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Army of Two: The Devil's Cartel eGuide
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Contents

  • Essentials
    • Welcome Back to Tactical Worldwide Operations
      • Welcome Back to Tactical Worldwide Operations
    • Operational History and Character Bios
      • Operational History and Character Bios
    • Tactical Operations Manual
      • Tactical Operations Manual
    • Two Gear
      • The Gear Makes The Man
      • Modifications
      • Weapon Skins
      • Tactical Gear
      • Tattoos
    • The Enemy
      • The Enemy
    • Contracts
      • Contracts
    • Achievements and Trophies
      • Achievements and Trophies
    • Concept Art
      • Concept Art
  • Walkthrough
    • Mission 1: New Blood
      • Special Callouts
      • Chapter 1: Protection
      • Chapter 2: Tutorial
    • Mission 2: Cause And Effect
      • Chapter 3: Permission to Engage
      • Chapter 4: Foxhunt
      • Chapter 5: Split Decision
      • Chapter 6: Baptism by Fire
    • Mission 3: Rally Point
      • Chapter 7: Politics in Action
      • Chapter 8: Picking Up the Pieces
      • Chapter 9: Into the Chaos

      • Chapter 10: Riot Act

      • Chapter 11: Urban Chaos

    • Mission 4: Outside Contact
      • Chapter 12: Fuel for the Fire

      • Chapter 13: Observe and Detect

      • Chapter 14: Local Heroes

      • Chapter 15: Stronghold Assault
      • Chapter 16: Suicide Run

    • Mission 5: Last Resort
      • Chapter 17: Holiday Retreat

      • Chapter 18: Room Service

    • Mission 6: Salvation
      • Chapter 19: Among the Dead

      • Chapter 20: Open Season

      • Chapter 21: Rest for the Wicked

      • Chapter 22: Shadows Walk

      • Chapter 23: Into the Light

      • Chapter 24: Loose Cannon

      • Chapter 25: Special Delivery

    • Mission 7: Enemy Territory
      • Chapter 26: Behind Enemy Lines

      • Chapter 27: Guardian Angel

      • Chapter 28: Manhunt

      • Chapter 29: Fight for the Future

      • Chapter 30: Desperate Measures

      • Chapter 31: Objective Lost

    • Mission 8: Narco Hell
      • Chapter 32: Scavengers

      • Chapter 33: Game Face

      • Chapter 34: A Ray of Sun

      • Chapter 35: Rooftop Rampage

      • Chapter 36: Adrenaline High

      • Chapter 37: Mad Science

      • Chapter 38: The Butcher

    • Mission 9: Assault
      • Chapter 39: The Assault

      • Chapter 40: Down But Not Out

      • Chapter 41: Get Her Back

      • Chapter 42: Race to the Quarry

      • Chapter 43: Fish in a Barrel

    • Mission 10: Confrontation
      • Chapter 44: Burning Bridges

      • Chapter 45: No Return

      • Chapter 46: A Hero's Rescue

      • Chapter 47: The Lion's Den

      • Chapter 48: Salem On Trial

      • Chapter 49: The Devil's Due

  • Overkill Vids
    • Mission Overkill Videos
      • Mission Overkill Videos

Army of Two: The Devil's Cartel Guide › Walkthrough › Mission 10: Confrontation

Chapter 45: No Return


Chapter 45: No Return

Suggested Armament

A good sniper rifle is your friend, and the AMR-50 is your best friend for the duration of this mission. There are amazing sniping opportunities to take advantage of in Mission 10.

You’re up against cartel elites, Los Soldados, almost exclusively throughout this mission. On the harder difficulties, even a lone elite soldier can gun you down extremely quickly, so consider packing the hardest-hitting guns in your arsenal.

The last time you abandoned a comrade to a burning wreck surrounded by cartel members, they came back five years later and almost completely destroyed the company you work for. Fiona will have to wait; you’re going to save Rios first.

The first firefight of the chapter takes place near the large perimeter wall surrounding the compound. Take cover by the first shipping container and deal with the elite trooper to the right of it . This also keeps you safe from enemies farther in the distance , as well as the sniper on the far tower wall . The goal of this fight is to eventually traverse the field and reach the column of smoke and fire on the other side. Luckily, there is a lot of cover strewn across the field to facilitate your advance.

As you fight your way across the field, reinforcements continue to arrive from the access door of the tower . Be careful not to advance so far that you allow the enemy to easily flank you the moment they step out of the door. Eventually you’ll get the all-clear, and Alpha and Bravo can then boost each other up to the path leading away from this section of the wall .

OVERKILL

If you manage to build up Overkill during this fight, or came in from the previous chapter/mission with your Overkill meter fully charged, try not to activate two at the same time. You’ll want to be ready for the next battle.

The path takes you around to another section of the wall. Here, you’ll be up against a much larger enemy force. In addition to multiple snipers on the wall and tower itself , there are a lot of hostiles at the base of the tower, with more reinforcements arriving in waves from the road checkpoint at the far end of the field . Take out the snipers first, as well as their replacements, and then work your way into the area next to the wall itself. This whole section is basically a sales pitch for sniper rifles.

OVERKILL

This firefight is why we recommended holding onto some Overkill from the previous battle. You can quickly sweep in and destroy all starting resistance, and then set yourselves up in safe defensive positions to take out the reinforcements coming from the road.

After clearing out several groups of hostiles, as well as multiple replacement snipers on the wall and in the tower itself, things seem to calm down. Stay on alert. As you approach the door at the base of the tower, it’s kicked down by another squad of elites, lead by a Brute. There are explosive barrels near the door that can help take out the group. Another neat trick is to anticipate the arrival of the enemy and plant a grenade at the foot of the door as you approach.

With the elites beaten, you can enter the tower and proceed to the next chapter.

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