ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

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S-Rank guide: requirements, tips, easy strategies
Por Zhnigo
A compact but thorough guide to help you with The Perfect Mercenary achievement
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General info
Things that factor into your mission rank are, in a rough order of importance:

Time spent
Faster is better. In a lot of cases you can get away with rushing straight to the objective.

Damage sustained
"Repair costs" on the result screen, the less the better. Repair kits and resupply don't factor into this, only the overall amount of damage you sustained does.
This means you usually can't rely on running a heavy tank build and soaking up all the damage up front.

Enemies destroyed
The more the better, though this is less important than completion time. Note that the actual "rank points" you get from defeating an enemy sometimes differ wildly from how much they're worth in credit payout.
Overall, taking out whatever you encounter on the way to the objective while not going out of your way to sweep everything in sight is a valid strategy.

Ammo spent
"Ammo costs" in the result screen. This one seems to be really lax, unless you deliberately go overboard.

Additional info:
  • Restarting from a checkpoint caps your rank at A - don't do it.

  • Some missions have their unique requirements for an S-rank, these will be mentioned if present.

  • Missions with boss fights tend to have relaxed time and damage requirements, with the only real challenge being beating the boss itself without restarting from a checkpoint. Just completing the entire mission in one go within a reasonable time is usually good enough for an S-rank.

  • For missions with bonus pay or penalties, on the results screen there's a "Show details" option, which gives you a breakdown of where those bonuses and penalties came from. Good to know, but in many missions the bonus pay doesn't actually impact your ranking.

  • For each mission below I will specify the assembly I used and the result I got on the end screen, as well as time spent - for reference.

  • For more info and a detailed per-mission breakdown of stats, check out the immensely helpful Armored Core VI rank calculator[thefifthmatt.com]

Note that the guide was written for patch 1.01, but as of patch 1.04 despite the weapon rebalance the strategies provided below are still very much valid.

↓ Full spoilers from here on out ↓
[01] Illegal Entry
For this one you're locked into your default AC, Loader 4.
You can either assault boost through the entire level, only destroying enemies around the wrecks, or move slightly slower and destroy everything you encounter, both seems to be valid for an S-rank. The quickest path through the three wrecks seems to be from left to right.

Before the chopper boss appears, climb on top of a nearby silo on the left to get a running start. Stick close to the chopper as much as you can to prevent it from using its missile attack and just spam everything you have at it. If it happens to fly out of bounds, hide behind the silos to avoid the missiles - just jumping or QBing seems to not be enough to escape the blast zone.

Reference assembly:
N/A

Reference results:
Time
Repair costs
Ammo costs
≈06:00
19,068
12,160
≈05:25
28,900
10,280
[02] Destroy Artillery Installations
Without hunting down every enemy on the map, just rushing the objectives while destroying whatever you encounter along the way is enough. Plasma missiles worked well for me since only one is enough to destroy any target you encounter here.

Take care not to approach the last battery head-on as it's easy to get caught in crossfire and stunlocked.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-026 Haldeman
Shotgun
SG-026 Haldeman
Plasma Missile Launcher
Vvc-706PM
Plasma Missile Launcher
Vvc-706PM

Reference results:
Time
Bonus Pay
Repair Costs
Ammo Costs
≈02:00
58,800
516
12,700
≈01:45
32,400
4,560
6,050
[03] Grid 135 Cleanup
Very straightforward. Use multi-lock weaponry of your choice to sweep through the targets.
You don't need to fight the secret enemy.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-026 Haldeman
Shotgun
SG-026 Haldeman
Plasma Missile Launcher
Vvc-706PM
Plasma Missile Launcher
Vvc-706PM

Reference results:
Time
Repair Costs
Ammo Costs
≈01:25
90
4,700
[04] Destroy the Transport Helicopters
You can get away with skipping the tetrapod if you finish the mission in about a minute and a half and destroy most other enemies. You can even keep destroying MTs after all the choppers are gone, during the closing talk.

Alternatively, just sweeping everything within a reasonable time frame also works.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-026 Haldeman
Pulse Blade
HI-32: BU-TT/A
Plasma Missile Launcher
Vvc-706PM
Plasma Missile Launcher
Vvc-706PM

Reference results:
Time
Bonus Pay
Repair Costs
Ammo Costs
≈01:30
41,600
2,716
4,560
≈02:00
68,800
3,722
6,960
[05] Destroy the Tester AC
Very straightforward, very lenient, bring whatever anti-AC assembly you're used to - for example twin shotguns and a melee weapon.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-026 Haldeman
Shotgun
SG-026 Haldeman
Pulse Blade
HI-32: BU-TT/A
Plasma Missile Launcher
Vvc-706PM

Reference results:
Time
Repair Costs
Ammo Costs
≈00:55
1,602
3,200
[06] Attack the Dam Complex
In the first half, make sure to destroy all enemies around the first two generators as soon as you engage them, as they are all required targets - even if they aren't marked as such before the generators are destroyed.

In the second half, you actually don't need to fight anything including Burn Pickaxe - with enough speed just bee-lining towards the last two generators and ignoring everything else is enough.
Alternatively, a full sweep without taking too much time also works.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Assault Rifle
RF-024 Turner
Pulse Blade
HI-32: BU-TT/A
Plasma Missile Launcher
Vvc-706PM
Plasma Missile Launcher
Vvc-706PM

Reference results:
Time
Repair Costs
Ammo Costs
≈02:05
1,090
4,700
≈03:40
4,364
13,080
[06/ALT] Attack the Dam Complex
Special requirement: Accept RLF's deal and defeat the Redguns

In the first half, all enemies around the generators have to be destroyed, same as the regular mission.

