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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 49: The Devil's Due


Chapter 49: The Devil’s Due

This is it. It’s Alpha and Bravo against Salem and the remnants of his elite guards. If Salem wasn’t totally crazy, he’d have taken the first opportunity to bug out and never show his face again, but at the end of the day this is his personal vendetta against the people who he feels left him to die. He’s more than happy to stick around and kill you.

Caution

It can’t be the final battle without posing a serious challenge. Should Alpha or Bravo die at any point during this encounter, you will have to start it again from the beginning.

Suggested Armament

The AMR-50 reigns supreme when it comes to killing elites, and you’ll have to do a lot of that before you can get your hands on Salem. Take an LMG or a solid assault rifle like the BR-19 for backup. This is a battle about efficiency.

You start this fight next to some support pillars on the lower level of the plaza. Elites begin arriving through a set of doors on the upper level walkways directly above you . Salem is also on the upper level, directly across from your position , and he will constantly harrass you with gunfire. Don’t waste time shooting at him; you can’t kill him just yet. At most, pop off a few rounds to get him to back off. Your first objective here is to eliminate the elites, but from where you start you don’t have great angles on them, and you don’t have a way to get to the upper level. There are a couple of different methods you can use to handle this situation.

One way to deal with the elites is to post yourself underneath the points they arrive from and shoot at the ones on the other side of the plaza. This makes you vulnerable to elites dropping down near your position, and it does expose you to occasional fire from Salem if you stick to the pillars for cover. This method works much better in co-op games when you can better communicate with your partner about elites dropping down next to them.

The other relatively safe spot is underneath Salem. This gives you poor angles on the elites who remain on the balcony,. but you’ll be able to catch them when they inevitably drop down to engage you. Better yet, Salem can’t shoot at you from his position.

As you’re cutting through the upper level elites, eventually three Brutes will enter the area from doors on the lower level: one under each of the entrances the balcony elites are using, and the third from the center of the wall on Salem’s side of the plaza. The last Brute is the real threat, as he is armed with a grenade launcher. Take them out, and then finish off any elite stragglers.

At first, it seems like Salem has abandoned the fight, but he soon crashes into the arena inside a custom cartel destroyer. This marks the start of this battle’s second phase. You need to disable the destroyer before you can finally take out Salem, and to do that you need to blast the hell out of the vehicle using Overkill. Double Overkill works faster, as you might expect. If you don’t have Overkills available as soon as the vehicle comes out to play, you can build up your Overkill meters just by shooting at the Destroyer.

Salem doesn’t make it easy on you. He drives around the courtyard like a madman while the MMG on the Destroyer constantly tries to take you down. Use the pillars for cover, but don’t stick close to them. Salem will ram into pillars with the destroyer, knocking over Alpha and Bravo if they are too close to the pillar being rammed.

Eventually, the Destroyer finally takes more punishment than it can bear, and it stops moving. If you’re playing alone, you have to rely on Bravo to hold aggro on the MMG while you run up to the destroyer and plant C4 on it. In co-op games, either player can do this. Once the C4 is planted, you have to survive another ten seconds while the C4 counts down to detonation. With one last explosion, Salem’s days as a cartel lieutenant are over, and you can watch the conclusion to Army of Two: The Devil’s Cartel!

Alpha and Bravo can finally get that R&R they’ve been wanting, but their days as mercenaries are far from finished. Make sure you keep paying attention once the credits have rolled, as there might be a little surprise for you at the end.

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