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This page details the Enemies and Bosses of Armored Core VI: Fires of Rubicon. Unmarked spoilers ahead.


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Enemies

Belius Applied Weapons Systems

    Artillery 

Artillery

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  • Boring, but Practical: Artillery pieces have the reach and firepower to threaten an AC, since their turrets have been upscaled to fight mechas.
  • Gatling Good: Some artillery pieces are four gigantic Gatling guns strapped together. Their combined firepower is enough to shred even ACs in seconds.
  • Luckily, My Shield Will Protect Me: Some artillery pieces have riot shield-esque protection on the front which are completely immune to damage, necessitating explosives or attacking them from a different direction.

    CD-E-086 

CD-E-086

https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004085433.jpg


  • Action Bomb: In "Survey the Uninhabited Floating City" there are drones with massive bombs hanging from them that will try to explode if in close enough proximity.
  • Zerg Rush: Typically, they appear in numbers.

    CD-J-098 

CD-J-098

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  • Drop Ship: These things can deploy a single MT, and they're usually deployed in groups to make the most of this.

    CH-T-025 

CH-T-025

https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004090624.jpg

Regular helicopters not really meant for fighting ACs, they do provide some supporting fire when deployed en-masse.


  • Hellish Copter: They are helicopter mooks that can be downed easily. This will happen frequently.
  • Mook: Nothing more than easily-shot down distractions.

    CV-T-020 

CV-T-020

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Regular tanks meant for dealing with infantry, rather than anything as advanced as an MT, let alone an AC.


    TH-E-012 

TH-E-012

https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004092203.jpg

Transport helicopters that usually bring in MTs into battle in many missions.


  • Defenseless Transports: When it carries MTs or has to be destroyed as an objective, it is harmless.
  • Drop Ship: Their main purpose on the battlefield is to bring in up to four MTs and deploy them into the combat zone.
  • Non-Action Guy: They don't have any weapons to speak of.

    MT-T-026 

MT-T-026

https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004084417.jpg

Mass-produced guard mechs lacking much armor or firepower, these are deployed as front-line cannon fodder by just about every faction on Rubicon 3.


  • Chicken Walker: They stomp around on reverse-jointed legs.
  • The Goomba: These chicken-walkers are barely any threat and mostly exist for target practice.
  • Mooks: The "giant robot" equivalent of such.
  • Waddling Head: Downplayed, but a Guard Mech typically consists of the cockpit, a pair of legs, and a hull-mounted weapon. In mecha terms, they're pretty close to this trope.
  • Zerg Rush: The only way a Guard Mech is any threat is in numbers.

    MT-E-104 

MT-E-104

https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004084555.jpg

Mass-produced MTs employed by every faction on Rubicon 3. These boxy, humanoid mech suits are nowhere near as powerful as an AC but are much more mobile than Guard Mechs, and can be equipped with several weapon loadouts. As these are factory-line productions, they can be built quicker and cheaper than ACs, and thus tend to be seen in groups.


  • Color-Coded for Your Convenience: Since every faction in the game utilizes these mechs, each faction paints their MTs a different color.
    • Balam: Green.
    • Arquebus: Black.
    • Rubicon Liberation Front: Brown.
    • Reuse and Development: Yellow.
    • Coyotes: Magenta.
  • Mooks: The other type of enemy seen in large groups. While easy enough to take down for the most part, the weapons they carry can at least cause heavy damage to an AC, especially if they're shooting from multiple directions.
  • Shield-Bearing Mook: Some MTs carry shields, repelling most direct gunfire. Melee weapons or vertical missiles circumvent that.

    MT-J-084 

MT-J-084

https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004095548.jpg

Heavy-grade Tetrapod MTs larger than ACs. Heavily-armored and with firepower to match, these hulking war machines often guard key choke points in a region's defense.


  • Boss in Mook Clothing: Between their thick armor and powerful weapons, Tetrapods are always mini-bosses, even when they don't have a health bar displayed at the top of the screen.
  • Dual Boss: Two can be fought simultaneously in an optional encounter in the "Infiltrate Grid 086" mission.
  • Mighty Glacier: While their heavy armor slows them down compared to other enemies, their high-powered grenade cannons and massive laser blades give them plenty of range and firepower.
  • Optional Boss: In the early mission, "Destroy the Transport Helicopters," Walter advises to ignore the Tetrapod MT. That said, it possesses a combat log for progressing the Hunter rank.
  • Spider Tank: Mass-produced versions of such a mech.
  • Warmup Boss: Tetrapod MTs are not pushovers, but they are far from the hardest encounters. They are predictable, and reward good punishes.

Planetary Closure Administration

    AM14 SENTRY 

AM14 SENTRY

https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004102713.jpg

Subject Guard MTs that are far more advanced than those made by BAWS.


  • Energy Weapon: Their main sidearm tends to be a laser gun.
  • Fire-Breathing Weapon: Subject Guard MTs in later missions have flamethrowers similar that put pressure by dousing the area in flames.
  • Hot Blade: Some of these Subject Guard MTs are equipped with glowing orange thermal machetes that unfold at the elbow as melee weapons.
  • Underground Monkey: Functionally, they're a slight upgrade from BAWS MTs thanks to having boosters for better mobility and much more advanced weaponry.

    AA18 LIGHT CAVALRY 

Light Cavalry (LC)

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The PCA's response to ACs, the LCs combine high mobility with a versatile number of weapon loadouts. They come in various configurations, with one of their most notable versions being the AA18A LC HM, which are equipped with flight packs that let them stay airborne for prolonged periods while engaging enemy forces.


  • Airborne Mook: LC HM configurations come equipped with wing-shaped flight boosters that let them fly around the battlefield, dodging the attacks while returning fire.
  • Elite Mook: Despite being mass-produced in terms of design, LCs are far more dangerous than Subject Guard MTs, and should be engaged as if they were rival ACs.
  • Evil Is Bigger: Antagonistic, as opposed to outright evil, but the point remains that they're taller than the ACs.
  • Long-Range Fighter: Sniper LCs sacrifice boosters and armor for long-range combat. This leaves them vulnerable to those that can close the distance.
  • Luckily, My Shield Will Protect Me: Enforcement Officer LCs use a sturdy shield that repels gunfire.

    AA22 HEAVY CAVALRY 

Heavy Cavalry (HC)

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With cutting-edge weaponry and the latest advances in defense and mobility, HCs are reserved for the commanders of the PCA's attack squads.
  • Climax Boss: HCs are only encountered a handful of times, but each time occurs at the climax or turning point of a given mission.
  • Dual Boss: In the "Prevent Corporate Salvage of New Tech" mission, if neither the HC or the LCs are dealt quickly enough, the other will fly in to help out.
  • Energy Weapons: HCs weaponry are exclusively laser or plasma-based.
  • Evil Is Bigger: HCs are larger than the standard AC, and they'll always be encountered as a hostile force.
  • Lightning Bruiser: An HC is always far more armed, armored and dangerous than anything that isn't a specialized AC. Its boosters also allow it to dodge gunfire and melee attacks.
  • Luckily, My Shield Will Protect Me: An HC combines this with Deflector Shields to put up a solid defense against a frontal assault.