In the second half, you're against Volta and Iguazu - a tanky and a lightweight AC at the same time.
There's a trick to making this significantly easier: attack Iguazu to aggro him, then retreat towards the dam where an RLF tetrapod MT is stationed (vector 250 from the second generator). This will turn the encounter into a 2v2, giving you a lot of headroom. Single out Iguazu first, as he has less health.

Damage and time requirements aren't particularly strict. I recommend a medium or heavy assembly to avoid getting overwhelmed by Volta's heavy weaponry.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Laser Shotgun
VP-66LS
Laser Shotgun
VP-66LS
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Tank
VE-42B

Reference results:
Time
Bonus Pay
Repair Costs
Ammo Costs
Penalties
≈04:10
380,000
34,522
41,400
190,000
[07] Destroy the Weaponized Mining Ship
It's possible to skip most if not all enemies on the way to the Strider.
To avoid Strider's long range laser, you need to be airborne and QB to the side in time. You can afford get hit once or twice, as long as the rest of the mission goes smoothly.

Once on the Strider, you can use explosive weapons of your choice to damage sub-generators from any angle, without having to aim for the exposed rotor. When the eye becomes vulnerable, rush it down with close-range weaponry and melee.

I recommend either reverse-joint legs for more jumping power or tetrapod legs for hovering around the structure.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Pile Bunker
PB-033M Ashmead
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Repair Costs
Ammo Costs
≈05:00
15,164
13,350
[08] Escort the Weaponized Mining Ship
This otherwise daunting mission can be trivialized if you use a tetrapod missile platform type assembly and just hover at a comfortable altitude of about 200, raining guided explosives at the targets below. Use the downtime between waves to land and recharge.

Regular-type missile launchers work great, but vertical, split or cluster launchers will have trouble hitting targets with how fast they are. For even better results, bring Pulse Armor and a FCS with good missile lock-on time.

Repair cost wise, with this setup you should be fine as long as you've within two repair kits worth of damage.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Missile Launcher
HML-G2/P19MLT-04
Missile Launcher
HML-G2/P19MLT-04
Missile Launcher
BML-G2/P05MLT-10
Missile Launcher
BML-G2/P05MLT-10
Legs
FCS
Expansion
Tetrapod
LG-033M Verril
FCS-G2/P10SLT
Pulse Armor

Reference results:
Time
Repair costs
Ammo costs
≈03:00
24,492
29,200
[09] Operation Wallclimber
With sufficient speed you can safely ignore all non-target enemies outside the wall, only attacking those inside. At the start of the mission, keep an eye on the Juggernaut in the distance as it will bombard you with artillery from afar until you're about halfway through the city block.

I find it easiest to assault boost towards the moat, then fly or catapult yourself up on top of the rampart and attack the gatling guns from above. After that, rush towards the BAWS tetrapod and get behind it to stay out of range of wall-mounted artillery. From there on, it's straightforward.

The Juggernaut is vulnerable not only from behind, but also from above, so an easy strategy is to jump above and over it while spamming close range weaponry and/or explosives, following up with melee when it's exposed for a direct hit.

I find reverse-joint builds to be most comfortable here, both for navigating and for combating the boss.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Plasma Missile Launcher
Vvc-706PM
Pile Bunker
PB-033M Ashmead
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈05:00
88,000
18,112
26,500
[10] Retrieve Combat Logs
Special requirement: Find and collect all eight logs
  • two logs are in the starting area, in front and to the right of the starting point
  • one log is at the foot of the concrete wall off the far left corner of the starting area, under the enormous fallen pillar
  • two logs are in the ravine at the base of the fallen pillar
  • three logs are scattered around the snowy path coming out of the starting area and tracing the edge of the ravine
You don't need to engage any enemies including Ziyi, but at least clearing out those around the wrecks helps with reducing damage sustained. Upgrading scan speed in your OS is a big help, obviously.

I recommend bringing an agile build with multi-lock weaponry to quickly clear out minor enemies without taking your attention off the main objectives. You can also bring a pulse shield to put up while scanning if you want to be extra safe.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Plasma Missile Launcher
Vvc-706PM
Pulse Shield
SI-24: SU-Q5
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈03:15
123,100
5,216
2,000
[11] Prisoner Rescue
Special requirement: No more than 25% damage dealt to the helicopter

This one is difficult. The only consistent method I've found is to memorize the helicopter's route and rush ahead, destroying every enemy you encounter way before the helicopter even gets there.

The only enemies that spawn in along the way are the three quadcopters carrying MTs, they appear as your helicopter leaves the first landing point. All other enemies are already on the map, though some of them are hidden out of sight - I recommend using a head unit with good scan range to look for those.
Note that you don't have to destroy the combat log tetrapod MT.

On top of all that, at the end you'll also fight G2 Nile, a heavy biped AC, all the while transport choppers constantly bring MT reinforcements. I ended up having the most luck with a reverse-joint assembly with twin Zimmermans and a melee weapon (for the G2 fight) as well as a multi-lock launcher (for clearing the path beforehand).

To make the fight with G2 Nile easier on your escort target, you can also bring either Pulse Protection - to raise the protective dome around the helicopter while you deal with G2, or Assault Armor - with good timing you can activate it to get rid of all four MT-carrying quadcopters that appear alongside G2.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Plasma Missile Launcher
Vvc-706PM
Laser Lance
VE-67LLA
Head
Legs
Expansion
Kasuar/44Z
Reverse Joint
06-042 Mind Beta
Assault Armor

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈06:00
210,000
9,186
19,950
[12] Investigate BAWS Arsenal No. 2
All ghost units aside from the last four in the well are actually present on the map at all times, meaning you can get a drop on them if you know where they are.

