Prima Games eGuides
primagames.com Browse Redeem a code Help
Army of Two: The Devil's Cartel eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 23: Into the Light


Chapter 23: Into the Light

Shortly after the chapter starts, you reach a spot where you need to boost your partner up into a secret warehouse. The enemies inside will not detect your presence until you try to take out the first two guards close to your point of entry . Thankfully, there’s no need to stick with your light-emitting pistol since the warehouse is decently lit. Expect a Brute to be among the hostiles encountered here, but he starts far enough away that you have ample time to gun him down before he becomes a problem.

It is possible to hold position near your infiltration point and gun hostiles down as they run toward you, but some might actually slip past you and try to flank you from the left or right . Your eventual goal is to get to the locked door at the other end of the warehouse and breach it.

OVERKILL

This opening corridor is an excellent spot to make use of a single Overkill. The enemy is essentially funneled toward you, and much of the cover available to them can be completely destroyed.

This door breach sequence doesn’t give you a lot of time to score a Perfect Breach. Any survivors from it will fall back toward their allies further within this section.

You can either immediately head to the right of your entrance and get direct lines of fire on hostiles in the next corridor , or you can enter the corridor from a side entrance . The corridor does contain two smaller side areas, but if you work quickly then your enemies will not get a chance to establish themselves there.

Another door breach sequence awaits, providing your first encounter with Shield Soldiers. Their protective riot shields make direct fire from your guns generally useless, but explosives, such as your grenades or the numerous gas canisters strewn about the area, can quickly flatten all the mercs here. Kick down the door on the left side of the corridor when you’re ready to proceed.

This last room contains the largest merc force you’ve seen in the storage area yet, along with a large collection of explosive barrels to use against them. Expect regular soldiers, Stabbers, Shield Soldiers, and even a Brute to be among their numbers. Try to stay close to your partner—mostly to cover each other better, but also to able to respond sooner if someone gets Wounded.

It is possible to pick up a riot shield and use it against the enemy here, but if you do pick one up you will be slowed down significantly. It can be very difficult to react should you get flanked while using a riot shield, and the nature of this last warehouse makes it very easy for such a situation to occur.

OVERKILL

This fight is another perfect Overkill playground. Lots of destructable cover, lots of targets, and lots of explosive barrels.

With the mercenaries dead at your feet, move through the next corridor to finally reach the entrance of the church. If things were this rough going through the back entrance, can you imagine how bad things would have been if you tried the front door?

Keep reading with a free account

The first 3 sections of Army of Two: The Devil's Cartel are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousChapter 22: Shadows Walk
 NextChapter 24: Loose Cannon