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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 6: Salvation

Chapter 20: Open Season


Chapter 20: Open Season

The trip through the mausoleum is short and uneventful, leading back up to the surface and the start of the forest path . Among the tombstones, a quartet of cartel soldiers patrol the area, initially unaware of your presence. Give them a little wake-up call before you put them to sleep permanently. To the left of where the guards were lies the path though the forest. More cartel members take up positions among the tombstones .

Flanking Route

Next to the first group of guards is a spot where either Alpha or Bravo can be boosted up on top of the brick wall that overlooks a small portion of the next area you travel through. Cover here is a bit limited, so if you’re on the wall, time your advance to be in synch with what your partner is doing on the ground. If you do get Wounded, you can drag yourself off of the wall to reach your buddy, but if you’re too far ahead when this happens then your partner will have to fight through a lot of hostiles to get to you.

As you push through the forest path, check the ruins to your right and left to ensure you don’t get blindsided by hostiles or snipers on the brick wall.

As you keep moving forward, Fiona will call out a sniper, “On our six!” This is the start of a two-pronged assault on your team. In addition to the sniper (who will likely try to flank you using the ruins on the right side of the path , two cars filled with cartel members pull up to unload troops. One stops behind you . Not long after that, the second one pulls up to a position near the end of the forest path .

OVERKILL

The forest path is fairly short and packed with hostiles, making it a pretty good place to have Alpha and Bravo activate Overkills one at a time. If you’re playing with a friend and are quick about it, you can clear forest path with just two Overkill activations, which can help rack up a considerable bonus at the end of the chapter. Not to mention, it is possible to have refilled at least one of the operative’s Overkill meters just in time for the final firefight of the chapter.

Leaving the forest path, you enter a square-shaped graveyard. Cartel soldiers and snipers take positions on the left wall, while more troops climb over the wall farthest from the entrance on either side of the wooden gate. Once you clear out these hostiles, more cartel stream out from a crypt on the right side of the graveyard . This last group includes a Brute, so be careful about charging this position.

After clearing the area, enter the crypt to find a path that leads to the ruins. Fiona claims that the best way to get the catacombs under the church will be to fight through the ruins just beyond the forest. As the trail of bodies and desecrated tombstones behind you suggest, she has been possessed by some questionable ideas about the “best route” for anything.

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