I recommend bringing a head unit with good scanning range and first proceeding through the map carefully, scanning ahead of you to find the ghost units:
  • one in the first section, firing at you - you can't get a drop on this one
  • three in the next section: on the right behind boxy machinery, on the left behind a structure with a U-shaped top, and towards the back-left on a concrete ledge
  • three in the last section: to the left on a stack of curved plates, to the left behind reddish angular machinery and to the right between crane arms
Once you know where they hide, one Songbirds hit on an unaware ghost unit is enough to destroy it.

This also holds for the fight at the bottom of the well - use a long range scanner to find the three units latching to walls (one on the far wall towards the left, one on the left wall towards the back, one on the right wall towards the back) and you can shoot each of them down with a single Songbirds volley, leaving only one non-cloaked unit to deal with.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Head
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Laser Dagger
VP-67LD
Kasuar/44Z

Reference results:
Time
Repair costs
Ammo costs
≈04:30
8,814
19,500
[13] Obstruct the Mandatory Inspection
Straightforward and not as scary as it looks. During the boss fight, I find it easier to first go for PG (the one on the left, as Kate tends to focus on the one on the right), then the MG, and leave Cataphract for last.

Damage thresholds aren't strict, with good completion time you can get away with eating all three repair kits.

I used a reverse jointed twin Zimmermans & pile bunker assembly for this. Alternatively, a twin gatling & twin stun needle assembly on Fortaleza light tank legs is a comfortable choice.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Pile Bunker
PB-033M Ashmead

Reference results:
Time
Repair costs
Ammo costs
≈05:00
46,926
35,250
[14] Attack the Watchpoint
A straightforward mission with little space for tricks.

You can bring a pulse gun to use against Balteus' shields but it's not a must-have as regular weapons like shotguns and explosives work just as well.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
Reverse Joint
RC-2000 Spring Chicken

Reference results:
Time
Repair costs
Ammo costs
≈04:45
32,126
33,550
[14/ALT] Attack the Watchpoint
Different from the original mission in that Sulla is now accompanied by four ghost units. You should be able to destroy the two behind you before Sulla reaches you, after which you can drop down to water level and use pillars for cover from the remaining two ghost units while dealing with Sulla.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
Reverse Joint
RC-2000 Spring Chicken

Reference results:
Time
Repair costs
Ammo costs
≈05:30
50,520
41,050
[15] Infiltrate Grid 086
After dealing with Rummy, you can ignore everything else and rush straight to the boss gate. Note the explosive containers hanging on the ceiling in front of the gate - you can shoot these down to destroy all MTs below and damage the tetrapod as well.

For the boss, a reverse-jointed or tetrapod assembly will allow you to hover above its sweeping attacks, while putting you in a position to fire at its chimney weakpoint.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
Reverse Joint
RC-2000 Spring Chicken

Reference results:
Time
Repair costs
Ammo costs
≈04:15
16,148
28,700
[16] Eliminate the Doser Faction
The mission is short and not difficult, but time and damage limits are strict.

In the first area, right at the start you can fly up and use long-range weaponry to dispose of enemies on the platform above, that way you won't need to wait for them to come down later on.

In the second area, taking out the groups in the order of left → back → right seems to be the most comfortable path. Make sure to have enough energy before you start assault boosting over the gap.

I recommend multi-lock weapons to tear through the MTs and a lightweight assembly to dodge the large homing missiles they fire at you in the second half.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Burst Assault Rifle
MA-J-201 Ransetsu-AR
Burst Assault Rifle
MA-J-201 Ransetsu-AR
Plasma Missile Launcher
Vvc-706PM
Plasma Missile Launcher
Vvc-706PM
Legs
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈01:30
63,000
5,084
4,720
[17] Stop the Secret Data Breach
Special requirement: destroy the combat log heavy tetrapod MT

You get credit penalties according to the progress of the hack, but it doesn't actually affect your rank.

The quickest path through the hacking drones seems to be:
  • the drone just in front of the entrance, on a lower level
  • open the door behind the drone, and in the next room drop to the level below for the next one
  • fly up to the walkway above the previous drone and open the door on the left, then the next one in the corridor - the drone is in this room
  • from there, make a U-turn (vector 120 from the previous drone) and follow the tracks to the intersection where a tetrapod appears, turn left from there
  • the last one is in the room to the right of said intersection

Note that defeating Iguazu too quickly will leave you alone against five ghost machines - you may want to pace yourself.

Since both Iguazu and the ghost machines use pulse shielding, and there are a lot of clustered targets in the first half, bringing Assault Armor is recommended. A pulse gun and/or wide area of effect explosives are viable choices. A head unit with good scanning range helps with locating the drones if you're lost.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Pulse Gun
HI-18: GU-A2
Laser Slicer
Vvc-774LS
Head
Legs
Expansion
Kasuar/44Z
Reverse Joint
06-042 Mind Beta
Assault Armor

Reference results:
Time
Repair costs
Ammo costs
Penalties
≈04:45
41,908
31,400
65,000
[18] Ocean Crossing
The jellyfish-like drones don't factor into your score at all, so it's safe to ignore them along the way. To shave even more time off your total, you can use Assault Armor to instantly dispose of those hovering over the boss arena.

A tetrapod assembly will allow you to comfortably cross the gap between platforms while hiding under the bridge, as well as follow the spider up into the air in its second phase. As long as you stick close to the spider, you should be able to outdamage it easily enough.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Expansion
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Spread Bazooka
SB-033M Morley
Pile Bunker
PB-033M Ashmead
Tetrapod
VP-424
Assault Armor

Reference results:
Time
Repair costs
Ammo costs
≈04:15
34,866
18,000
[19] Steal the Survey Data
The first half is straightforward, rushing the objectives and taking out whatever is in the way should work fine, with multi-lock weapons being a big help.

In the second half, I don't recommend rushing the tetrapod, as the smaller MTs tend to get in the way, even though they get destroyed by the warship soon after.

To make the fight against LCs significantly easier, use the catapult to get on top of the cliff and fire an explosive of your choice into the warship's bay as it opens - you'll deal major damage to the LCs before they can even do anything to you.