Reuse and Development (RaD)

    MB-0100 CLUTCH 

MB-0100 CLUTCH

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One of the signature creations of RaD, these autonomous multi-legged drones serve as security for the operations of various Doser factions. They come in two varieties — mobile attackers and stationary security.
  • Crosshair Aware: In the "Eliminate Honest Brute" mission, the path to the emponymous RaD traitor is blocked by Spider MTs which deploy laser sights. Cross one of the beams, and the dormant drones will all activate at once to attack from all directions.
  • Spider Tank: Their arachnid locomotion and relative size to humans makes them this, even if they barely come up to an AC's knees.
  • Zerg Rush: Where you see one Clutch, there's bound to be several more nearby.

    MB-0202 TOYBOX 

MB-0202 TOYBOX

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An RaD production, these unmanned combat mechs are best known for their arrival in spherical containers, from which they emerge in a hail of gunfire. Their design philosophy, as dictated by "Cinder" Carla, is to hand out a massive amount of damage in a short time, a task at which they excel on an unwary target.
  • Achilles' Heel: Their entry pods may be sturdy, but a TOYBOX mech is vulnerable when emerging.
  • Deflector Shields: During the "Eliminate Honest Brute" mission, the approach to Brute's hideout is stymied by the presence of a customized TOYBOX equipped with a pulse shield projector big enough to protect both itself and its backup from long-range bombardment, forcing an approach.
  • Gatling Good: Their main weapons are the multiple miniguns built into their arms.
  • Glass Cannon: TOYBOX mechs are not sturdy, but their considerable firepower will let them tear a big chunk of health out if they aren't dealt with due diligence.
  • Macross Missile Massacre: Part of a TOYBOX's arsenal happens to be shoulder-mounted micro-missile launchers.
  • Meaningful Name: Most likely intentional on "Cinder" Carla's part. They appear in spherical boxes and come packing a lot of guns.
  • More Dakka: They have eight miniguns... on each arm. In addition to the sixteen miniguns, each TOYBOX has multiple gun batteries built into their torsos.
  • Rolling Attack: One of their recurring strategies is to tuck into a ball and roll into a target. They follow it up with a full barrage from the myriad of gun barrels built into their chests.
  • Sphere Factor: They're dropped into a combat zone in spherical shells, from which they burst out in a spray of gunfire.

Rubicon Research Institute

    IA-24 KITE 

IA-24 KITE

A line of unmanned mechs that are first seen guarding the Floating City of Xylem.


  • Airborne Mook: Their main gimmick is that they can actually soar through the skies, unlike other Institute mechs.
  • Fragile Speedster: It doesn't take too many attacks to bring one down. Problem is, once they're In the air, they're insanely maneuverable.
  • Meaningful Name: Their shape and airborne attack patterns are certainly reminiscent of kites.
  • Ramming Always Works: One of their chief attacks is to charge straight at you while in the air, generating laser blades from their wings for good measure.

    IA-27 GHOST 

IA-27 GHOST

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A humanoid line of unmanned mechs designed by the Rubicon Research Institute as part of their private armies and security systems. Equipped with advanced cloaking technology, these machines specialize in stealth combat, infiltrating a region and taking their target by surprise with their formidable energy weaponry. As these machines are still active in a time when the Institute is long gone, it's unclear who these machines answer to.
  • Deflector Shields: Ghosts with a melee loadout can sometimes come equipped with pulse shields, protecting the actual mech until they're broken.
  • Glass Cannon: Sniper Ghost mechs are relatively fragile once they're outed. The problem is, they still wield high-yield laser rifles, and they can shoot from any direction.
  • Invisibility Cloak: Their signature piece of equipment, which renders them invisible to basic sensors and the naked eye. This can be circumvented with Scan Mode, which renders them visible (and, more importantly, targetable).
  • Lightning Lash: The main weapon of any Ghost tooled out for melee combat is a multi-segmented plasma whip.
  • Meaningful Name: "Ghost" seems pretty appropriate for a mech that can vanish into thin air and attack without warning.
  • Nothing Is Scarier: No one knows who the Ghosts answer to, and their Enemy Chatter is just a bunch of quiet static. They just show up and cause trouble without warning. It's implied that they answer to ALLMIND herself.
  • Red Eyes, Take Warning: Their sensors and optics glow a menacing red, fitting for such a mysterious and dangerous variety of minion-class enemy.
  • Tin-Can Robot: Downplayed, but while they have arms and legs, a Ghost's torso is basically a big sensor dish, and they don't have a proper head.

    IA-05 WEEVIL 

IA-05 WEEVIL

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Coral-powered MTs created by the Institute in their heyday, these machines combine the Coral's destructive power and the standard MTs' mass-production value to create a truly formidable obstacle for any AC pilot to overcome.


  • Boss in Mook Clothing: These drones may look like bigger and bulkier versions of the standard MTs, but they hit harder and move faster than most ACs.
  • Fluffy the Terrible: Weevils are a common sort of beetle, making this an unassuming name for a very powerful enemy.
  • "Get Back Here!" Boss: Part of the problem when it comes to fighting these things is that they don't stay still.
  • The Worf Effect: In the NG++ mission "Escort the Weaponized Mining Ship", two of these inflict this on the STRIDER before 621's arrival. It was implied to be so fast that they already took out the shields and destroyed the Eye with minimal effort on their end. Without needing to take out a leg just to keep it from going further.

    IE-09 HELIANTHUS 

IE-09 HELIANTHUS

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Autonomous grinder wheel-like mechs designed by the Institute.
  • Fire-Breathing Weapon: They have the ability to fire flames out of their centers.
  • Fluffy the Terrible: Helianthus is a genus of flowers more commonly known as sunflowers. A fairly mundane name for massive buzzsaw-like grinder wheels.
  • Macross Missile Massacre: They're also equipped with missile launchers to fire at airborne targets.
  • Perpetual-Motion Monster: In the "Coral Convergence" mission, Ayre brings up how these machines are still active despite dating back to the days of the Institute. She chalks it up to their use of Coral as a power source, and reflects on how this sort of long-lasting power source is very lucrative to the corporations.
  • Rolling Attack: Given their design, it's no surprise that their main attack is to peel out towards you.

Bosses

Planetary Closure Administration

    AH12 HC HELICOPTER 

AH12 HC HELICOPTER

https://static.tvtropes.org/pmwiki/pub/images/ac6_helicopter.jpg
The first hurdle to be cleared on Rubicon

A PCA heavy combat helicopter that is seen attacking RLF forces when C4-621 lands on Rubicon 3. While C4-621 is searching for an identification from destroyed ACs to use, AH12 encounters them, initiating a fight.


