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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 7: Enemy Territory

Chapter 30: Desperate Measures


Chapter 30: Desperate Measures

Follow the quiet passages after the chapter starts until you reach a muddy road that stands between you and a building occupied by cartel mercenaries. Do not attempt to recklessly engage them! In addition to the mercs occupying multiple levels of the building in front of you, the path to the right contains even more hostiles waiting to catch you in a crossfire. Be certain that you don’t have any rooftop hostiles to concern yourself with before you press on to the right. Farther into the slum, more troops await both on the ground and on the rooftops. Keep an eye out for any explosive fuel barrels or gas canisters as you advance through these battles.

Flanking Route

If you look closely, the multi-tiered building where you first encounter resistance has a spot where you can boost your partner up to the rooftops. This can give you the edge over the hostiles on the ground, but the building itself starts off heavily occupied by cartel mercs, and they need to go if you want to safely get your partner onto the roof.

OVERKILL

If available, a Double Overkill is a smart way to tear through this opening series of encounters.

Farther into the slum, the mercenaries have set up a series of sandbag positions near some abandoned cars, with more troops positioned on the rooftops. A Brute also makes an appearance, emerging from the alcove that contains the door you need to pass through.

A quiet walk through another alley ends when you reach a curved uphill street filled with cartel mercenaries. Be cautious about advancing up the street! Mercs armed with RPGs will be taking up positions on the rooftops and walkways. Instead, hold your position near the abandoned vehicles, preferrably after destroying them, and fend off the cartel assault. A stray RPG shot from the enemy eventually destroys part of a wall, granting you access to the inside of a building. Follow the stairs upward.

A number of cartel mercs await at the top floor of the building, with more taking positions on the nearby walkway. Clear the area of hostiles, and then push down a section of a wall to create a bridge.

Unfortunately, a cartel member has his own ideas about how to use your bridge, and once again Cordova is separated from his T.W.O. protection detail. This has not been a good day for the company.

Cross the walkway to try and find a way to reunite with Cordova. A mercenary Brute tries to hold down the narrow passage you need to take, but he’s by himself. Cut him down and proceed to the area exit.

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