Afterwards, as the warship makes its second pass, fly onto its deck and take out the bridge. Note that the various cannons on its body as well as the drones it launches don't count towards your score directly, though taking them out helps mitigate damage.

The biggest factor against the S-rank seems to be how much damage you take - if has to be under about two repair kits.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Dual Missile Launcher
BML-G2/P08DUO-03
Grenade Cannon
Songbirds
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈06:30
202,800
24,956
50,000
[20] Attack the Refueling Base
Special requirement: Destroy the combat log LC in front of the bridge
While the shield LC in front of the bridge is the only mandatory requirement, destroying only this one and nothing else means you will also need to keep time and damage to an absolute minimum for an S-rank.

With repeated attempts I've found that destroying the other two combat log LCs as well makes getting the S-rank much more consistent, so I do recommend destroying all three:
  • a shield LC right in front of the bridge
  • a sniper LC on a tall structure in the distance, to the right of the bridge
  • a sniper LC underneath the bridge, near the catapults
I was getting the best results with those three destroyed, as well as using plasma missiles to take out whatever smaller enemies were along the way as I moved through the map, without leaving the fastest route to go after anything else.
Note that destroying fuel tanks actually doesn't factor into the ranking at all.

Both the shield LC and Ekdromoi units are vulnerable to an assault boost kick → twin shotgun blast → charged pile bunker combo.
When fighting the two Ekdromoi, focus the melee unit first, as otherwise it will disrupt you with its long range lunges. A close-range FCS is recommended.
A good strategy against the Ekdromoi is to immediately move left at the start of the battle and lure them into a corner of the map, behind a storage tank, where their mobility will be limited and they'll be vulnerable to melee.

For the results below, I was moving through the map at a speedy but not breakneck pace, and apart from the three LCs I only destroyed those enemies that were directly along the path, mainly using plasma missiles. I also took quite a beating during the boss fight.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Plasma Missile Launcher
Vvc-706PM
Pile Bunker
PB-033M Ashmead
Legs
FCS
Reverse Joint
06-042 Mind Beta
FC-006 Abbot

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈04:45
177,200
22,408
23,700
[21] Eliminate V.VII
You don't need to fight Rokumonsen or any of the combat log enemies.

I find it easiest to hug the left edge of the area and proceed on top of the walls, using long-range weaponry to get rid of MTs along the path. After reaching the objective, turn around and make a beeline to Swinburne. The damage threshold is about two repair kits.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Plasma Missile Launcher
Vvc-706PM
Pile Bunker
PB-033M Ashmead
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Repair costs
Ammo costs
≈02:20
18,074
12,950
[22] Tunnel Sabotage
Time seems to be the only factor here. Just get in and get out as quick as you can, only taking potshots at whatever is directly in your path.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Laser Pistol
VP-66LH
Laser Pistol
VP-66LH
Plasma Missile Launcher
Vvc-703PM
Plasma Missile Launcher
Vvc-703PM
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈02:30
30,800
20,698
5,100
[23] Prevent Corporate Salvage of New Tech
Going for the HC (the left one) first is preferable, as it takes some time to activate and react to your presence. Other than than, pretty straightforward.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Pile Bunker
PB-033M Ashmead
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Repair costs
Ammo costs
≈02:00
22,990
12,000
[24] Survey the Uninhabited Floating City
Time and damage are the main factors, and most enemies along the way can be ignored. Self-destructing ball drones don't even factor into your score at all.

A well-timed burst of Assault Armor can stop the ghost units' ambush in its tracks and immediately open them up for a direct hit.

During the bossfight, I find it's worth taking the extra time to activate the friendly drones, as they make the battle much less hectic.

I found a medium weight, reverse joint twin shotgun twin stun needle assembly to be the most efficient against the helicopter. Alternatively, a hovering tetrapod with close range weaponry also works.
A long-range missile assembly might seem like a good idea but in actuality it tends to be too slow and ammo hungry to reach an S rank.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
Reverse Joint
RC-2000 Spring Chicken

Reference results:
Time
Repair costs
Ammo costs
≈04:45
9,344
30,850
[24/ALT] Survey the Uninhabited Floating City
The alternative mission replaces the helicopter and sniper LCs fight with a single heavy biped AC, Astghik, making the mission arguably easier.

Bring an anti-AC assembly of your choice, and don't stand in napalm for too long.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Expansion
Laser Rifle
VE-66LRB
Laser Rifle
VE-66LRB
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Tank
VE-42B
Assault Armor

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈04:00
150,000
29,924
32,000
[25] Heavy Missile Launch Support
Special requirement: All three missiles survive
Individual missiles can be heavily damaged, but once one is destroyed, the S-rank is lost.

The main problem are the three toybox mechs that arrive at 02:20, and the warship that arrives at 01:15.
Toybox mechs fire rocket salvos that can shave off half a sub missile health, and if the warship is allowed to fire off its laser sweep, the S-rank is as good as lost.

Keep an eye on the radar and use an agile assembly with a mix of long and medium range weapons. I recommend plasma missile launchers for their range, lock speed and overall good performance against clustered targets.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Laser Handgun
VP-66LH
Laser Handgun
VP-66LH
Plasma Missile Launcher
Vvc-706PM
Plasma Missile Launcher
Vvc-706PM
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
N/A
160,000
140
18,540

[26] Eliminate the Enforcement Squads
A straightforward mission. Get through the targets while keeping a good pace and there should be no problems. Defeating Candle Ring isn't required for the S-rank.