  • Achilles' Heel: The AH12 is completely unable to target anything that can remain directly underneath it for any extended period of time, though it's maneuverable enough to mitigate this problem.
  • Bait-and-Switch Boss: In NG++, the HC helicopter appears and is summarily taken out in a single hit by Thumb Dolmayan, who replaces it as the final opponent of the mission.
  • Early-Bird Boss: What makes AH12 a challenging boss is that it's encountered early, before access to AC customization. Even if the mission is replayed, Only the default LOADER 4 AC can be used for this mission, so there's no way to make it any easier, and OS Tuning doesn't apply for this mission either.
  • Hellish Copter: Inevitable, considering it is the first boss that C4-621 fights.
  • Recurring Boss: A second HELICOPTER makes a surprise appearance at the end of "Survey the Uninhabited Floating City", alongside some backup. Thankfully, 621 and Ayre can also hack into the inactive drones in Xylem to get help of their own.
  • Wakeup Call Boss: In true From Software fashion, being the first real boss doesn't mean this thing can't rip you apart if you're not careful.
  • The Worf Effect: In the NG++ version of "Survey the Uninhabited Floating City", it gets unceremoniously destroyed in one blow by Thumb Dolmayan.

    AAP07 BALTEUS 
https://static.tvtropes.org/pmwiki/pub/images/ac6_balteus.jpg
Separating the best from the rest

An autonomous PCA attack craft, menacing C4-621 after the attack on the Watchpoint.


  • Achilles' Heel: Its shields take increased damage from pulse weapons, which are unlocked before fighting it - this goes double since breaking its shields staggers it, leaving it vulnerable to Direct Fire Adjustment. Secondly, while its missile attacks are effective, it needs to come to a full stop to launch them, giving a good window of opportunity to blast it with heavier weapons.
  • Attack Drone: The BALTEUS is an autonomous combat craft.
  • Broken Armor Boss Battle: A good part of the fight is destroying its Phase armor to cause actual damage.
  • Deflector Shields: It's protected by Pulse Armor, and needs to be broken before the actual craft can be harmed.
  • Lightning Bruiser: It's fast, to the point where even high-speed ACs can struggle to keep up with it, and it can and will turn an AC to scrap in seconds.
  • Macross Missile Massacre: Emphasis on "massacre," with it capable of launching both a tight cloud of homing missiles or an orb-shaped sphere of heat-seeking death.
  • Meaningful Name: A balteus is a belt Roman soldiers hung their swords from. Likewise, The BALTEUS is encircled with weapon racks that fire this at minimum.
  • Mecha Expansion Pack: The BALTEUS is an AC suspended in a large, flight-capable weapons platform.
  • Turns Red: At roughly half health, it unleashes an Assault Armor burst, and then breaks out its flamethrowers, changing up its attack patterns with swipes of hot fiery wrath.
  • Walking Armory: It's packed to the gills with hot leaden death, including clouds of missiles, a heavy artillery cannon, shotgun blasts, a rapid-fire autocannon, and dual flame emitters that double as flaming blades or a massive flamethrower.
  • Wake-Up Call Boss: The last boss of Chapter 1. It's aggressive, relentless in its attacks, and has a pulse shield to break through. The only way through it is to not only unlock parts, but master the ins and outs of high-mobility AC combat.

    AS07 HEAVY WARSHIP 

https://static.tvtropes.org/pmwiki/pub/images/ac6_heavywarship.jpg
"Warning to all illegal combatants: disarm now, or face immediate and indiscriminate termination."

The main battleships used by the Planetary Closure Administration, serving as heavy bombarment platforms to lay siege to particularly entrenched resistance forces or high-priority targets.


  • Achilles' Heel:
    • The warships encountered have firepower and altitude on their side, but other than their gun batteries, it doesn't have much protection once those are circumvented, leaving the bridge vulnerable to attack.
    • In addition, its main laser batteries are designed for sweeping ground targets or approaching threats on the same level as the battleship. They weren't built to target anything approaching from above.
  • Attack Drone: The first warship deploys an armada of autonomous drones with laser weaponry to defend itself in its final phase.
  • Battleship Raid: Any fight with one of the PCA's warships quickly becomes this.
  • Death from Above: The favorite tactic of a PCA warship is to fly into range, issue a warning for all dissidents to surrender, and then open fire from above.
  • Defeat Equals Explosion: Whenever one is destroyed in-flight, it'll begin to slowly plummet from the sky as small explosions ripple across its hull, then disintegrate in one final, massive fireball.
  • Degraded Boss: Fighting one of these monsters serves as the Climax Boss of the "Steal the Survey Data" mission. Afterward, more battleships will show up in later missions, but they won't have quite the same fanfare as the first, nor the Attack Drones that made approaching the first one so dangerous. In fact, in "Breach the Kármán Line", an entire batallion of these ships are massacred like standard enemies in order to clear the way for the Xylem.
  • Energy Weapon: The main weapon of the PCA warships is a fan of laser batteries mounted along the bow. These lasers can sweep across an entire battlefield, searing anything unfortunate enough to be beneath the warship.

    AAS03 EKDROMOI 

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(Left) EKDROMOI EP (Right) EKDROMOI PC

The PCA's special forces units, designed for termination of high priority targets.


  • Dual Boss: The EKDROMOI are fought in pairs. The EKDROMOI EP uses its energy blade and bigger health bar to fight at close range, while the EKDROMOI PC hangs at the back and prefers to support its fellow EKDROMOI with suppressing fire.
  • Foreshadowing: If you lose to the pair in "Attack the Refueling Base" they will notify the System of a contradiction on previous combat log. It's easy to dismiss as a game over taunt, but it is also the first mention that the Raven they marked for termination isn't 621.
  • Meaningful Name: Ekdromoi were hoplites that could leave the phalanx and fight outside of it if necessity arose. Special forces, in other words.
  • Recurring Boss: Aside from these two as the bosses of "Attack the Refueling Base", two more EKDROMOI, together with a CATAPHRACT, serve as the bosses of "Obstruct the Mandatory Inspection".
  • Unusable Enemy Equipment: While their weaponry looks like things that could be mounted on an AC, the EKDROMOI are also much larger than regular ACs, so they cannot be equipped as is.

    AAS02 CATAPHRACT 

https://static.tvtropes.org/pmwiki/pub/images/ac6_cataphract_4.jpg
When a weapons loadout pack goes too far

A piloted PCA Special Forces weapon designed for land warfare. The RLF requests its destruction to prevent it from falling into Corporate hands.


