Checklists
ALLMIND
The final boss of Armored Core VI: Fires of Rubicon's New Game++ is none other than ALLMIND, the artificial intelligence that has provided 621 with a safe haven in between missions since the very beginning. If you've reached Chapter 5's Coral Release mission, then all that stands between you and getting the final "true" ending of the game is an all-out brawl against ALLMIND and their minions. Follow our boss battle guide to defeat her.
ALLMIND Boss Fight Build
The Assault Armor expansion can come in very handy if you want to get a quick stagger or two during this fight, but Pulse Protection and Terminal Armor can also increase your survivability.
There are many different ways to approach this fight, but we went with the Redshift Coral Oscillator sword and the NG-Redshift Coral Rifle, but you could always swap the sword out for a ZIMMERMAN shotgun. For back weaponry, we opted for a SONGBIRDS and a Stun Needle Launcher. We do recommend some kind of melee weapon, however, because ammo conservation can be a real problem.
ALLMIND Boss Fight Strategy
Phase 1
ALLMIND opens the battle with a fully charged beam rifle shot, so the first thing you need to do is dodge that. Thus begins the first of three boss fight phases.
Four MTs support ALLMIND, and they can prove overwhelming if you don't handle at least one or two of them. You can technically ignore them entirely if you're confident enough to burn down ALLMIND and push her into the next phase, which incidentally eliminates all of the MTs as well.
Stay mindful of your EN at all times so you don't get caught in a bad position. Similarly, if you let any of them get close to you, they may stun-lock you and deal a devastating amount of damage.
Lock onto a target and don't let go until it's eliminated.
Phase 2
A larger and more powerful mech appears as ALLMIND's host, and this one is flanked by two Sea Spiders. (Yes, that's two additional bosses like the one from the Ocean Crossing mission.) On the plus side, Ayre shows up to pilot her own AC in this phase.
Like Phase 1, you can focus entirely on ALLMIND and push her into the next phase at about 50 percent health, destroying the Sea Spiders in the process. Or you can take the time to destroy them both first. If you go that route, however, ammo conservation becomes a huge problem.
Keep an eye out for ALLMIND's charged blue beam attack because she'll remain in a fixed position in the air for an extended period of time, making for a very easy target. While her melee attacks can see intimidating (and they are indeed powerful), don't be afraid to Quick Boost towards her to scoot around the blade.
Phase 3
Ayre loses her capacity to pilot a mech, so you're left alone against ALLMIND's ultimate form. Depending on how many auxiliary enemies you fought in the first two phases, ammo reserves might be the biggest problem here.
Now's the time to use your expansion slot perks if you have them, especially Assault Armor as a defensive and offensive measure.