The HC is vulnerable to rushdown tactics, make use of assault boost kicking to keep up the pressure.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Pile Bunker
PB-033M Ashmead
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Repair costs
Ammo costs
≈02:45
25,672
23,400
[27] Destroy the Special Forces Craft
One of the easier missions. Bring explosives, a pile bunker and hard-hitting close range weapons and you should have no problem brute forcing the boss.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Pile Bunker
PB-033M Ashmead
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Repair costs
Ammo costs
≈01:45
24,046
14,000
[28] Attack the Old Spaceport
Special requirement: Defeat two specific combat log LCs
These are situated in the right corner of the area, vector 170 from the starting point.

As long as those two are down, you can just rush through the rest of the mission. The third combat log LC (to the left of the tower) is not required for an S-rank. Note that the second half of the mission won't trigger until you resupply.

Against the bosses, focus the Heavy Cavalry first, as its defensive combat style is easier to overwhelm. Rusty should keep the other one busy.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
Reverse Joint
RC-2000 Spring Chicken

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈06:15
158,000
14,356
37,200
[29] Eliminate "Honest" Brute
It's possible to ignore everything and just rush to the end. You can even get a drop on Brute if you know where he's hiding - scan the area beforehand.

Bring your anti-AC assembly of choice, but note that Brute is geared for close-range combat.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
Reverse Joint
RC-2000 Spring Chicken

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈03:00
15,600
20,610
13,050
[30] Defend the Old Spaceport
A straightforward one-on-one AC duel.
Bring an anti-AC assembly of your choice. Since it's happening on flat ground, a Fortaleza light tank assembly may be a good candidate.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
Reverse Joint
RC-2000 Spring Chicken

Reference results:
Time
Repair costs
Ammo costs
≈01:15
19,254
9,200
[31] Defend the Dam Complex
An endurance match against two ACs - a tank and a tetrapod - with a third biped AC joining the fight later on.

I recommend starting with Chartreuse, as she's slow and easily cornered, and King is actually the tankier one with his pulse scutum.

Raven seems to be less difficult than he was in the counterpart mission. If you're feeling cheeky, try aiming manually and shooting him down as he approaches.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
Reverse Joint
RC-2000 Spring Chicken

Reference results:
Time
Repair costs
Ammo costs
≈03:00
26,486
22,100
[32] Historic Data Recovery
This one is wholly time-dependent, and optional objectives can be safely ignored. Just scan the three wrecks displayed on your radar as quickly as you can.

You can even finish with a negative income and still get an S-rank.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Machine Gun
DF-MG-02 Chang-Chen
Machine Gun
DF-MG-02 Chang-Chen
Plasma Missile Launcher
Vvc-706PM
Plasma Missile Launcher
Vvc-706PM
Legs
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈02:30
0
1,118
4,020
[33] Coral Export Denial
Special requirement: No transport choppers escape the area

While you don't need to destroy every non-target enemy, it's still recommended to do so as not destroying enough enemies while sustaining a large amount of damage may lead to an A-rank even if you managed to shoot down every chopper.

Note that the choppers explode in large AoE blasts. You can't really set off chain reactions, but there are instances where blowing up one chopper also destroys one or two choppers next to it.

Pay extra attention to the very last wave with the choppers coming en masse both below and above. At least one chopper usually tends to slip through the head-on assault, so keep an eye on the TGT indicators to make sure no stragglers have made it past you. If they do, chasing them down should pose no problems, as long as you notice them immediately.

After running this mission multiple times, I've found the most comfortable and consistent assembly to be a hovering tetrapod missile platform, with the specifics provided below.

Using multi-lock for the plasma launchers works great for clustered targets, choppers or otherwise, while the split missile launchers provide enough accuracy and damage to reliably one-shot from maximum range everything but LCs.
Note that the most efficient way to use Coral generators is by letting them bottom out and recharge from zero. If you don't vibe with this kind of playstyle, switch to a traditional generator.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Split Missile Launcher
HML-G3/P08SPL-06
Split Missile Launcher
HML-G3/P08SPL-06
Plasma Missile Launcher
Vvc-706PM
Plasma Missile Launcher
Vvc-706PM
Legs
Booster
FCS
Generator
Tetrapod
VP-424
BC-0200 Gridwalker
FCS-G2/P12SML
IB-C03G: NGI 000

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈06:00
468,000
14,068
48,650
[34] Destroy the Ice Worm
Time and damage requirements are strict. Try to keep it under five minutes and one repair kit.
Keep an eye on the compass as it shows the worm's location even when it's underground.

From the start of the mission, keep moving forward-left (vector 220) and you'll find yourself in the perfect position to strike.

I recommend bringing twin stun needles in case you miss the initial shot. This also gives you an opportunity to break the worm's shielding in the third phase with just a single volley. When the worm is down, a pile bunker and a close-range weapon of your choice should take care of it no problem.

At the start of the second phase, you can try switching to manual aim sniping the worm from afar, as it moves in a straight line towards you.

I also find it useful to bring reverse joint legs and boosters with good vertical thrust, so that during the worm's big discharge attack in the third phase you can maneuver yourself to hit its face.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Pile Bunker
PB-033M Ashmead
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
Booster
Reverse Joint
RC-2000 Spring Chicken
BC-0200 Gridwalker

Reference results:
Time
Repair costs
Ammo costs
≈05:00
15,982
21,850
[35] Underground Exploration - Depth 1
A mission where you can go full tank. Bring a heavy and stable assembly, equip Pulse Armor and the heaviest pulse shield.

From the start, instead of activating the elevator, just jump off the platform. Maneuver yourself so that one of the vertical pillars is between you and the Nepenthes, pop your armor and bring out your shield and just fall straight down without touching the movement keys. The only obstacle is a small squad of MTs halfway through the shaft.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Pulse Scutum
VE-61PSA
Legs
Expansion
Tank
LG-022T Bornemissza
Pulse Armor

Reference results:
Time
Repair costs
Ammo costs
≈02:15
22,128
5,550
[36] Underground Exploration - Depth 2
After defeating Iguazu, you can rush through the rest of the level ignoring everything including the PCA ambush. If you decide to get rid of the PCA machines, you can do so while they're still dormant, before you hack the terminal.

