Alteisen MK.VI

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## Alteisen MK.VI

* Alteisen MK.VI
* P.S.I.D.

### Name - EN

Alteisen MK.VI

*A runaway train that is occupied by Raptures.
It’s loaded to the teeth, so watch your back, particularly for the main particle cannon.*

A train designed and constructed by Heavenly Ascension, an armed group of extremists residing in the slum called the Outer Rim. **Alteisen MK.VI** was later then modified by the Raptures after being discarded on the surface.

## Description

The Alteisen MK.VI was built for a sole purpose of attacking and plundering the train cargos being transported within the Ark.

Although it was constructed by Heavenly Ascension with limited amount of resources and obsolete technology, its level of completeness was considered to be very high, as numerous artisans and experienced engineers were involved in the work.

Upon being constructed, the vehicle was discovered then seized by the Central Government, due to an internal whistleblower.

The Central Government, however, had no real want or need of the vehicle, as it was constructed using obsolete technology. It was eventually deserted and left above the land, where it was targeted by the Raptures.

After a while, Alteisen MK.VI was fully overtaken by Raptures and became a threat to Nikkes on the surface.

## Variants

### Alexander

A Solo Raid-exclusive version of Alteisen MK.VI, converted to P.S.I.D. (Water) element.

## Gameplay

Alteisen MK.VI is divided into two phases.

### Phase 1

Alteisen starts off by using firing barrages of destructible missiles which can be destroyed by aiming at them. These missiles must be dealt with otherwise, they can easily wipe out the Nikke it targeted. Afterwards, the squad will face the rear part of Alteisen MK.VI. In this segment, the Alteisen MK.VI's missile launcher will attack whichever Nikke it has targeted while the turrets will attack a random Nikke at set intervals.

Once the missile launcher and turrets are destroyed, the Nikkes will proceed to face the front missile launcher and turrets, albeit the turrets will attack first before the missile launcher. Upon successfully destroying both, the Alteisen MK.VI will use its main cannon and regenerate its destroyed missile launchers and turrets, causing a QTE. Failure to retaliate within the QTE causes it to fire its large cannon, usually obliterating the entire squad at equal squad power.

### Phase 2

Upon depleting half of its HP (or reaching Stage 7 damage on Interception), the Alteisen MK.VI will discard its large cannon and rear hull. At this phase, the player is more oriented in QTE as the Alteisen MK.VI will target all squad while simultaneously firing barrages of missiles. Should the player fail the QTE, the Alteisen MK.VI will ram itself against the entire squad to deal massive damage before leaving a powerful explosion on its engine, usually enough to destroy the cover.

## Strategy

Alteisen MK.VI appears at EX Stage 1 Normal and Hard, Campaign Stage 13-15 (41,990 for Normal, 339,400 for Hard), Interception D-Class, and Special Individual Interception.

Current recommended Nikkes were 1 MG and 4 AR, but it can be adjusted as long as the player is capable of doing quick work on Alteisen's weapons. Explosives and SG Nikkes were not recommended for this, due to lack of damage on Explosives and Alteisen MK.VI was difficult to hit with SG's high dispersion rate at long range.

Have MG Nikkes focus fire on taking down missiles in early phase. The AR Nikkes must destroy the middle and rear Missile Launcher as top priority, since it deals considerable damage, enough to defeat a Nikke in two hits. If you have Nikkes capable of lifesteal, use it ASAP or focus on DPS Burst to maximize the damage before missiles are launched.

Control one of the AR Nikkes to attack the cannon as soon as it prepares to either fire its weapon from range or perform a ramming attack. It's best to have the AR Nikkes on the right flank for better efficiency.

Once the Missile Launchers and Turrets respawn, destroy the Missile Launchers before destroying Turrets.

### I-framing

**I-framing** Alteisen MK.VI's missile launcher requires both attention and timing. Noise is best recommended in this task since her Taunt ability is easier to perform (attacking with full charge).

The trick here is to pay attention to the number of times the missile launcher has fired against Noise by careful listening to the sound cues. After taunting the missile launcher to attack her, listen carefully and once the Alteisen MK.VI has fired four times, immediately aim to avoid all attacks completely. Again, repeat the same process once it has fired its 8th shot by taking cover. Repeat this process until the missile launcher has stopped firing then, use everything you have to destroy it.

The large missiles the main body of Alteisen MK.VI fires can be actually avoided without shooting them down; should the player take cover at the moment the missiles are about to hit their character, they can almost avoid all attacks.

## Trivia

* Alteisen MK.VI is designed by Vermi (Junbeom Baek).
* Alteisen MK.VI's theme is "The Moving Fortress."
* Despite being considered as a train, the Alteisen MK.VI use tank treads instead of train wheels.

## Gallery

Front view icon.Ditto, lightened.Full body.Alteisen size, compared to Rapi (bottom left).Concept art.