile barrages, build up stagger then punish until you come away with the win.
EC-0805 Smart Cleaner
Mission: Destroy the Drive Block.
Proceed through the Destroy the Drive Block mission and take down the enemies and modules then after the cutscene drop down and engage the Cleaner who will function the same as the Infiltrate Grid 086 version. Stay high, aim down the chimney then smash the face to pieces until you come away with the victory.
AAP071 Arquebus Balteus / V.II Snail
Mission: Destroy the Drive Block.
This poncy sack of toffee is the 2nd toughest fight in the game, the Balteus is absolutely brutal and I am thankful we only need to fight it once in the game. The Balteus from the Attack the Watchpoint mission has had some serious upgrades and is piloted by V.II Snail, everyone’s favourite upper class shitebag. Now the thing that makes Balteus so difficult to deal with is the sheer power of its attacks and the frequency of them as well. I managed to come away with the victory using dual Zimmerman Shotguns and Dual Stun Needles as well as a few bottles of real World luck.
Avoid the discharges and plasma blasts then halfway through get ready for a rolling, sporadic laser attack that can 1 shot you with each hit. Don’t be disheartened if this boss shreds even full tank builds quickly, it is designed to be the gatekeeper of the end game and as such it is a severe challenge. Only the final boss on your third playthrough can match this boss in difficulty so tweak your build as many times as you need to as the checkpoint is right before the arena. Tough, tough boss to bring down this one!.
IB-C03: HAL 826 / Handler Walter
Mission: Bring Down the Xylem.
Handler Walter has gone and got himself a Coral powered AC which deals incredibly high damage with a Coral plasma beam as well as seemingly having more than 4 sets of weaponry equipped. Fast weaponry including melee is advisable here as Walter can rip round the arena in seconds so weaponry like the Laser Blade or Explosive Thrower can be invaluable in coming away successful. HAL is a top tier boss in design and power but not in defence and ability so dodge the worst of it then get in there and punish him until he’s no more.
Alea Lacta Est Ending
Hermit / G6 Red
Mission: MIA.
Head up and out through the burning tunnels then after crossing the bridge go right into the room with the locked door and drop down where G6 Red will be having some bother from the PCA. Put the PCA down which then causes Gun 6 Red to turn on you for killing his comrades. Teach him the error of his ways by shredding his AC.
AA18A: Light Cavalry HM / V.III Pater
Mission: MIA.
This dude is surprisingly challenging as his agility is only beaten by the sheer power and frequency of the attacks which come your way. Out of all of the bosses you fight in the game this one seems to have missed cooldown training and can seemingly fire unstoppable barrages of missiles and rounds which build up stagger very quickly. If you are staggered then get ready to eat some even harder hitting attacks that put your health in the red very quickly. Work on dodging then return fire as efficiently as possible to put Pater out of commission.
ALLMIND
Mission: Coral Release.
The Allmind fight is undoubtedly the toughest in the game as you initially need to take down G5 Iguazu as well as a series of other ACs before the real Allmind drops down and shreds you apart. Oh and it also has 2 Sea Spiders as back up as if the main AC wasn’t difficult enough. Ignore the Sea Spiders completely and just focus on Allmind as Iguazu will get angry and terminate not only the Sea Spiders but Ayre as well who comes along to help. When he does so take the chance to unload all you have into it then be ready to dodge those multi layered swords he slashes at you with. This is another fight you need to learn through dying then eventually the planets will align and you’ll come away with the win. Well done Raven!.
That’s all of the Armored Core 6 Chapter 5 bosses, who was your favourite to fight?.