Its a bit bare-bones at the moment, that I will openly admit to, but here is the Omake I was working on...As well as something extra so that its worthy of the title of an Omake.
AM15 PICKET: An autonomous variant of the AM14 SENTRY, developed over the course of the Rubicon conflict to mitigate human casualties after the original MT was deemed unsuitable for the planet's "hazardous environments" and was phased out in favor of the newly produced Cavalry units. Overall, the Picket is not all that different from the Sentry, though its lack of human pilot makes them far more expendable than their original counterpart…even if they are far less flexible in combat scenarios due to the simplicity of their AI.
Detractors of the model mockingly state that picket has more in common with the lump of wood than it does with the type of soldier, or that its "purpose" on the field is to be overpriced cannon fodder…Most opponents that face the picket tend to agree with these statements.
IA-28 BISHOP: A recently created C-Weapon that was both designed and named after the distant ancestor of the MT-T-026. Equipped with a Coral generator, Coral pistol and/or missiles, pilebunkers in the legs all capped off with additional armor, the Bishop is designed as an MT/AC area denial weapon, acting as both a dangerous distraction from alternative threat and a deadly threat that will prove fatal if neglected or ignored.
The Junker Coyotes have loudly complained that whoever is behind this Coral Weapon has plagiarized their own upgraded designs to the MT-T-026…But they are Doser's so no one cares or even believes them about this.
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Armored Core VI; Embers of Rubicon: Firekeeper Boss Fight (Ending 4: Homophron) Guide.
Of the four possible endings, it goes without saying that the two that require you to reach NG++ would be the most difficult to obtain...But this? Let it never be said that AC VI does not demand your A-game when it comes to the endgame, and if you think for a second that it will get easier, then the penultimate mission of the Allmind route will swiftly remind you that this is a Fromsoftware game, and you really should have known better than to think that by this point.
Yes, our favorite wolfpack boss is back from the Fires of Raven path, only this time you don't have a massive ship on a collision course splitting their attention, so instead of only having to deal with three of them followed by two backing the last boss, you get to deal with all five of them at once! Sounds like fun, right?
Prolouge: Homophron Route; "Destroy the Closure Satellite"
Before we can really talk about the Firekeepers, we first must talk about the epic, spectacle that takes place right before it, and how it sets the pace for the showdown that is to come. "Destroy the Closure Satellite" see's you in a race against the clock, doing everything in your power to destroy the hijacked satellite before it manages to blow the Coral-filled institute city (and thus half the galaxy) to kingdom come, all while being relentlessly pursued by every last C-Weapon, RLF personnel & highjacked drone's that Drich can throw at you while desperately trying to stop Allminds plan.
Needless to say, it's not an environment that's beneficial towards ammo & repair kit conservation, which is why your main concern is to be as fast and as "safe" as is possible.
Now, the Closure Satellite is composed of five separate targets that need to be destroyed to "complete" the mission, Debris Arm LFT (DA-LFT), Debris Arm RHT (DA-RHT), the Anti-Ship Cannon (ASP), the Central Eye Processor (CEP), and finally, the Main Generator within the eye. You start the mission with ten minutes before the city goes boom, with each destroyed target giving you an additional minute, with the exception of the CEP, which gives you five so as to avoid a kaizo trap stopping you at the homestretch. With this info in mind, it becomes clear that the best route should end with you being as close to the eye as possible, so let's begin with the show, shall we?
Part 1: Efficient Disassembly
First things first upon land, Avoid the urge to turn around and take out the DA-RHT that's located behind you, yes, it is an easy source of extra time and completion of an objective, but destroying it now will cause several useful pathways to be destroyed, forcing you to travel through multiple groups of enemies, so it's best to save this one for last, instead we will be going for the ASP, both due to it having a nice route straight to the DA-LFT and because it is the most difficult area to traverse, so if you're going for an S-Rank you will lose minimal progress in the event of a reset.
Head forward until you run into the Helianthus backed by three Weevil's, then fall into the hole on the right (if this is your first attempt, fall into the left hole & head back for a combat log detailing a PCA officer's last moments after being left behind by the PCA, then go forward.) go forward until you reach the second burning crater, stop right on top of the v-bent I-bean until your energy is full, then step off of the ledge and boost towards the large platform of shrapnel sticking out of the side. If you landed on it, then congratulations! you officially skipped several enemy encounters and saved about three minutes. Continue down the path to the coolant joint of the ASP and clear out the point defenses, allowing Allmind to take out the armor, allowing you to finally destroy the gun that shot you out of the sky at the start of your adventure.