  • Attack Its Weak Point: Its thick armor makes it impervious everywhere, except the MT that controls the whole thing. But considering it can only be hit from the front, the PCA likely considered that an acceptable risk, reasoning that no enemy would be crazy enough to attack the CATAPHRACT head-on. Even then, it'll tend to reorient itself so that its front is pointed firmly away from you unless it's trying to run you down, effectively forcing the you to play chicken with it to do any damage.
  • Didn't See That Coming: The PCA Captain realizes too late that 621 isn't the same Raven, meaning they can't be predicted.
    PCA Captain: Code 44. Send me what you got on priority target Raven. The combat simulator has misled me. Who are you? ... Code 18. Whoever this is, it's not Raven.
  • Early-Bird Cameo: Appeared as a prominent foe in both the Reveal and Story Trailers, though with more emphasis in the latter.
  • Face Death with Dignity: Upon defeat, the Captain's last action is to try and send his Combat Log back to the PCA to ensure his death isn't in vain.
  • Gameplay and Story Integration: The Story Trailer shows the CATAPHRACT being completely stopped in its place by 617 ramming into it and then going full Gatling Good until their AC near-entirely failed. While it can't be held still, it can be staggered really easily with the right weapons; even beyond the gatling gun, high ACS damage weapons (like shotguns and melee in particular) utterly decimate its Attitude Stability and leave it vulnerable in no time.
  • Gatling Good: The CATAPHRACT has four rotary guns on its chassis — two forward-facing and mounted on the protruding treads, and two attached to its turret.
  • Jump Jet Pack: Is also equipped with jump jets, mostly for short hops or to reorient itself.
  • Lightning Bruiser: Despite its hulking size, it zips around the ice fields like a hot rod doing wheelies.
  • Meaningful Name: A cataphract was form of heavy cavalry that existed in ancient Persia, Eurasia, and Northern Africa, making it an appropriate description for the PCA's latest tank, especially since it's an MT "riding" a huge weapons platform.
  • Meta Mecha: The tank unit is actually built around basic bipedal MT, though the briefing indicates that the two are connected by the latter's shoulder sockets, meaning it can't be casually removed.
  • Multi-Track Drifting: Is fast enough to do donuts across the battlefield and maneuverable enough to do a 180 in seconds.
  • Noodle Incident: The pilot, confusing 621 for the original Raven, claims that the latter is to blame for the PCA losing its grip on Rubicon-3 due to some sort of leak, which allowed the Corporations to invade the planet.
  • Optional Boss: Despite its prominence in the Reveal and Story trailers and marketing for the game, fighting it in regular playthroughs is unnecessary. This changes in NG++, where if the NG++ exclusive mission "Escort the Weaponized Mining Ship" was chosen before, a CATAPHRACT will become a mandatory boss for the story path; one makes an appearance at the end of "Obstruct the Mandatory Inspection" together with a pair of EKDROMOI.
  • Tank Goodness: It's a gigantic tank with insane speed, agility, and a ridiculous collection of weaponry.
  • Turns Red: Once damaged enough, it changes its movement and attack patterns to keep 621 from getting a clean shot at its front.
  • Walking Armory: It has four rotary guns, a missile launcher, and an energy cannon with close and long-range settings, and can also just run over anything in its way.
  • Wolfpack Boss: The first time 621 encounters a CATAPHRACT, it will engage 621 alone in a one-on-one boss battle. However, if following the "Alea Iacta Est" route, 621 will encounter a CATAPHRACT backed up a by two of the PCA's special forces mechs, the EKDROMOI. Fortunately, 621 will get some help of their own from a friendly AC pilot to turn a three-on-one dog pile into a much more manageable three-on-two.

    AB08 NEPENTHES 

AB08 NEPENTHES

https://static.tvtropes.org/pmwiki/pub/images/ac6_nepenthes.jpg
Six shots at a time; one alone is enough.

The automated heavy particle cannon that serves as Watchpoint Alpha's first line of defense against any intruders. Installed at the bottom of Depth 1, the main elevator shaft that leads into the facility proper, this gigantic defense turret discourages any would-be treasure hunters via a staggering display of firepower.


  • Benevolent Architecture: If not for the scaffolding platforms along the sides of the elevator shaft, there would be nowhere to hide from NEPENTHES' massive lasers.
  • Corridor Cubbyhole Run: What the major challenge of the fight amounts to — 621 has to drop down the shaft until it sees the turret charging up, then quickly land on one of the scaffolding platforms to use as a shield against its particle beams.
  • Crippling Overspecialization: The NEPENTHES is meant to keep any intruder out from a distance from below. Should said intruder make it all the way to the base of NEPENTHES, however, it's vulnerable.
  • Level in Boss Clothing: While the NEPENTHES itself exists as something to destroy, the real challenge lies in the vertical drop between 621 and the cannon, finding cover along the way.
  • Macross Missile Massacre: At the halfway point to NEPENTHES, it alternates between its six particle cannons and a jaw-dropping hailstorm of seeker missiles.
  • Wave-Motion Gun: Its primary method of attack is to fire six of these, one shot after another.

    AAP03 ENFORCER 

https://static.tvtropes.org/pmwiki/pub/images/ac6_enforcer.jpg
Termination Mode activated

An autonomous, AI-controlled craft roaming around the caverns of Depth 2 that serves as Watchpoint Alpha's second line of defense, tasked with guarding the underground facilities of Depth 3.


  • Alpha Strike: As soon as combat starts, its first move is to open fire with a charged shot from its pulse cannon.
  • Bayonet Ya:Its BFG's laser emitter pulls double duty by serving as the focus for its Laser Blade.
  • BFG: Its main gun, a laser cannon, is so huge it's the only gun in the game used with two hands.
  • Deadly Lunge: One of its attacks when it Turns Red is to launch itself at you, laser blade first. If it hits, you'll receive a nasty one-two strike from that blade.
  • Fights Like a Normal: It moves and fights similarly to an AC despite being so much larger. Most giant enemies aren't nearly so agile and versatile.
  • Jack of All Stats: As far as Armored Core bosses go, the ENFORCER is pretty run-of-the-mill. It's good at ranged and melee, but has no special gimmicks to look out for. On the flipside, there are no gimmicks that can be exploited.
  • Laser Blade: It has one of these in addition to a BFG. It might be even more dangerous.
  • Lightning Bruiser: Not only does it hit like a freight train, it's almost as agile as an enemy AC.
  • Luckily, My Shield Will Protect Me: It has a pulse shield to help it withstand a frontal assault.
  • Macross Missile Massacre: One of its attacks while in Defense Mode is to spray multiple missiles at approaching intruders. It still keeps these in Termination Mode, but tends to rely on its laser cannon more.
  • Shockwave Stomp: Once it Turns Red, one of its new attacks is to leap into the air and do a Sword Plant with its laser blade that sends a shockwave of energy bursting out from around it. You can avoid it by taking to the air, or navigating around to the ENFORCER's rear.
  • Transforming Mecha: When you first encounter it blowing away Balam's soldiers, the ENFORCER's in "Defense Mode," a configuration that makes it resemble a Spider Tank. When you finally corner it at the end of the stage, it transforms into a more humanoid "Termination Mode" to do battle with you.

