Armored Core 6is a game with multiple endings, and the path to each one depends on the decisions you make throughout the game. In Chapter Five, after you finish Take the Uninhabited Floating City mission, you’ll face an important decision that will influence the ending you’ll achieve. You have two mission options: Eliminate ‘Cinder’ Carla or Intercept the Corporate Forces.

RELATED:Armored Core 6: Intercept the Corporate Forces Walkthrough

To assist Carla or oppose her is your choice. While it may not appear as the most favorable choice considering Carla as your ally, opting to go against her means aligning with Ayre. In this case, you’ve chosen the “Eliminate ‘Cinder’ Carla” mission.

Mission Overview

In this mission, you’ll betaking ordersfrom Ayre,since you chose to go against Carla.

Ayre reveals that Overseer is plotting to destroy the Coral, andshe’s determined to prevent that from occurring. However, the only method to halt the Xylem’s ascent is bygaining control of its systems.

Eliminate Cinder Carla Armored Core 6

This is where you come in, 621.

Your mission here is to capitalize on the chaos resulting from the ongoing conflict between the corporations and Overseer andeliminate “Cinder” Carlato accomplish your goal.There is no other way around!

Keep in mind that when you choose to embark on this mission,you won’t have the option to pursue the Intercept the Corporate Forces mission.

Recommended loadout for this mission Armored Core 6

While going against your ally may not seem like the ideal choice, it’s important to note that this decision ultimately leads to the game’sLiberator Of Rubicon Ending,which is considered the good ending in Armored Core 6.

For this mission, where you’ll face several AC bosses, it’s essential to equip a loadout that excels at defeating them.

Two words:Pile Bunker!

The Pile Bunker is the ultimate melee weapon for dealing with AC bosses, butit’s most effective after they’ve been staggered.

This leads us to the second primary weapon in your loadout:the Zimmerman shotgun. This shotgun isexceptional at building up the stagger meter, especially when youdual-wield two of them.

Player making his way in Xylem Armored Core 6

Now, you might be wondering how to equip all three of these weapons. It’s quite simple.

Equip two Zimmermans in both handsand for the Pile Bunker, place it in one of your shoulder weapon slots,allowing you to switch between the two effectively.

Player fighting V.II Snail Armored Core 6

You still have one more shoulder weapon slot available, and it’s recommended to reserve that forPlasma Missiles due to their homing capabilities, which are valuable in this mission.

Lastly, it’s crucial to pilota light and speedy ACto make this loadout perfect.

Player fighting Snail Armored Core 6

Eliminate “Cinder” Carla

At the beginning of the mission,you’ll find yourself at Xylem, where both the Arquebus soldiers and Carla’s mechs are engaged in combat.

In this chaotic situation,you have the freedom to defeat either side if you wish. These opponents arerelatively easy to take out.

Player fighting Snaill in Armored Core 6

A double shot from both your shotguns should dispatch them with ease.

Your first objective marker will guide you further ahead, and it will eventually update to a second location.

Player fighting Snail in Armored Core 6

Here, you’ll encountera familiar AC engaged in battle. Even though there isn’t a specific target marker on this AC, defeating it is necessary toacquire a Combat Log.

Defeat V.II Snail

Ayre will inform you about the presence of V.II Snail and remind you thathe’s the same person who captured you in the Institute City.

While Ayre doesn’t interfere andleaves the decision of how to handle the situation up to you, there is an opportunity to acquirea Platinum Log from Snail.

Player looking over the entrance down Armored Core 6

The fight against V.II Snail isentirely optional, but we’ll provide information on the battle anyway.

OPEN FAITH / V.II Snail’s loadout includes theVP-66EG Stun Gunand theVE-67LLA Laser Lanceas his hand weapons.

Player fighting enemies while there is a dangerous yellow gas Armored Core 6

In his shoulder weapons, he wields theVvc-70VPM Plasma Missile Launcher, which launches abunch of missiles that track you, and theVE-60SNA Stun Needle Launcher.

Snail’s primary strategy revolves aroundbuilding up Electric Discharge using the Stun Gun and Stun Needle. This, in turn,causes a shock that can deplete a significant portion of your health.

Cinder Carla And Chatty Stick in Armored Core 6

Now that you’re familiar with his loadout, it’s important to understand his attack patterns to effectively dodge them.

Begin by closing the distance between you and Snail, thenfire both of your Zimmermans at himas this will almost completely fill his stagger meter.

Immediately following this,launch your Plasma Missiles, which shouldfinish filling the stagger meter entirely.

When themeter turns red, it indicates thatSnail is staggered and vulnerableto the devastating power of the Pile Bunker.

Switch to the Pile Bunkerand execute a quick boost toward him while fully charging the attack, andthis should remove more than half of his health.

Repeat this process, and you’ll easily yet successfully defeat Snail, earning you thePlatinum Login the process.

Continuing to follow the objective marker, you’ll come across an underground building.

Once inside the underground structure, you’ll find yourselflocked in with multiple enemies to contend with.

The most vexing aspect is theyellow gas which gradually increases your Electric Discharge.

Your priority is tolocate the enemies responsible for emitting this gasand eliminate them promptly before dealing with the others.

After successfully dealing with these enemies,the locked door will openand you access to a tunnel leading to the next quest marker.

Proceeding through the tunnel, you’ll encounter a door that leads to aconfrontation not only with “Cinder” Carla but also with “Chatty” Stick.

Defeat “Cinder” Carla And “Chatty” Stick

Inside this room, you find yourself facing your former allies,CIRCUS / “Chatty” StickandFULL COURSE / “Cinder” Carla. Given your betrayal, it’s only natural that they will engage you in combat.

In this boss fight,Stick remains on the upper floorwhileCarla relentlessly charges at you.

Before you’re able to navigate this battle successfully, it’s important to comprehend the challenges posed by each of them,including their setup and attack patterns.

“Chatty” Stick

Stick playsmore of a support role in this battle due to his low health.

Positioned on the upper floor, he constantly fires missiles and employs various explosive weapons, including theBML-F1/P07VTC-12 Vertical Missile Launcher,WR-0999 DELIVERY BOY,IRIDIUM Grenade Launcher, and theLITTLE GEM Bazooka.

He primarily utilizesthree attacks that launch various types of explosives and missiles at you. Some of these, like the Bazooka, can inflict significant damage.

Taking out Stick first is a wise strategyas it allows you to concentrate your efforts on dealing with Carla more effectively.

Upon defeating Stick, you’ll receivea Gold Log.

“Cinder” Carla

Carla, who is particularly irked by your betrayal, will aggressively pursue you throughout this encounter.

Her loadout includesdual-wielded WS-5000 APERITIF Siege Missile Launchersandtwo WS-5001 SOUP Scatter Missile Launchersmounted on each shoulder.

Her attack pattern is relatively predictable, consisting oftwo primary attacks.

However, it’s essential to be cautious of theDelayed Missile Salvo, whichreleases homing missiles that linger briefly before targeting you.

Additionally, she can execute a disruptiveBoost Kick attackwhere she rushes at you to deliver a kick, potentially interrupting your actions.

To defeat both Stick and Carla,follow the same strategy as defeating Snail.

Begin with the Zimmermans and missiles to fully build up the stagger meter, then close in with a fully charged Pile Bunker attack.