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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 9: Assault

Chapter 41: Get Her Back


Chapter 41: Get Her Back

Suggested Armament

Once again, the powerful AMR-50 can make things much easier as you fight your way through this brutal short chapter. With or without explosive rounds, no counter-sniper weapon is more decisive than the AMR-50.

The dirt road leading up to the abandoned mine is filled with elites. They wait behind cover on the road itself, inside various buildings, and on the rooftops. You can try to fight your way up the street, moving from cover to cover, but that’s the extra-hard way to do things. Instead, push a truck up the street toward a small blockade of abandoned vehicles at the foot of the hill , pausing occasionally to take out hostiles as they present themselves.

Shortly after pushing the truck past the entry arch, snipers appear on rooftops to your left and right. Counter-snipe them before going to work on the other hostiles that show up.

As you approach the blockade of vehicles, a large force of elites run out from the mine and set up a defensive line on the hill . While you deal with them, keep an eye on the buildings to your right so that you don’t get caught in the crossfire when some elites try to get cute .

Flanking Route

You can actually climb up into one of the buildings to the right of the street , giving you a nice elevated position from which you can clear out any stragglers at the crest of the hill.

With the street clear of hostiles, Alpha and Bravo notice a cartel thug fleeing into the mine. Seeking information on Fiona’s whereabouts, Bravo is forced to unleash a strong hand on the thug. It’s enough to convince him that he’s better off revealing her location. It’s now a race against time to get to the quarry before Fiona is out of your reach for good.

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 NextChapter 42: Race to the Quarry