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168澳洲幸运5开奖网:Armored Core 6 is a game with multiple endings, and the path to each one depends on the decisions you make throughout the game. In Chapter Five, after you finish Take the Uninhabited Floating City mission, you'll face an important decision that will influence the ending you'll achieve. You have two mission options: Eliminate 'Cinder' Carla or Intercept the Corporate Forces.
To assist Carla or oppose her is your choice. While it may not appear as the most favorable choice considering Carla as your ally, opting to go against her means aligning with Ayre. In this case, you've chosen the "Eliminate 'Cinder' Carla" mission.
Mission Overview
In this mission, you'll be taking orders from Ayre, since you chose to go against Carla.
Ayre reveals that Overseer is plotting to destroy the Coral, and she's determined to prevent that from occurring. However, the only method to halt the Xylem's ascent is by gaining control of its systems.
This is where you come in, 621.
Your mission here is to capitalize on the chaos resulting from the ongoing conflict between the corporations and Overseer and eliminate "Cinder" Carla to accomplish your goal. There is no other way around!
Keep in mind that when you choose to embark on this mission, you won't have the option to pursue the Intercept the Corporate Forces mission.
While going against your ally may not seem like the ideal choice, it's important to note that this decision ultimately leads to the game's 168澳洲幸运5开奖网:Liberator Of Rubicon Ending, which is considered the good ending in Armored Core 6.
Recommended Loadout
For this mission, where you'll face several AC bosses, it's essential to equip a loadout that excels at defeating them.
Two words: Pile Bunker!
The Pile Bunker is the ultimate melee weapon for dealing with AC bosses, but it's most effective after they've been staggered.
This leads us to the second primary weapon in your loadout: the Zimmerman shotgun. This shotgun is exceptional at building up the stagger meter, especially when you dual-wield two of them.
Now, you might be wondering how to equip all three of these weapons. It's quite simple.
Equip two Zimmermans in both hands and for the Pile Bunker, place it in one of your shoulder weapon slots, allowing you to switch between the two effectively.
You still have one more shoulder weapon slot available, and it's recommended to reserve that for Plasma Missiles due to their homing capabilities, which are valuable in this mission.
Lastly, it's crucial to pilot a light and speedy AC to make this loadout perfect.
Eliminate "Cinder" Carla
At the beginning of the mission, you'll find yourself at Xylem, where both the Arquebus soldiers and Carla's mechs are engaged in combat.
In this chaotic situation, you have the freedom to defeat either side if you wish. These opponents are relatively easy to take out.
A double shot from 🌌both your shotguns should dispatch them with ease.
Your first objective marker𝄹 will guide you further ahead, and it will eventua♚lly update to a second location.
Here, you'll encounter a familiar AC engaged in battle. Even though there isn't a specific target marker on this AC, defeating it is necessary to acquire a Combat Log.
Defeat V.II Snail
Ayre will inform you about the presence of V.II Snail and remind you that he's the same person who captured you in the Institute City.
While Ayre doesn't interfere and leaves the decision of how to handle the situation up to you, there is an opportunity to acquire a Platinum Log from Snail.
The fight against V.II Snail is entirely optional, but we'll provide information on the battle anyway.
OPEN FAITH / V.II Snail's loadout includes the VP-66EG Stun Gun and the VE-67LLA Laser Lance as his hand weapons.
In his shoulder weapons, he wields the Vvc-70VPM Plasma Missile Launcher, which launches a bunch of missiles that track you, and the VE-60SNA Stun Needle Launcher.
Snail's primary strategy revolves around building up Electric Discharge using the Stun Gun and Stun Needle. This, in turn, causes a shock that can deplete a significant portion of your health.
Now that you're familiar with his loadout, it's important to understand his attack patterns to effectively dodge them.
- Electrocharged Rifle Shot: This attack is a high-voltage rifle shot that not only inflicts shock damage but also contributes to building the Electric Discharge meter.
- Impaling Thrust: Snail charges forward and thrusts its pulse blade towards you. If he successfully hits you with this attack, you'll be impaled by the pulse blade and then thrown off. The best way to encounter this is to maintain distance when you see them charging their sword.
- Electric Missile Salvo: This attack involves launching a salvo of electrically charged homing missiles that not only deal damage but also build the Electric Discharge meter.
Begin by closing the distance between you and Snail, then fire both of your Zimmermans at him as this will almost 🎐completely fill his stagger meter.
Immediately following this, launch your Plasma Missiles, which should finish filling the stagger meter entirely.
When the meter turns red, it indicates that Snail is staggered and vulnerable to the devastating power of the Pile Bunker.
Switch to the Pile Bunker and execute a quick boost toward him while fully charging the attack, and this should remove more than half of his health.
Repeat this process, and you'll easily yet successfully defeat Snail, earning you the Platinum Log in the process.
Eliminate "Cinder" Carla
Continuing to follow the objective marker, you'll come across an underground building.
Once inside the underground structure, you'll find yourself locked in with multiple enemies to contend with.
The most vexing aspect is the yellow gas which gradually increases your Electric Discharge.
Your priority is to locate the enemies responsible for emitting this gas and el♋iminate them promptly before dealing with the others.
After successfully dealing with these enemies, the locked door will open and you access to a tunnel lead💎ing 🌠to the next quest marker.
Proceeding through the tunnel, you'll encounter a door that leads to a confrontation not only with "Cinder" Carla but also with "Chatty" Stick.
Defeat "Cinder" Carla And "Chatty" Stick
Inside this room, you find yourself facing your former allies, CIRCUS / "Chatty" Stick and FULL COURSE / "Cinder" Carla. Given your betrayal, it's only natural that they will engage you in combat.
In this boss fight, Stick remains on the upper floor while Carla relentlessly charges at you.
Before you can navigate this battle successfully, it's important to comprehend the challenges posed by each of them, including their setup and attack patterns.
"Chatty" Stick
Stick plays more of a support role in this battle due to his low health.
Positioned on the upper floor, he constantly fires missiles and employs various explosive weapons, including the BML-F1/P07VTC-12 Vertical Missile Launcher, WR-0999 DELIVERY BOY, IRIDIUM Grenade Launcher, and the LITTLE GEM Bazooka.
He primarily utilizes three attacks that launch various types of explosives and missiles at you. Some of these, like the Bazooka, can inflict significant da🍸mage.
Taking out Stick first is a wise strategy as it allows you to concentrate your efforts𓃲 on dealing with Carla more effectively.
Upon defeating Stick, you'll receive a Gold Log.
"Cinder" Carla
Carla, who is particularly irked by your betrayal, will aggressively pursue♏ you throughout this encounter.
Her loadout includes dual-wielded WS-5000 APERITIF Siege Missile Launchers and two WS-5001 SOUP Scatter Missile Launchers mounted on each shoulder.
Her attack pattern is relatively predictable, consisting of two primary attacks.
However, it's essential to be cautious of the Delayed Missile Salvo, which releases homing missiles that linger briefly before targeting you.
Additionally, she can execute a disruptive Boost Kick attack where she rushes at you to deliver a kick, potentially interrupting your ac🌄t🧜ions.
To defeat both Stick and Carla, follow the same strategy as defeating Snail.
Begin with the Zimm💧ermans and missiles to fully build up the stagger meter, then close in with a fully charged Pile Bunker attack.
Upon defeating Carla, you'll receive a Platinum Log.
Completing this mission will reward you with 81,000 COAM.