Investigate BAWS Arsenal No. 2 is a Mission in Armored Core 6. Investigate BAWS Arsenal No. 2 is one of the two missions you'll unlock after completing Operation Wallclimber. The main objective of this mission is to infiltrate BAWS Arsenal No. 2 and determine why it went silent. Please see Missions for a full walkthrough of other missions.
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General Information
- Combat Zone: Northern Belius—BAWS Arsenal No. 2
- Client: Rubicon Liberation Front
- Reward: 180,000 COAM
- Max Bonus Pay: —
Mission Objectives
- Survey the Arsenal Interior
Completion Unlocks
- OS Tuning
- Arena (If completed before "Retrieve Combat Logs")
Investigate BAWS Arsenal No. 2 Map
[map coming soon]
Related NPCs
- Handler Walter
Bosses
- n/a
Enemies
- Ghosts
- Ghost (Pulse Barrier)
Items
Key Items
- n/a
Full Investigate BAWS Arsenal No. 2 Walkthrough
Mission Description
...Some advice before you go, 621. 'Expect the unexpected.'" — Handler Walter
Despite partaking in several sorties against them, the RLF has decided to seek your aid in investigating an important BAWS facility that has gone mysteriously quiet. You’ll only encounter a handful of enemies in this mission, but these are a new variant and they’re much more capable than the previous enemies you’ve tackled. They’re known as “ghosts,” and you’ll have to contend with both long-range and melee specialist versions of them. Scanning is by far your most valuable tool in this mission, because as fearsome as their offensive capabilities are, the ghosts’ greatest trick is that they’re virtually invisible, and only through either scanning or vigilantly watching for where they’re attacking from will you be able to discern their location.
Recommended Assembly
The enemies you'll encounter during this mission mostly deal energy damage and they are also weak to explosive damage. You will need a build that will utilize both of those traits to make this mission easier for you. You can easily weaken them by firing a volley of missiles, then follow up with two shots from your bazookas to finish them off. The VP-422 is also a good option for your legs as it provides a decent amount of energy defense. If you want to approach a different playstyle, you should consider the VP-424 tetrapod legs, this will allow you to hover over the enemies while firing your bazookas and having to avoid dealing with the recoil. The SI-29: SU-TT/C will help you mitigate some of the damage from long-range sniper shots when dealing with multiple enemies.
- R-Arm Unit: DF-BA-06 XUAN GE
- L-Arm Unit: DF-BA-06 XUAN GE
- R-Back Unit: BML-G1/P20MLT-04
- L-Back Unit: SI-29: SU-TT/C
- Head: VP-44S
- Core: VP-40S
- Arms: VP-46S
- Legs: VP-422
- Booster: BST-G2/P04
- FCS: FCS-G2/P05
- Generator: VP-20S
Survey the Arsenal Interior
Once you start the mission, it may seem like the place is empty, but you need to be ready to dodge lasers at all times. Once you pass over the third road bridge within the BAWS facility, you'll encounter the first ghost positioned underneath a crane. If you think you can't make the dodge, raise up your shield, then use your scanner to reveal its location. Once you reveal their location, you need to act quickly as they can quickly vanish and reappear again at a different location.
Once you're locked on to a ghost, launch a volley of missiles immediately and fire a bazooka shot to instantly overload its ACS, then a perfectly timed second bazooka shot should finish it off.
There will be a lot more buildings and structures for potential cover in the next part of the facility, but there will also be more ghosts in the area waiting to ambush you. Make sure to use your scanner from time to time and watch out for the laser rifles. You will then eventually encounter a melee ghost hiding near some scaffolding. There will also be a ranged ghost on top of a building so take out the ranged ghost first before engaging the melee ghost to make things easier for you.
There's one final group of ghosts waiting to ambush you just as you enter the interior facility. Once you enter, you'll hear Handler Walter warn you a ghost is aiming at you from behind.
There are two ranged ghosts and one melee ghost. Make sure to use your scanner, dodge as the laser rifle shoots at you, and launch a volley of missiles followed up with a bazooka shot. Once you've dealt with them enter the facility and you'll reach a checkpoint.
Now make your way down the large chamber and head to the objective marker.
Once you reach the area, you'll be ambushed by 4 ghosts, three ranged units, and one advanced melee unit with a slightly different moveset from the previous melee ghosts. The best strategy here is to stay airborne and be mobile as much as possible to stay away from the melee unit while you pick off the ranged units one by one. The ranged units will be the same as the previous ones, and it'll only take two bazooka shots to destroy them. You will need to time your shots due to their positioning at the walls. Once you hit them with one bazooka shot, they'll start falling on the ground, immediately engage Target Assist to keep your sights on them, then wait until it nearly touches the ground before you fire your second bazooka shot. If you miss, they will vanish and reappear somewhere in the room.
The melee ghost unit has the same energy whip but it's got a different attack pattern depending on its proximity. This melee ghost unit can jump and crash the whip down vertically, as well as perform a quick linear thrust, it can also perform a singular horizontal sweep, and it has a string of long combos that combines all of these moves together. This melee unit also has a pulse armor that regenerates, you'll need to deplete the armor before you can damage the ghost. This melee unit is very mobile and will dodge most of your attacks if you don't properly time and bait them. You can launch a volley of missiles and just as it dodges, fire your bazooka to land a hit.
Once you've destroyed the final set of ghosts in the area, the mission will be complete.
Investigate BAWS Arsenal No. 2 Map
Map Coming Soon