Rubicon Liberation Front

    EB-0309 STRIDER 

https://static.tvtropes.org/pmwiki/pub/images/ac6_strider.jpg
Cornerstone of the RLF's arsenal

The "crowning glory" of the Rubicon Liberation Front's militarization efforts, the STRIDER is a gigantic mining and resource base that's been weaponized, particularly with the installation of the Eye, a large laser cannon.


  • Achilles' Heel: One of the STRIDER's legs as its wiring exposed and can be destroyed to completely immobilize the machine for a long period of time.
  • Attack Its Weak Point: The STRIDER is broken down into five soft spots that have to be destroyed before taking on the Eye itself: one of its legs and four sub-generators that power the Eye's Deflector Shields.
  • Awesome, but Impractical: While the STRIDER looks imposing and has a fearsome long-range gun, it's still an industrial craft trying to do something it's not built to do. It's slow, full of obvious weak spots, and its main weapon is easily dodged by a brain-fried AC pilot. It's telling that 621 can momentarily cripple the gigantic vehicle merely by shooting one of its legs, thanks to its poor condition.
  • Base on Wheels: The STRIDER is what you get when you upsize a Spider Tank until it becomes a battleship with turrets of all shapes and sizes.
  • Colossus Climb: After causing the rearmost section of the STRIDER to crash, 621 jumps aboard and starts jumping around its sides to reach its sub-generators while the rest of it keeps walking acros the desert.
  • Corridor Cubbyhole Run: While traversing the STRIDER's body, the Eye is still actively targeting and firing, meaning it must be avoided while destroying its shielding.
  • Improvised Weapon: The RLF are trying to turn a civilian mining base into a weapons platform, to mixed results.
  • Level in Boss Clothing: Given how huge it is, the STRIDER's body is more of a platforming challenge that builds up to the actual boss fight against the Eye, which contains most of the STRIDER's health pool.
  • Morton's Fork: The STRIDER is always fated to be destroyed. This happens whether 621 does it, or it gets destroyed by stray C-Weapons right before the escort mission starts. The mission objective switches to destroying these rogue weapons. For understandable reasons, the RLF cannot pay for what is objectively a failed mission, so Walter is implied to reimbursed what you were supposed get.
  • Paper Tiger: The fight against the STRIDER illustrates how out of their depth the RLF is. Their most impressive weapon is treated with contempt by Arquebus, who mainly consider it a nuisance to their Coral surveys. 621, a single no-name mercenary, destroys it before they've even finished half of Chapter 1. Walter snarks that it was built to fail.

    HA-T-102 JUGGERNAUT 
https://static.tvtropes.org/pmwiki/pub/images/ac6_juggernaut.jpg
The Wall's last line of defense

A gargantuan mobile weapons platform and the primary objective of Operation Wallclimber.


  • Attack Its Weak Point: True to its name, JUGGERNAUT's thick frontal armor makes head-on attacks ineffective, instead forcing attacks to the sides or rear.
  • Background Boss: It's actually visible at the start of the level- it's the "artillery piece" perched at the very top of the wall lobbing explosive shells at you as you approach the wall.
  • Crippling Overspecialization: JUGGERNAUT carries lots and lots of ranged weapons and makes standing in its front arc very dangrous, but it has almost nothing for close-in defense, meaning that it's almost incapable of attacking anything that's standing directly on top of it.
  • Lightning Bruiser: It's the size of a building but is very capable of keeping up with an AC, thanks to its rocket boosters.
  • Macross Missile Massacre: One of its weapons is a swarm of missiles aimed right at you.
  • Nitro Boost: Is covered in rocket thrusters that it will use to not only charge enemies, but also to quickly reverse or turn around.
  • Player Nudge: V.IV Rusty helps out early in the fight, and tells 621 to hit the JUGGERNAUT's sides and rear while he plays bait. After he's called away, that strategy will have to be done without a decoy.
  • Ramming Always Works: JUGGERNAUT will use its weight, armored prow, and rocket boosters to charge down.
  • Tank Goodness: JUGGERNAUT's a tracked vehicle that stands twice as tall as an AC.
  • Turns Red: In its second phase, the JUGGERNAUT starts dropping land mines around it.

Reuse and Development (RaD)

    EC-0804 SMART CLEANER 
https://static.tvtropes.org/pmwiki/pub/images/ac6_smart_cleaner.jpg
Rubicon-grade waste disposal

An autonomous industrial robot built for large-scale structural disassembly and scrap recycling, repurposed by RaD into a formidable combat unit.


  • Attack Its Weakpoint: The SMART CLEANER's only unarmored parts are the large furnace on its top or the opening at its front.
  • Improvised Weapon: Much like the rest of RaD's handiwork, the SMART CLEANER is an industrial machine converted for combat, albeit without much in the way of extra weaponry other than its furnace and scrap crushers.
  • Ironic Nickname: Almost certainly one of Cinder Carla's in-jokes, its name makes it sound like a glorified Roomba... which it basically is, if that Roomba was the size of a 20-story building and designed to "clean" the carcasses of long-abandoned megastructures.
  • Kill It with Fire: Being a mobile scrap recycling plant complete with an onboard furnace, some of its attacks involve dispensing fiery death in your direction.
  • Mighty Glacier: It's armored with the same metal used to build the Grids, making it damn near indestructible from the outside, but also heavy enough to be by far the most sluggish mech in the game.
  • Recurring Boss: The SMART CLEANER reappears on the Xylem during the Liberator of Rubicon story branch.
  • This Is a Drill: Somewhere between this and Chainsaw Good, its main weapons are the two gigantic red-hot scrap crushers on its arms.

Rubicon Research Institute

    IA-13 SEA SPIDER 

https://static.tvtropes.org/pmwiki/pub/images/ac6_seaspider.jpg
"Guess you just can't beat the Institute..."

A relic from before the Fire of Ibis, the SEA SPIDER is a "C-Weapon" that was developed by the Rubicon Research Institute. It suddenly appears to attack C4-621 while they try to board a cargo launcher to reach the Ice Fields across the ocean.


  • Achilles' Heel:
    • Its size in a relatively small arena makes easy to bombard it with attacks and build its stagger meter.
    • In its second phase it can rain death from above on you, but barely can do anything that's actually on its elevation or above it.
  • Crippling Overspecialization: Phase two has immense air-to-ground capabilities, but barely any air to air combat. If an AC is stays airborne (whether from hovering or landing on top of the C-Weapon itself), the SEA SPIDER can't really do much.
  • Death from Above: In its second phase it switches to a completely airborne mode, raining laser strikes below. Standing on the ground during that phase can be a death sentence as the explosions happening below can wipe a large chunk of your AP.
  • Foreshadowing: An Institute's weapon that suddenly appears to attack 621 once they managed to evade the firing range of the PCA Outer Shell Security laser satellites, with Carla wondering what is one doing here. It's the first hint that the PCA have direct control of several C-Weapons that they will use to eliminate problematic individuals, like the ICE WORM later on that is also sicced on 621.
  • Lost Super Weapon: It's a C-Weapon created by the defunct Institute, and it runs on Coral, giving it dangerous energy projectiles.
  • Spider Tank: An unmanned version. Its second phase has it adopt a completely airborne form.
  • Spin Attack: In its second form, one of its attacks is to project blades from its leg jets and then spin like a top around the arena.
  • Recurring Boss: During the final boss fight of the Golden Ending, ALLMIND summons two second phase SEA SPIDERS to assist it.