The boss, like others, is vulnerable to rushdown tactics. Keep an eye out for the ground slam attack that requires jumping to avoid, and in the second phase keep your health above half to avoid getting one-shot with its grab attack.

Damage thresholds aren't strict, you can eat through three repair kits and still come out with an S-rank.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Pile Bunker
PB-033M Ashmead
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈05:30
102,600
46,308
27,750
[36/ALT] Underground Exploration - Depth 2
Different from the original in that Iguazu is replaced with Coldcall, who is much more agile and aggressive. He approaches you from behind, so it's a good idea to engage him in the tunnel where his mobility is limited. A close-range FCS is definitely recommended, and you might want to switch the pile bunker out for a faster melee option.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Pile Bunker
PB-033M Ashmead
Legs
FCS
Reverse Joint
06-042 Mind Beta
FC-006 Abbot

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈05:30
215,200
39,570
31,900
[37] Underground Exploration - Depth 3
You can ignore all enemies on the way to the objective.

The Ephemera AC is fast and agile, but you fight it in an enclosed area, so explosive weapons and Assault Armor work well for boxing it in. A close-range FCS is recommended. Try to keep damage within 2 repair kits.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Songbirds
Plasma Thrower
44-143 HMMR
Legs
FCS
Expansion
Reverse Joint
06-042 Mind Beta
FC-006 Abbot
Assault Armor

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈03:15
117,000
20,342
15,250
[38] Intercept the Redguns
Time requirements are somewhat tight, but damage requirements are generous - you can finish without repair kits and with health in the red and still get the S-rank.

I recommend bringing a plasma missile launcher, it's a massive help for cleaning out MTs and quadcopters quickly. For this mission, I even find it easier to bring two of them and forgo a melee weapon.
Make sure to use multi-lock and try to pop the quadcopters before they fly away - these count towards your score.

Against Michigan, I find it easier to sweep the MT in the vicinity first and only then focus on him proper.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Plasma Missile Launcher
Vvc-706PM
Plasma Missile Launcher
Vvc-706PM
Legs
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈05:15
288,200
43,930
43,350
[39] Ambush the Vespers
It's a straightforward 2v2 AC skirmish. Bring whatever anti-AC assembly you're used to and focus V.VIII Pater first, as he has less health.

A grenade cannon helps with the ambush, and when pinning them against walls.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Grenade Cannon
Earshot
Laser Dagger
VP-67LD
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Repair costs
Ammo costs
≈02:15
28,864
17,800
[40] Eliminate V.III
A duel with a tetrapod AC that hovers above a near-bottomless pit.

An efficient counter to that is to bring a tetrapod of your own, either with close-range weaponry or all-out missile boat mode.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Split Missile Launcher
HML-G3/P08SPL-06
Split Missile Launcher
HML-G3/P08SPL-06
Active Homing Missile Launcher
BML-G3/P05ACT-02
Active Homing Missile Launcher
BML-G3/P05ACT-02
Legs
FCS
Generator
Tetrapod
VP-424
FCS-G2/P10SLT
IB-C03G: NGI 000

Reference results:
Time
Repair costs
Ammo costs
≈02:00
14,328
34,900
[41] Unknown Territory Survey
Bring an anti-AC assembly of your choice. Ignore the worms and rush through the map.

Rusty is both tough and agile, but like most AC fights he's vulnerable to rushdown tactics. A close-range FCS is recommended.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot

Reference results:
Time
Repair costs
Ammo costs
≈02:15
4,620
11,100
[41/ALT] Unknown Territory Survey
Rusty is now joined by Middle Flatwell halfway through the fight. Flatwell is much slower and overall easier, so depending on Rusty's remaining health, switching your attention to Flatwell may be more efficient.
Rusty also seems to have less health than in the original mission.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot

Reference results:
Time
Repair costs
Ammo costs
≈02:00
11,044
11,550
[42] Reach the Coral Convergence
Time and damage thresholds aren't strict at all, so as long as you beat the mission in one go, chances are you'll get an S-rank then and there. The difficulty comes from the boss being a glass cannon who's capable of melting you if you're not careful or just unlucky.

You don't need to fight anything in-between the starting skirmish and the boss, so just rush through the level.

The Ibis unit will always open the fight with the same big sweeping attack that leaves it standing still for a moment, perfect for a counter. For the second phase, it becomes vulnerable right as Ayre finishes saying "environment", so time your opening attack accordingly.

A direct pile bunker hit will shave off half the Ibis unit's health bar, but it's tricky to connect with, so you might want to opt for something faster or with better range, or even drop melee altogether for stun needles.

If all else fails, a Fortaleza tank legs twin gatling twin stun needle assembly will make use of the flat boss arena and carry you through the fight with relative ease.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Gatling Gun
DF-GA-08 Hu-Ben
Gatling Gun
DF-GA-08 Hu-Ben
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Expansion
Tank
EL-TL-11 Fortaleza
FC-008 Talbot
Pulse Armor

Reference results:
Time
Repair costs
Ammo costs
≈05:00
39,114
63,720
[42/ALT] Reach the Coral Convergence
The entire second half is replaced with a fight against Snail, with Iguazu joining in soon after.

The two are hostile to each other, but capitalizing on that is difficult in the small arena. Just bring your best anti-AC assembly. Explosives and Assault Armor will work well in tight quarters.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Gatling Gun
DF-GA-08 Hu-Ben
Gatling Gun
DF-GA-08 Hu-Ben
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Expansion
Tank
EL-TL-11 Fortaleza
FC-008 Talbot
Assault Armor

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
Penalties
≈04:00
330,000
39,732
90,230
520,000
[43] Escape
You're locked into a specific, crummy assembly for this. The machinegun is somewhat weak, but the spread bazooka will destroy smaller MTs in a single shot from close range.

