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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 46: A Hero's Rescue


Chapter 46: A Hero’s Rescue

This chapter wastes no time getting the party started. A dual breach sequence puts you directly in front of a squad of cartel elites. Go out with high-capacity weapons at the ready, and take advantage of the explosive barrels near the squad’s starting position!

As soon as the dual breach sequence ends, you’ve got more trouble on the way. A cartel car with more troops pulls up to the right of the shipping container in front of the door you just exited, joined by a Brute . If you can, grenade the car as it pulls up and don’t give them a chance to fight. If you’re lucky, the explosion might kill the nearby Brute, or at least seriously wound him.

Complicating matters further are a set of snipers on the rooftop of a building on the other side of the shipping container . Take them out before crossing into the field. There are more shipping containers and abandoned vehicles throughout this field that can be used for cover by both sides, so move forward with caution. Hostiles start pouring into the area from the roadside checkpoint on the right , and soon begin spreading out into the field.

Don’t advance too far forward right away! The building on the left hides another squad of elites that will break into the area through one of its side doors . Getting caught between them and their allies is very dangerous—especially since both groups include Brutes.

Tip

One of these Brutes carries a grenade launcher. While it does cost you one of your kitted-out weapons to carry it, there’s no denying the raw power of the grenade launcher. It might come in handy during the next firefight.

OVERKILL

If you executed a flawless breach at the start of this chapter, you probably have uses of Overkill ready to go. Hold off until after you’ve taken out the snipers, and then go to town on the reinforcements coming from the road and the building. This is actually an excellent time for a Double Overkill, if it’s available.

Surviving the initial assault, run up the road to reach the bridge where Rios crashed the chopper. He’s doing just fine for being pinned down, using the minigun to hold off the cartel elites all on his lonesome. He offers to cover Alpha and Bravo as they cross the bridge to reach the entrance to the cartel compound.

Now things get difficult. The bridge had very little in the way of cover. You can use the railing on the sides of the bridge for cover every twenty feet or so, but you’re still very exposed to incoming fire from the technical at the far end of the bridge . Rather than struggle across the bridge from cover to cover, use the Riot Shield near the chopper and advance toward the technical, preferably on one side of the bridge to afford Rios a clear shot at the technical. If you’re playing by yourself, you can order Bravo to take the shield, but it is probably best to let him follow you while you take the shield. His accuracy with his chosen weapons is quite high, and he can cover your flanks effectively.

If you’re playing with a buddy, it’s all a matter of advancing forward, stopping to clear the immediate area of threats, and then continuing onward. Rinse and repeat. Keep the shield pointed at the technical and you should be okay. Once you get close enough to the technical, Rios will manage to finally destroy the thing.

Caution

Using Overkill to cross the bridge is somewhat wasteful. Unless you use Double Overkill, you probably won’t make it to the technical before it runs out, and you’ll still have to sprint in order to make it, which defeats the purpose of Overkill because you can’t shoot while sprinting. Also, you’ll probably want to have Overkill ready to go after you get across the bridge.

Crossing the bridge and destroying the technical is only the beginning of your troubles. The hill leading up to the compound entrance is full of elites trying to rush the bridge itself to push you back , and there’s very little cover near the bridge itself that you can safely use. The area is wide enough that it’s easy to receive flanking fire by enemies on either side of the hill, and the lack of cover between you and the defensive sandbag positions close to the fountain makes a head-on rush suicidal without Overkill. Snipers are a serious threat to any advance, and there are a number of Brutes who arrive as reinforcements as you start whittling down the hostiles.

You can try to maintain the Riot Shield and push up the hill that way, but there’s just way too many hostiles to consider that a safe or valid tactic, particularly on higher difficulties. There’s a better chance that the shield will just get blasted out of your hands by grenades or snipers.

However you manage it, once the hill is clear, proceed down the path to the left to reach the exit.

OVERKILL

Crossing the bridge with the Riot Shield while clearing it of hostiles has likely earned you two full Overkill meters. If there’s a place to use Double Overkill, this is definitely it, especially if you’re playing with a partner. You can coordinate Alpha and Bravo’s advances, spliting the hill and all available targets between them both. Just be mindful that you can kick up an awful lot of dust in this area, and the dust clouds can obscure your targets.

Tip

This is another extremely lucrative chapter to replay if you’re trying to get some extra ranks for more weapons or character customizations. You can easily break $10,000 a run.

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