    IA-02 ICE WORM 
https://static.tvtropes.org/pmwiki/pub/images/ac6_ice_worm.jpg

Another Coral-powered C-Weapon left behind by the Institute, the ICE WORM is a gigantic tunneling machine that suddenly appears after 621 and Rusty just took down the PCA's berthed warship fleet. It serves as the Final Boss of Chapter 3.


  • Attack Its Weakpoint: Its giant maw is the only spot you can target to actually deal damage. Hitting it is laughably easy once it is exposed. Exposing it in the first place, though... that's a whole different can of worms.
  • Climax Boss: The ICE WORM is a titanic, worm-like behemoth of a machine that's fought in an epic battle against you and your allied ACs, it's fought at least 2/3rds through the game, and its defeat results in Ayre revealing that The Coral are not just an alien species; she is one of them.
  • Deflector Shields: The ICE WORM's body is completely impervious to damage, and its sole weakpoint - its maw - is covered by two layers of shielding that can only be broken with specialized weaponry, and even then only for a brief time.
  • Dig Attack: Although it can attack with missile spam and electric discharges, its main threat is its massive bulk simply smashing you to pieces when it suddenly bursts from the ground right in front of you.
  • Exactly What It Says on the Tin: It's a gigantic robotic worm encountered drilling through an icefield.
  • Godzilla Threshold: Once 621 managed to wipe out all the PCA's berthed warships at the Old Bertram Spaceport, then take out the reinforcements of more warships and HC and LC units and is identified as a threat to planetary closure, the ICE WORM is authorized for use and sicced on 621 to eliminate them once and for all.
  • Hijacked by Ganon: Unleashed as a last ditch attempt by the PCA to kill 621, it suddenly stop dead in its tracks, deactivate, and reactivate while changing its behavioral pattern and leaving 621 alone to move to somewhere else, to answer a greater imperative to protect the convergence as Ayre said, heavily implying it was taken over by the Coral within it to defend the entrance of Watchpoint Alpha to protect the remaining Coral located at Institute City.
  • Improbable Aiming Skills: It's the target of them, courtesy of Rusty shooting it repeatedly with a humongous stationary cannon that's installed on another continent. This would be impressive already against a stationary target, but the ICE WORM is of course moving around the whole time, most of it underground, making this a downright superhuman feat of marksmanship.
  • Lost Super Weapon: Also like the Sea Spider, this thing was built by the Institute long ago, specifically to keep anyone from accessing Watchpoint Alpha. Its sudden appearance throws a massive wrench in pretty much everyone's plans on Rubicon 3.
  • Sand Worm: A robotic version that burrows through ice instead of sand, but otherwise embodies this trope to a T.
  • Time-Limit Boss: While there's no explicit timer, Rusty's railgun only has a limited number of shots, and the ICE WORM is capable of recovering its Coral shield even after the last one. If you haven't killed it by the time it does so, the mission fails, since there's no way to bring it back down.

    IA-C01 EPHEMERA 
https://static.tvtropes.org/pmwiki/pub/images/ac6_ephemera.jpg
Watchpoint Alpha's last resort
Watchpoint Alpha's final line of defense and the PCA Enforcement System's physical avatar.
  • A.I. Is a Crapshoot: Averted; EPHEMERA's doing exactly what it's programmed to do — protect the facility from intruders. You just so happen to be such an intruder.
  • Battle Amongst the Flames: EPHEMERA engages you just after you've dealt critical damage to Watchpoint Alpha's power generator, and the security hub's on the verge of exploding. As such, the chamber you face off in is falling apart, and fires are breaking out all over the place.
  • Climax Boss: You fight this A.I.-controlled mech in the heart of the Watchpoint Alpha facility, just prior to reaching the source of the strongest Coral signal on Rubicon.
  • Duel Boss: As opposed to the hulking ENFORCER that you faced in a previous mission, this fight boils down to you facing another AC in single combat.
  • Glass Cannon: Fragile stat-wise, disregarding its repair kits, but possesses powerful energy weaponry, including the MOONLIGHT Light Wave Blade.
  • Sword Beam: Its Moonlight Light-Wave Blade allows it to unleash sweeping crescents of pulse energy that can hit you from a distance.
  • Time-Limit Boss: Part of the danger that EPHEMERA poses is thanks to blocking 621's escape path after destroying the laser grid's power source.

    IB-01 CEL 240 
https://static.tvtropes.org/pmwiki/pub/images/ac6_ib_cel.jpg
Guardian of the Coral Convergence

An ultra-advanced, AI-controlled Ibis-series AC that protects the Coral Convergence in the Institute City.


  • A.I. Is a Crapshoot: Averted. Its AI might not even be online anymore — its second phase starts with the Coral taking it over as a last line of defense for themselves.
  • Attack Drone: Equipped with twelve Coral-powered drones to rain down a barrage of laser beams upon you. Which escalates when it revives itself, since it will also revive and summon countless other deactivated drones in the lake to utterly drown the entire screen in a storm of beams to overwhelm you.
  • Battle Theme Music: Coral Guardian
  • Beam Spam: Like most Coral-powered mechas in the game, CEL 240 will fill your screen with ruby death beams any chance it gets.
  • Five-Second Foreshadowing: Both being foreshadowed and foreshadowing something. You learn of the Ibis in a log hunting mission from Ayre. The fact that it is a super powerful, highly aggressive C-Weapon rather than an emergency shutdown system is a clue that the Fires of Ibis was not an accident, which you soon learn after putting it down.
  • Fragile Speedster: Extremely mobile and extremely aggressive, but as brittle as it looks. There are some AC bosses that can actually soak up more punishment. It's also noticeably easy to stagger and stays vulnerable for quite a long time...the problem is of course that you have to actually hit it first.
  • Glass Cannon: Its AP pool is very low for a non-AC boss, but it can dish out absurd levels of damage if its attacks are not avoided properly.
  • Haunted Technology: Possibly. Ayre speculates that it's actually being controlled and empowered by the Coral convergence itself as a last line of defence. This may have been what inspired her to try piloting an AC herself in two of the three endings.
  • Homage: Its design takes obvious inspiration from the AMX-004 Qubeley, including heavy use of conical attack drones, color scheme (save replacing purple with red), pointy fingers, and enormous triangular shoulders. The main difference is that the Ibis' lower parts are much thinner.
  • It Can Think: Smart enough to use drones to create suppression fire to either cover itself or pin you down for its other attacks, and it will also track your movement speed and direction to lead its sword beams into your path or dodges, requiring you to dodge to the opposite side or at the very last second to avoid taking a direct hit.
  • Last Ditch Move: When its second phase is brought down to about 30% AP, CEL 240 turns into an utterly massive energy blade in an attempt to kill 621, launching three passes that can easily eviscerate even the tankiest builds that it only uses once.
  • Non-Malicious Monster: Being a non-sentient machine (as far as we know), it holds no personal grudge against you. Killing you is simply what it was programmed to do.
  • Reviving Enemy: It comes back for a second round after you defeat it the first time.
  • Sword Beam: Its main form of offense, extremely damaging and wide reaching sword slashes of Coral energy.
  • Turns Red: Almost literally, thanks to being Coral-powered. After you take it down the first time, it revives in a spectacular red light show and breaks out the really nasty tricks in its arsenal.
  • Wave-Motion Gun: Can unleash a massive beam of Coral energy as one of its more powerful attacks, but which also leaves it a sitting duck for a good hit with the brief pause it takes to recover from firing.
  • White and Red and Eerie All Over: The CEL 240's color scheme is predominantly white, highlighted by the coral's bright red energy. There's a certain eeriness not just by how clean and elegant it looks, but how it darts across the battlefield in startling ease.