With the ASP now out of commission it's time to bail before the ensuing explosion annihilates you, head to the jump pad on the far side of the ASP arena from where you entered to start heading towards DA-LFT. Keep following the path up until you reach the three-way-split with the wrecked ghost, then take a left to end up in a corridor that will lead you to the top of the satellite with minimum resistance. Once their simply jump down and boost over to DA-LFT (if this is your first attempt, go down the middle path to find a highly distressed Heavy Cavalry unit with a combat long, take him out to get the log, then climb up the platforms above to reach the path to your goal, though bear in mind that this path will have several C-Weapons you will have to deal with.) Once you reach the Debris arm, enter the battery storage and prioritize the heating coils that are glowing red to deal maximum damage to the structure, though leave at least one close by the entrance for last, as once the health bare reaches zero, it's a mad sprint back to the satellites body before the entire platform becomes part of the problem it was meant to protect the Closure Satellite from.
With both the ASP and the DA-LFT, the satellite should now be free of most enemies due to collateral taking them out, still, better safe than sorry, go over the satellite and proceed to DA-RHT, no need for fancy footwork or precise targeting here, just blast the point defenses and wait the 30 seconds or so it takes for Allminds drones to sever the whole thing from the structure, after that, it's just a quick trip to blowing out the CEP and then traveling through the ensuing hole to take out the generator.
Then it's time for the fight of your life.
Part 2: Unconventional Strategy
Firekeeper Squad Alpha is composed of the elites of the organization, those that have managed to survive the harsh and unforgiving war of Rubicon, they are the best of the best of Drich's chosen warriors and compared to squad Beta's showing in Fire's of Raven, that is certainly saying something. Five Armored Cores, one melee specialist, one scout, one support, and two rangers to back the whole group up, all starting off in the rapidly burning down shell of the Closure Satellite with you right in the middle of their formation with all weapons aimed right at you.
Needless to say, it's not the most unfair fight in the game, but it certainly is up there in the top five. The good news is that the Allmind ships in an emergency resupply allowing you to fully restore health and ammo in case you run low, not to mention the recently destroyed Coral generator gives you unlimited energy for the fight in addition to the game itself allowing you to restart the mission at this fight once you finally beat it. The bad news is that this is a is a one-time refill, the Firekeepers also have "unlimited" energy in addition to their hard-hitting Coral Weapons, and each of the enemy AC's have a second phase where they are far more aggressive. So let's get started with the mayhem, shall we?
Now first things first, hit the jump button right as the battle begins to avoid having about 3-4 laser's punching through your chest, then decide whether you want to deal with an aggressive support & ranger or an aggressive scout & ranger. If you choose to take out the support, quick boost left and fly up to the platform their standing on, causing the nearby ranger to jump in to defend them, quickly take them out before the rest of the group can group up on you. If you choose to take out the ranger, quick boost right then straight ahead to take out the ranger, this will drive the scout to chase after you in a far more aggressive yet predictable style, simply lure them into the small overhang/outcrop to the right side of the arena and they will be easy pickings.
Either way, two of the Firekeeper's should be dead by this point, giving you 30 or so seconds before Drich's children revives their machines and go after you, so its time for the next part of the strategy...the Joestars Secret Family Technique.
Regardless of where you are, immediately disable you lock-on and boost up to the top of the arena, where you will find a small platform, stay there until one of the Firekeepers comes up, which should be either the scout or the support followed shortly by the melee, then lay into them with everything you have. With them dead, ignore the melee and drop down to the bottom of the arena where the second ranger and the likely soon to be or already reviving support/ranger plus the first ranger are at, quickly take out the last living ranger then try to take out the recently revived AC's before the melee gets back, you want to save him for last.
At this point, things get a bit too chaotic for strategy to be applied, so simply play a game of keep away, simply keep running around the arena to avoid the melee and focus on picking off the revived AC's whenever the opportunity presents itself. Once the melee is the last one standing, take him out then back off to avoid the burst of Coral, afterwards it is simply a straightforward AC duel between you and victory.
With the mission done, you get five separate combat logs, access to the MIND OMEGA AC parts, and the knowledge that you just betrayed and murdered all the Coral Minds you've come to know and love over the course of the last three endings...But hey, your now on a first name basis with Allmind instead of that "C4-621" business, and she just made a fancy new AC just for you out of appreciation, so hey, it's probably worth it.
END
