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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 42: Race to the Quarry


Chapter 42: Race to the Quarry

After exiting the mineshaft, you enter another elite ambush zone. In addition to ground troops, a sniper tries to lock down the area from a nearby ledge . More Elites provide addional support from a raised walkway farther along the path .

Following the path under the walkway takes you into the sights of another squad of elites lead by a Brute. Once you take them out, continue down the path they came from.

Flanking Route

This squad can be caught in a pincer attack if one operative uses a side path that takes them across the walkway and through a small cave , while their partner continues along the path under the walkway.

The passage takes you to the mouth of a closed mineshaft which is protected by several elites. Behind them is a large wooden bridge that spans over a central pit . The bridge leads to a crumbling generator building , and to the left of the bridge is the passage to the quarry where Fiona is being taken. First, you need to get inside the generator building and get the power running. This will open the door to the connecting passage that leads to the quarry. This is easier said than done, as there are more elites positioned throughout the area between you and the generator building.

You have to climb a set of stairs to reach the generator switch. As soon as you start the machine up, a large squad of elites lead by Brutes rushes across the bridge. Don’t get too hasty! Concentrate on dropping these guys before you proceed to the exit you opened.

OVERKILL

The last charge across the bridge can and should be met with the sort of prejudice that is only possible with Overkill. If you work fast (and are using an AMR-50 like we suggested), you can put them down before the elites have a chance to spread out and cause the firefight to drag on.

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 NextChapter 43: Fish in a Barrel