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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 8: Picking Up the Pieces

Chapter 8: Picking up the Pieces

After Amp is unceremoniously cut down by an MMG placed at the far end of an alley, you’re forced to find a way to deal with this enemy position. This is where the game teaches you about special Flanking Routes. You or your partner can be boosted up to the rooftop on the right side of the alley . Some cartel thugs will try to stop the man that takes to the rooftop. It’s up to them to flank the MMG and kill the gunner , allowing the player in the alley to proceed.

Note

It is possible to snipe the gunner from your starting point, but he tends to be very well shielded by the MMG.

OVERKILL

If you start the chapter with your Overkill meter filled, you can also choose to run down the alley with Overkill activated, taking advantage of the invincibility to run through the incoming bullet storm. This solution is somewhat lazier, but you can’t deny the results. This option is a solid choice for speed runs.

With the gunner taken out, you can now turn your attention to the left as you leave the alley. Another street filled with cars and thugs awaits you here. If you burned Overkill to clear the gun, you can re-earn some of your meter on these foes. Alpha and Bravo can also man the MMG themselves to lay total waste to the thugs and the street itself.

Things get a bit more complex when you make the next left . A stairwell leads you to a raised street filled with more thugs and cars. You can take to the upper street, wipe out the enemy stationed there, and then use the elevated position to take out the thugs on the lower street . If you’re playing with a partner, you can split up and take the lower and upper streets separately.

Watch out for this RPG thug on the rooftops . He doesn’t show up right away, but keep him in mind as you advance.

The two streets merge together near the RPG user’s position, and the abandoned vehicles here mark the final firefight of this chapter. Despite merging, the street is wide enough to allow for some flanking maneuvers. Clear out all hostiles, and then proceed to the waypoint to complete the chapter and take a well-earned breather.

OVERKILL

If you have not used Overkill for either Alpha or Bravo and both are ready to go, then you can score a very large bonus to your total score using Double Overkill on this final firefight. You can potentially clear the streets all the way up to the area just in front of the chapter exit, and then mow down reinforcements as they arrive.

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