Arquebus Corporation

    The Retrofitted Special Craft (SPOILERS) 

AAP07A ARQUEBUS BALTEUS/V.II Snail

https://static.tvtropes.org/pmwiki/pub/images/ac6_arquebus_balteus.jpg
Once more, with hard feelings.
The peniultimate threat on the Liberator of Rubicon path. The BALTEUS has been recovered by the Arquebus Corporation and retro-fitted with the company's signature energy weapons technology. With the Xylem on a collision course with the stockpiled Coral, this new-and-improved weapons platform has been dispatched to deal with it, along with 621. This time, however, it's manned by V.II Snail.
  • Boss Banter: VII Snail's behind the controls, and he spends half the fight ranting at you about how much he's gotten sick of 621's interference.
  • Bullet Hell: Given the sheer amount of hard-to-dodge weaponry the BALTEUS has, the fight with it quickly turns into this.
  • Climax Boss: This is the second-to-last boss you face in the Liberator of Rubicon path, and it provides you the chance to settle the score with VII Snail.
  • Defeat Equals Explosion: This time, it sticks.
  • Discard and Draw: The BALTEUS has lost its missiles and flamethrower arms from the previous encounter...and instead, it now has nigh-impossible-to-dodge plasma cannons and pulse weaponry.
  • Final-Exam Boss: The final bosses all require speed, skill, and a good weapons loadout to overcome; the fight with Arquebus BALTEUS will ensure that you're versed in all three before the final battle.
  • "Get Back Here!" Boss: Half the fight will be spent just trying to catch up with the damn thing.
  • Lightning Bruiser: The BALTEUS' extreme speed has been pushed to new levels and retains its destructive firepower.

FINAL BOSSES

WARNING: The following characters are Spoilers Off.
    IB-07 SOL 644 

IB-07 SOL 644/Ayre

https://static.tvtropes.org/pmwiki/pub/images/ac6_sol644.jpg
The last thing between you and destruction.
"Raven. I will stop you. You will never burn Rubicon."

The Final Boss of the Fires of Raven path. It is an extrasolar Ibis-series special craft. Ayre pilots it to stop 621 from igniting a second Fires of Ibis, which would result in the deaths of millions and the extinction of her entire species.


  • Apologetic Attacker: Ayre's combat dialogue makes it very clear that she does not want to fight 621, but has no other choice.
  • Battle Theme Music: Cries of Coral
  • Doppelgänger Attack: As the fight goes on, it gains attacks where it leaves copies of itself to rush you with a blade or divebomb you.
  • Extra Eyes: Has a cluster of red, spider-like eyes on its faceplate, adding to its alien appearance.
  • Fighting Your Friend: Ayre pilots the SOL 644 in the hopes of stopping 621 from destroying the Coral and creating a second Fire. She makes it very clear that she doesn't want to fight 621, but she also knows they won't stop until they've fulfilled Walter's last wish and resolves herself to kill them.
  • Flash Step: It can teleport around the arena.
  • Last Grasp at Life: Performs one of these toward 621 as she dies.
  • Light Is Good: A gleaming white machine piloted by a Hero Antagonist trying to stop you from doing something absolutely horrible.
  • Lightning Bruiser: While it's just as agile as the first Ibis you fight, it's significantly sturdier, thanks to thicker plating and powerful re-summonable Pulse Armor. Your only saving grace is that it doesn't get up after you down it the first time.
  • Mythology Gag: It has the ability to transform into a birdlike configuration, similar to Nineball Seraph.
  • Sword Beam: It wields a Coral Oscillator, an endgame melee weapon that can project a devastating, long-ranged energy beam in a wide arc in front of it.
  • Turns Red: Gets even faster and more dangerous once brought down to half health, in exchange for losing the Pulse Armor that made it so difficult to get it to half health. One way or another, this phase of the fight tends to be over very quickly.
  • We Used to Be Friends: This Ibis-series AC is piloted by Ayre, the only character in the game who had been nothing but nice and supportive of 621 from the moment you met. While she respects and understands 621's decision to fulfill Walter's wishes, she refuses to stand idly by and allow them to commit a second Fires of Ibis.