Get rid of MTs in the sewers and ignore the tetrapod. Once you're outside, it's possible to reach the objective without fighting any enemies, just using jamming rounds to shake them off. As you reach the last waypoint and make a stand, fight back while spamming jamming rounds, you're supplied with more than enough.

Reference assembly:
N/A

Reference results:
Time
Repair costs
Ammo costs
≈04:00
N/A
N/A
[44] Take the Uninhabited Floating City
Special requirement: Xylem shield isn't breached and Xylem tower takes no direct damage

The main problem are snipers that appear at 03:00 and kamikaze drones that appear at 01:50. Other enemies can be easily dealt with using a plasma missile launcher for clustered targets and a laser rifle for stragglers. Particularly, VE-66LRA (the medium laser rifle) can one-shot every minor enemy.

Defense cannons are surprisingly useless, but you can activate them at around 03:15 to get rid of three or four snipers. For the rest, I find it easiest to hang out in the center area and use explosives and/or plasma missile launchers to one-shot them from long range.

Kamikaze drones are the dealbreaker here as they will eat up more than half the shield if left unattended. Fortunately, there is an easy and consistent counterplay: stand on the ledge in front of the main tower, and as the drone indicators appear, fly up to an altitude of about 260 and place the Pulse Protection core expansion there - it will neutralize every single drone.

The next wave includes a heavy PCA craft approaching from the center path. You don't need to destroy it, but you should at least aggro it to take its attention off the tower.

The assembly below provides everything needed for this strategy.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Laser Rifle
VE-66LRA
Grenade Launcher
Iridium
Plasma Missile Launcher
Vvc-706PM
Grenade Cannon
Songbirds
Legs
FCS
Expansion
Reverse Joint
06-042 Mind Beta
VE-21B
Pulse Protection

Reference results:
Time
Repair costs
Ammo costs
N/A
15,800
30,810
[45] Intercept the Corporate Forces
A fight with a Heavy Cavalry unit and a fight with V.I Freud, a medium weight biped AC, are the main points of interest.

The Heavy Cavalry is vulnerable to rushdown, particularly assault boost kicking followed by a twin shotgun blast.

V.I Freud is aggressive and agile, and keeps up the pressure with his laser drones. If you're having trouble, a twin stun needle & twin gatling or twin shotgun assembly should provide the easiest option.

Damage threshold shouldn't be a problem, but time limits are strict. Try to finish within five minutes.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot

Reference results:
Time
Bonus Pay
Repair costs
Ammo costs
≈04:45
336,600
64,888
35,350
[46] Breach the Kármán Line
You have unlimited energy for this mission.

The first half doesn't have much room for strategy, as there's only so many ways you can assault boost towards a ship's bridge and blow it up. Just keep dodging during the boost.

The second half is a duel with Rusty piloting an AC that is both agile and sturdy, and also seems to have unlimited energy. Use whatever anti-AC assembly you're comfortable with. Be ready for his fakeout defeat and Terminal Armor activation.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot

Reference results:
Time
Repair costs
Ammo costs
≈05:00
26,624
28,700
[47] Shut Down the Closure Satellites
Damage and time requirements aren't strict. If you beat this, you will probably beat this with an S-rank. Bring whatever anti-boss assembly you're good with.

Against the sweeping fly-by attack, it's safer to just fly high up and out of reach.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot

Reference results:
Time
Repair costs
Ammo costs
≈02:00
20,606
24,200
[48] Eliminate "Cinder" Carla
Fighting any optional enemies is not required - including V.II Snail.

Against Chatty and Carla, use the pillars for cover and definitely focus Carla first, as Chatty will retreat from you as long as she's alive. Both these ACs are only equipped with missile weapons, making them vulnerable to close-range assault.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot

Reference results:
Time
Repair costs
Ammo costs
≈04:30
23,652
25,550
[49] Destroy the Drive Block
Time and damage thresholds are very forgiving.

The second generator block is easy to get lost in, the path forward is on the middle level, along the right wall.

Use whatever anti-boss assembly you like and you should be fine. Assault Armor works well against Balteus' shields.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Core Expansion
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot
Assault Armor

Reference results:
Time
Repair costs
Ammo costs
≈06:00
45,304
44,400
[50] Bring Down the Xylem
HAL is equipped with several slow, hard-hitting coral weapons, so an agile assembly is recommended to avoid getting caught in those. This is probably the easiest between the three final missions. Use an anti-AC assembly of your choice.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot

Reference results:
Time
Repair costs
Ammo costs
≈02:00
21,220
14,100
[51] MIA
You don't need to fight any optional enemies, including G6 Red. Just navigate the level, don't stand in the fires and avoid the explosions.
The boss is vulnerable to rushdown, specifically the assault boost kick → twin shotgun blast → melee combo.
Damage threshold seems to be within two repair kits.

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot

Reference results:
Time
Repair costs
Ammo costs
≈04:00
15,424
26,200
[52] Regain Control of the Xylem
The main challenge is not receiving too much damage during the laser sequence. Bringing a pulse scutum or a coral shield helps greatly with this, pulse scutum in particular you can engage and never even turn off.

Alternatively, you can make use of the fact the lasers fire in a predetermined sequence and just rush towards the correct terminals in advance. The sequence is:


Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Legs
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Plasma Missile Launcher
Vvc-706PM
Pulse Scutum
VE-61PSA
Reverse Joint
06-042 Mind Beta

Reference results:
Time
Repair costs
Ammo costs
≈06:00
29,378
20,300
[53] Coral Release
Time and damage requirements are not a problem. If you beat it, you beat it.

