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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 48: Salem On Trial


Chapter 48: Salem On Trial

Alpha, Bravo, Fiona, and Rios confront Salem as the chapter opens. The encounter goes very badly, leaving Rios gutshot and thrown off the balcony of the starting room. Salem escapes just as an army of elites descend on Alpha and Bravo’s position.

You need to get to Rios and ensure his safety. You’ve got cartel on the ground floor, but the real concerns are the elites on the second floor who are closing in on your left and right flanks . We recommend holding your starting position and dealing with the elites that are closest to you. It’s possible to advance toward the stairs leading down to the ground floor by having Alpha and Bravo take their own sides of the second floor, but it’s safer to stick close to each other in case someone gets wounded.

Clearing the upper level is a good start, but you’re only halfway done. The lower floor has a lot of elites to handle. Luckily, you can easily control the situation from the second floor. As you continue whittling down the enemy numbers, a Shield Soldier and a Brute enter the room from a doorway near the connecting stairway . Get to Rios once the room is clear.

The rescue plan is a complete wash. With Rios wounded, there’s no reliable pilot available to get the team out of the compound, even if they manage to survive fighting the cartel’s best. Having seen first-hand the madness that has possessed the closest friend he ever had, Rios finally lets Alpha and Bravo off the leash: do what you have to do.

Across the room from Rios, more elites pour through a door. Put ‘em down and move through the empty hall behind them to reach the next section.

Pursuing Salem takes you to the second floor of an outdoor garden. On the other side are Salem and an elite Brute armed with a grenade launcher. Annoyed that Alpha and Bravo have managed to survive, Salem takes the launcher and fires it at the T.W.O. mercenaries, destroying part of the walkway and sending Bravo to the ground floor while Alpha manages to stay on the top floor . Salem slips away during the confusion. Alpha and Bravo need to reunite at the door Salem escaped through, and to do that they will have to cut down a lot of cartel elites.

Caution

Remember: when Alpha and Bravo are separated, instead of entering the Wounded state, you get to restart the battle all over again.

If you’re playing as Alpha, you have to deal with with the hostiles across from you on the upper level while making your way to a stairwell that leads you down to the ground level . If you have taken the AMR-50 as part of your loadout, navigating the walkway to the stairs should be a relatively painless affair. Snipe as many elites as you possibly can before heading downstairs, taking special care to eliminate Brutes and Shield Soldiers. A large metal gate prevents you from using the balcony to reach the door Salem escaped through, so you’ll have to find an alternate route.

It’s likely that the lower level still has some ground troops for you to take care of. The fountain at the center of the plaza blocks you from rejoining Bravo on his side of the ground level, so you need to fight your way to another stairwell that will take you back to the upper level .

If you did your sniping homework before going downstairs, the number of enemies to deal with near the exit door should be manageable.

Bravo’s path up to exit door is less complex but better defended. His ground level path is blocked by a number of Elites and a Brute guarding the stairwell to the upper level .

As you fight up the stairs to the second level, don’t be afraid to use the stairwell for cover as you shoot elites across the plaza from you . Concentrate on them first so that you can engage any surviving troops near the door without the threat of being flanked. If your Alpha buddy has done his job, resistance near the door should be lighter, but there may still be Shield Soldiers and a Brute to contend with.

The outdoor garden was the last line of defense Salem had. Only the very best of his bodyguards remain. The final battle begins now.

OVERKILL

Being separated from your buddy is always a serious problem. You need to join up near the door quickly, so if you’ve got it, trigger a Double Overkill and rendezvous with your partner.

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