    IB-C03 HAL 826 

IB-C03 HAL 826/Handler Walter

https://static.tvtropes.org/pmwiki/pub/images/ac6_hal826.jpg
The last thing between you and liberation.
"...621. Is that... is that you? They... 621... I have to... dispose of you."
The Final Boss of the Liberator of Rubicon path. It is the only one of the Ibis-series Cores stored beneath Watchpoint Alpha to be designed to accommodate a human pilot, meaning that it ends up as Handler Walter's personal machine - either as a Brainwashed and Crazy puppet of Arquebus in the Liberator of Rubicon route, or as his normal Well-Intentioned Extremist self in Alea Iacta Est after the chaos you and ALLMIND created gave him and the rest of OVERSEER a clear shot at the Institute's treasures.
  • Battle Theme Music: The Man Who Passed the Torch
  • Beam Spam: Armed entirely with Coral-powered energy weaponry including a devastating, Sword Beam-launching melee weapon, most of its attacks involve blasting you with red energy beams of various flavors.
  • Defeat Means Playable: The HAL 826 parts are a reward for beating it for the first time. However, its weapons and internals need to either be found in secret chests, obtained via the Loghunt program, or as Arena rewards.
  • Duel Boss: Unlike SOL 644, HAL 826 is an actual AC boss enemy with a couple of unique pieces of equipment.
  • Evil Mentor: The pilot controlling this monster is none other than Handler Walter, though thanks to Arquebus' "re-education," it's not entirely by choice.
  • Getting Smilies Painted on Your Soul: Moments before chapter 5 starts, Walter gets captured by the Arquebus Group for re-education. When you fight him in the Liberator of Rubicon ending, whatever Arquebus did to him, he's not entirely himself anymore and his motivations tend to switch between worshipping Arquebus and wanting to honor the legacy of his friends.
  • Hero Killer: While not confirmed on-screen, as the last major Arquebus unit on the Xylem after 621 takes out V.II Snail, Walter was probably the one responsible for cheap-shooting Rusty right after Snail's death.
  • Infinity +1 Sword: The HAL 826 is a well-rounded AC with medium-to-high specs and no noteworthy shortcomings, making it the single most powerful frame outside of highly specialized Min-Maxing builds.
  • Jack of All Stats: Excluding additional parts like generators, weapons, etc., the IB-C03 HAL 826 has even stats all across the board.
  • Post-Climax Confrontation: In the "Liberator of Rubicon" route, V.II Snail piloting Arquebus's rebuilt Balteus mech serves as the final obstacle in 621's mission to divert the Xylem before it crashes into the extractor. While the disaster the crash would have caused is ultimately avoided after Snail's defeat with 621 finishing off the Xylem's engines, it's Walter showing up to stop your escape as the ship burns during re-entry that makes the latter the proper Final Boss of the route.
  • Red and Black and Evil All Over: Regardless of its pilot's intent, it is the Final Boss of one story branch, wrapped in a red-and-black AC suit of tremendous power.
  • Super Prototype: Stated to be the only model of the Institute-developed, Coral-powered Ibis AC series that was specifically designed for use with a human pilot. Considering the incredibly power of the Ibis series in general, it makes the HAL 826 one of the game's most powerful ACs.
  • Unwilling Roboticisation: Handler Walter fights you after being captured by V.II Snail. His demeanor during the fight indicates that it's done a number on his mind, with Walter noticeably having trouble forming full sentences.
  • The Worf Effect: In Alea Iacta Est, ALLMIND crushes him just before the final battle, as you can see the remains of the HAL 826 at MIND GAMMA's feet.

    TRUE FINAL BOSS 

ALLMIND

https://static.tvtropes.org/pmwiki/pub/images/ac6_sol644allmind.jpg
The last thing between you and absolution.
ALLMIND: "Look. The Coral siphoned by the corporations is beginning to resonate. Augmented human C4-621—Raven. Your role has come to an end."
Iguazu: "Well, well... I've been waiting for this, freelancer. I became part of this monster so I could crush you. This time... you will die."
The Final Boss of the Alea Iacta Est path and the only final boss who cannot be fought on the first playthrough. In the first phase, ALLMIND fights with the MIND GAMMA AC, backed by four other ALLMIND ACs, using Iguazu's subsumed mind to fight 621. After MIND GAMMA's defeat, ALLMIND unveils a heavily modified SOL 644, backed by two modified SEA SPIDERS.
  • Ace Custom: It's all but outright stated that this hulking mech is the SOL 644, used by Ayre in the "Fires of Raven" route, heavily modified by ALLMIND. It trades the missiles, pulse armor, Doppelgänger Attack, and ability to transform into a birdlike configuration and fly around the arena for a beefed-up moveset, massive Wolverine Claws, the ability to fire massive lasers, and the support of two modified SEA SPIDERS.
  • Battle Theme Music: ALLMIND
  • Curb-Stomp Battle: If the sheer speed of their shock at its arrival and how fast ALLMIND responds that both have been dealt with mere seconds after C4-621 regains control of the ship they commandeered is any indication, then this machine inflicted this on both "Cinder" Carla and Walter's HAL 826, which is noteworthy as the HAL 826 is the Final Boss in the "Liberator of Rubicon" ending and is no slouch in a fight himself.
  • Dark Is Evil: Instead of the gleaming white of the original SOL 644 and even the slightly darker silver of its predecessors, the modified SOL 644 here is a very dark grey that almost borders on black in some shots. And while "evil" is a huge stretch and may not even be applicable to ALLMIND, the bloodlusted and enraged Green-Eyed Monster Iguazu definitely qualifies, especially when he pulls a Villain Override on ALLMIND in the later stage of their boss fight.
  • The Determinator: While being controlled by Iguazu, it tries one last time to attack 621 with its Wolverine Claws even though it's completely defeated and critically damaged, but only succeeds in overloading itself entirely.
  • Extra Eyes: Initially appearing faceless when it drops down to flatten the MIND GAMMA you just defeated, it opens its face to reveal seven bluish-green eyes spaced evenly around the center, similar to its original counterpart.
  • Good Colors, Evil Colors: Inverted. Though the original SOL 644 also utilizes white in its primary colors, it glows bright red (usually a villainous color) and uses red energy in all of its attacks. However, it is controlled by your innocent and idealistic former friend Ayre trying to stop you from condemning all of Rubicon, humans and Coral alike, to fiery destruction. Meanwhile, despite the modified SOL 644 utilizing black in its primary colors, it replaces the red with bright blue or bluish green (which are usually heroic colors) and yet it is piloted by far less heroic individuals, either the ruthlessly pragmatic rogue A.I. ALLMIND or the deranged and near insane former convict Iguazu, and either way it serves as a vehicle for far more nefarious purposes.
  • Good Weapon, Evil Weapon: Downplayed. When controlled by Ayre, it uses a sword for melee options. ALLMIND's modified version still uses the sword in the earlier stage of its fight, but after Iguazu takes over, it ditches the sword for sinister-looking claws.
  • Lightning Bruiser: Exactly as hulking and powerful as the original SOL 644 and exactly as agile, too. At least it doesn't have the Pulse Armor this time around, but that's hardly a consolation with its beefed-up moveset and the two SEA SPIDERS that fight alongside it.
  • Sword Beam: It retains the Coral Oscillator from its original self, now colored blue, but ditches it in the second phase of its fight in exchange for Wolverine Claws.
  • Turns Red: After getting knocked down to half health, Iguazu unleashes a massive energy wave that disables both Ayre's ECHO and ALLMIND's control over the main machine in addition to shutting down the SEA SPIDERS it summoned for the fight, and then goes absolutely bonkers on you, trying to charge at you and tear you to shreds with its massive Wolverine Claws, as an indication of how tortured and crazed his mental state is at this point.
  • Wolfpack Boss: It is assisted by two second-phase SEA SPIDERS at the beginning of the fight, though thankfully you have your own ally in Ayre and they get disabled when Iguazu forces ALLMIND out of the SOL 644.
  • Wolverine Claws: Its most defining feature is the three massive energy blades it unfolds from each hand in the later stage of its fight, which it slashes rapidly at you in a manner very reminiscent of the claws of an animal. They can also reconfigure into a straight three-pronged formation to resemble a trident of sorts.
  • Villainous Valour: In direct contrast to Ayre's Last Grasp at Life at the end of the battle, Iguazu attempts a last ditch effort to kill you by lunging at you with his claw active, only to be denied by the SOL 644's destruction as he admits that he ultimately envied the freelancer.

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