You can start by diving into the crowd and firing off an Assault Armor burst to disrupt the smaller units and more easily single out the main target.

In the second half, ignore the floating Sea Spider enemies and focus on the main unit, as the Spiders will leave the battle once the main unit hits 50% health.

Bring an anti-boss assembly of your choice. Good luck!

Reference assembly:
R-Arm
L-Arm
R-Back
L-Back
Shotgun
SG-027 Zimmerman
Shotgun
SG-027 Zimmerman
Stun Needle Launcher
VE-60SNA
Stun Needle Launcher
VE-60SNA
Legs
FCS
Reverse Joint
RC-2000 Spring Chicken
FC-008 Talbot

Reference results:
Time
Repair costs
Ammo costs
≈02:30
51,444
32,650
Outro
Credits:
● Thanks to hoimingmissile for confirming the requirements for mission 20, as well as the strategy of fighting the Ekdromoi in tight spaces
● Thanks to Draycos for the pulse protection strategy in mission 44
● Thanks to CerealCommander for extra info on mission 11, as well as pointing out there's an optional breakdown of bonus pay on the results screen
● Thanks to thefifthmatt[thefifthmatt.com] for the super helpful Armored Core VI rank calculator[thefifthmatt.com]
● Thanks to Garrison Rick for confirming requirements for mission 17
● Thanks to VegaTron for helping clear up the confusion about the mission 52 laser sequence

If you have any questions, please comment and I will do my best to answer.
If you spot any mistakes, or have better or easier strategies for specific missions, please comment and I will edit the guide and credit you.

If you found my guide useful, consider buying me a can of coke on donatty[donatty.com]
or boosty[boosty.to]

Thank you for reading!

37 comentário(s)
God Taint 12 de set. às 16:02 
#47 "Damage and time requirements aren't strict. If you beat this, you will probably beat this with an S-rank."
I've gotten A rank about 7 times in a row now. Clearly damage and time requirements are, in fact, strict.
thePankakeManne 30/dez./2023 às 7:23 
Excellent guide, useful and well-organized. Cheers!
Zhnigo  [autor(a)] 15/nov./2023 às 22:58 
glad to hear that, cheers
Magnolia Curtis 15/nov./2023 às 17:12 
Thank you!I’ve got all S-Rank ,your guide is really helpful :needy_cat:
死.DuckSleazzy 7/out./2023 às 10:03 
I ignored everything, shot maybe a couple MTs down with Zimmers. I went from the sidelines to avoid combat.

Funny enough, playing the mission again the same way but with even less damage taken gave me an S. I'm sorry I don't have the numbers.
Zhnigo  [autor(a)] 7/out./2023 às 8:35 
upd: Just played the mission using a reverse joint twin zimmerman + plasma missile launcher + pile bunker assembly. I used plasma missiles to wipe out whatever was on the way to the shield LC, then got rid of enemies directly under the bridge, without going out for the canyon, then destroyed the artillery cannons on the bridge and a group of MTs a little further along the way. Then I rushed to the last area, only destroying the two quadcopters near the resupply point. Got the S rank first try.
Zhnigo  [autor(a)] 7/out./2023 às 8:35 
Thanks for your comment
By "blazed past" do you mean that you ignored everything else, or that you took the shortest route while still destroying enemies along the way? I find that the most consistent method for me is to bring one plasma missile launcher and take potshots at whatever smaller enemies are along the way to the objective.
The rank calculator https://thefifthmatt.com/ac6-rank-calculator states that with your repair and ammo costs, if you don't destroy anything else, you'll need to finish in 03:15 to get an S-rank, and destroying extra enemies, specifically LCs, artillery and choppers, greatly expands the time limit.
Cheers
死.DuckSleazzy 7/out./2023 às 7:51 
20 - Attack the Refueling Base:
I blazed past everything, killed shield LC and 2 boss with 18.5K repair cost and 12K ammo cost, and I still got an A. Not sure where I went wrong.
Zhnigo  [autor(a)] 5/out./2023 às 7:15 
Thanks for your comment

In my multiple playthroughs of [38] Intercept the Redguns I've found that using multilock weapons (namely two plasma missile launchers) to quickly sweep smaller enemies is much more consistent and efficient than bringing single target weapons (like stun needles, explosives and even melee). Even if the fight with Michigan drags on a little longer, I find that the time and repair costs saved by quickly and easily getting rid of MTs and copters more than makes up for that

Your strategy for retreating into the tunnel to fight Michigan is valid, but depending on your loadout this can put yourself at a disadvantage since Michigan uses explosive weapons that may be harder to avoid in tight quarters

While OCELLUS has maxed out close range tracking, since its other stats are so bad I find that it's only really useful for melee/shotgun range against very fast targets

Cheers
VegaTron 2/out./2023 às 14:50 
(continued)

[h1]Build[/h1]

- Arms: 2x SG-027 Zimmerman - 1 shots MTs, 2 shots for troop carriers, staggers Tetrapods and Michigan
- Back: 2x VE-60SNA Stun Needle - only used on Tetrapods and Michigan to reduce ammo costs
- Head: 20-082 Mind Beta
- Core: IB-C03C: HAL 826
- Arms: Nachtreiher/46E
- Legs: RC-2000 Spring Chicken - jump when being surrounded, then AB to safety
- Booster: IB-C03B: NGI 001 - super fast. Keep moving and nothing but missiles might hit you.
- FCS: 1A-C01F: OCELLUS - best close range stat.
- Generator: IB-C03B: NGI 001 - this is the infinite flight coral generator. Mobility is key.
- Expansion: Assault Armor - use on crowds and to kill Michigan quickly




[h1]Reference Results[/h1]

- Base Pay: 400,000
- Bonus Pay: 290,000
- Repair Costs: 22,816
- Ammunition Costs: 37,900
- Penalties: 0
- Income : 629,284