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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 3: Rally Point

Chapter 11: Urban Chaos


Chapter 11: Urban Chaos

The rendezvous point is the plaza in front of City Hall, and the cartel appears to have successfully taken it away from the police officers assigned to guard it. The street in front of the plaza , the plaza itself , and much of the surrounding area is overrun with hostiles. You can’t expect much help from the cops during this initial firefight. If your Overkill meter is low, you’ll have to work your way though the area carefully to avoid getting blindsided by hostiles. After the last cartel thug goes down, Alpha and Bravo call out an all-clear. Move to the center of the plaza to await the rest of the team.

OVERKILL

Even with Double Overkill, the City Hall Plaza is the largest area you’ve fought in since that fateful day five years ago at the cartel compound. You may not take out everyone right away, but you can do a lot of good work while Overkill is active, thinning out the enemy’s numbers and the number of safe hiding spots they have to use.

Before you can settle in, City Hall explodes in an impressive pyrotechnic display, clouding the area with dust and smoke, compromising the rendezvous. Dozens of cartel thugs begin streaming into the plaza from multiple directions. It’s time to make a stand.

To start, get near the statue at the center of the plaza. Use the planters surrounding it for cover. There are four points of entry the enemy will use to try and overwhelm you. In relation to your position at the statue, there are two access points on the left , and two on the right . If you’re playing with an AI-controlled Bravo, you’ll just have to do the best you can to prevent the enemy from getting too close, as you can’t easily direct him to cover specific areas. With two players, you can more easily delegate holding down specific locations.

Be mindful of Stabbers trying to sneak in close while you’re occupied with other hostiles. The thick smoke in the air can make it easier to miss flanking attempts, so constantly scan all around you to avoid unpleasant surprises. Your primary focus should be to stay safe and well-protected. You only need to hold off the cartel for a couple tense minutes before help arrives.

OVERKILL

If you’re looking to get a good score bonus for completing this chapter quickly, we actually recommend against using Double Overkill here. If both Alpha and Bravo have full Overkill meters, try to use one Overkill, and then start the second just as the first is about to run out. That way, you can keep the targets flowing toward you at full speed while still throwing out a devastating hail of lead.

Extraction via helicopter is out of the question, but just when it looks like things are going to get too far out of control, a T.W.O. armored vehicle rolls up. The driver offers Alpha and Bravo a way out, and you speed away from the carnage in pursuit of Mayor Cordova.

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