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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 21: Rest for the Wicked


Chapter 21: Rest for the Wicked

Tip

This is another short and very lucrative chapter in this mission, especially if you come in from the previous chapter with filled Overkill meters. To give you an idea, during one run of this chapter two partners can earn just over $500 bucks for the completion time bonus on top of walking out of the chapter with $7,000, for about three and a half minutes of running and gunning. That’s not even among the highest scores possible.

After another quiet walk through a mausoleum, you end up at the start of the old ruins behind the church , where the fight begins once again. There are still some tombstones for cover, but you may notice that some of the cartel mercenaries retreat toward a series of small crypts .

The crypts flank a narrow brick path with a pair of stone statues standing at the center of the path. Each crypt has a window that lets you see if anyone is hiding inside, and they can be vaulted into from the front or entered through a back entrance. Depending on how quickly you manage the first set of hostiles, you’ll have fewer to deal with in this section. As a rule, always check your flanks as you pass by the crypts in order to avoid getting surprised by a cartel mercenary.

Making a right after the first set of crypts offers a very brief reprieve if you’ve managed to prevent anyone from falling back that far. At the next right, a new group of mercs, larger than the first, charges forward. They use the crypts for cover while trying to hold you off. Stick to the walls flanking the entrance of this section, and gun them down as they expose themselves. It is possible to try fighting from crypt to crypt, moving cover-to-cover, but you would just be making this chapter much harder on yourself.

After clearing out the two crypt alleys, you’ll make a left and see a set of stairs leading into a shrine, where another pair of mercs stand guard. Take them out, and then enter the shrine itself. You’ll have to vault through the window to enter the next section.

OVERKILL

The two crypt alleys are short sections, made shorter with judicious use of Overkill. The narrow nature of these battlegrounds result in very few places for enemies to hide from your fury. Try to save at least full Overkill meter for the next section, though.

Leaping out of the shrine places you right in front of another cartel merc ambush. This time, the enemy is supported by an MMG placed inside one of the crypts . On the right side of this graveyard, cartel mercs will try to push forward in hopes of flanking if you attempt to use the tombstones for cover . Even when you do manage to flank the MMG, some of the mercs stay behind to defend it. Once you overtake the MMG position, clean up any stragglers to complete the chapter.

OVERKILL

You can certainly try to fight your way to the MMG conventionally. It will take good aggro management and a measure of precisely applied aggression and movement because the cover that is available to you does not last long under fire from the MMG. You can try flanking from the right while using the pillars of the large crypt for protection, but you still need someone managing aggro to make this approach safe. However, if you use Overkill, you can ignore the danger and crush the resistance here literally in seconds.

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