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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 2: Cause And Effect

Chapter 4: Foxhunt

Chapter 4: Foxhunt

As you follow the dirt path deeper into the compound, you’ll find a ledge where you can observe La Guadaña leader Bautista issuing some final orders to one of his men before he and one of his enforcers enter a vehicle to make a hasty exit. As he leaves, Alpha and Bravo formulate a plan to get their hands on the lieutenant he spoke to, and hopefully use him to find out where the girl is being held.

Decision Point: Search the Upper Path or Search the Lower Path

This is your first decision point of the game: a choice between taking the upper path or the lower path. Alpha must decide which path he will take, and Bravo will take the one he doesn’t.

The Upper Path

Follow the path up the ridge until you reach a wooden bridge with two abandoned vehicles parked on it . This is where you make initial contact with the enemy on this path. The area beyond the bridge itself contains ample cover to use and destroy . Be on the lookout for creative cartel thugs who will try to use the rooftops to snipe at you. There are also a number of explosive canisters and barrels you can use to help take out enemies that are hiding behind cover.

Check your flanks as you advance past the parked cars and crates. The buildings tend to hide cartel thugs who can flank and kill you if you’re reckless. Remember that being downed is an instant game over when you’re alone like this! The end of the upper path is marked by another parked car sitting next to a large propane tank. Once you advance toward the car, more thugs will run up the path leading to the rendezvous in a desperate effort to cut you off before you rejoin the others.

You can actually assist your ally if you run down the hill once you clear the upper path. The enemy will likely be focused on your buddy if he hasn’t already beaten you to the rendezvous, giving you a chance to score some flanking kills for extra points.

The Lower Path

After being boosted over the gate, you can spot some thugs engaging Rios and Salem on the other side of a fence. You can’t leap over to help them, but you can snipe the hostiles to score some extra points. With that done, follow the path to your left.

This part of the lower path is a bit more open. Work your way through these cartel members with care; the enemy has more room to flank you here. Don’t advance unless you’re certain that your path is clear.

The lower path turns right, and this area is marked by a set of propane tanks near a makeshift car and supply storage lot. Another gang of hostiles will try to push toward the propane tanks, giving you an opportunity for multiple environmental kills. As a rule, check to your right more often, as enemies will often emerge from within the buildings. Ultimately, both paths will take you to the rendezvous point just outside of the chapel .

Tip

All decision points in the game can be difficult if you’re not careful. Since getting downed during these moments is an instant game over, don’t feel bad about taking your time to carefully clear an area before moving forward. If it looks like you’re about to die, don’t hesitate to activate Overkill if you have it ready! As a general rule, almost every decision point in the game can be dealt with in a swift and decisive fashion with clever use of Overkill.

Once you’ve cleared the paths, you meet up with Rios and Salem in front of the chapel. Breach the entrance to find and interrogate the lieutenant. He proves to be unsurprisingly forthcoming once sharp knives join the conversation.

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