This is my complete guide for the Iron Horse raid in The Division 2. It’s designed for players with little to no experience with this raid.
But this guide is just the beginning—I also have additional guides that dive deeper into the specific roles I’ll be covering today. These extra guides focus entirely on each role, providing full gameplay from start to finish.
You’ll find links to the extra content at the end of this guide, and if you prefer a video format, I’ve included that below as well.

- Iron Horse Raid Introduction
- Iron Horse Raid: Rail-yard
- Iron Horse Raid: Lieutenant Gray
- Iron Horse Raid: Breakthrough Backpack Trophy and Raid Key 1
- Survive the Furnace Room
- Iron Horse Raid: Captain Fieser
- Iron Horse Raid: Molten Backpack Trophy and Raid Key 2
- Iron Horse Raid: High Ground Backpack Trophy and Raid Key 3
- Iron Horse Raid: Major Williams
- Iron Horse Raid: Iron Horse Backpack Trophy and Raid Key 4
- Iron Horse Raid: Colonel Morozova
- Other Commendations
- All 45 Gingerbread Men Locations
- Extended Guides
Iron Horse Raid Introduction
Please note that this guide covers the normal version of the Iron Horse raid, not the Discovery version. The Discovery version is a matchmade experience designed for players to test the raid with easier mechanics. However, certain rewards, including the raid exotic, are not obtainable in Discovery mode.
Guide Format:
- A full walkthrough of the raid from start to finish
- A breakdown of every mechanic and how to complete each encounter
- An explanation of the builds and strategies I use in my streams
- A detailed look at every commendation tied to this raid
- Guidance on obtaining the backpack trophy’s and raid keys
Also, keep in mind that these are the strategies and builds I prefer to use. There are countless viable setups and approaches to this raid. For example, if you’re not a fan of using Glass Cannon like I do, you can swap it for a different talent or build that still gets the job done.
Iron Horse Raid: Rail-yard
Your first objective in the raid is to secure the rail-yard, which serves as the pathway to your first boss encounter at the foundry.
The rail-yard itself has no mechanics to worry about—your only task is to handle the incoming enemies. Upon entering the area, you’ll immediately face a Chunga and a heavy gunner, along with additional enemies who have access to a sentry gun. As you advance, more waves will spawn, including shotgunners, additional Chungas, and mortar enemies.

To tackle this section efficiently, I set the team up with their builds for the upcoming boss fight. We then clear the area while dividing our focus—some players concentrate on the left side, while others handle the right. One team member will act as a healer to ensure everyone stays alive. We’ll discuss the specific builds shortly.
You might also spot a few gingerbread men hidden throughout this section. These will be covered at the end of the guide, where I’ll provide the locations of all 45. Shooting them all is necessary to earn a commendation.
Iron Horse Raid: Lieutenant Gray
Encounter Overview:
Lieutenant Gray is the first boss you’ll face in this raid and the easiest in The Division 2.
Your goal is simple—defeat Gray. To summon him, activate two buttons, and he will appear with three shielded NPCs guarding him. These enemies must be taken out first, as they prevent you from dealing damage to Gray. Additionally, he can gain bonus armor and heal himself. Meanwhile, you’ll need to manage the waves of ads that spawn throughout the fight.

Key Aspects of the Fight:
- Managing ads
- Handling mortars
- Defeating shielded NPCs
- Eliminating Lieutenant Gray
Ad spawns come from two doors on either side of the area, so place turrets near them beforehand to draw aggro. Additional ads will spawn behind you, so using decoys and extra turrets at the start can help control them.
On the left and right platforms above the train where Gray spawns, two mortar NPCs will appear. Assign two players to take them out as soon as they spawn.
Once ads are controlled and mortars are eliminated, focus on killing the shielded NPCs before attacking Gray. He takes minimal damage while his guards are alive, and if you don’t defeat him quickly, more guards will spawn, making the fight harder.
Since the battle becomes more chaotic over time, hard-hitting DPS builds are essential to eliminating Gray as fast as possible.
Lieutenant Gray Encounter Strategy
This section covers my Lieutenant Gray strategy, detailing all eight agent roles and builds needed to complete the encounter efficiently.
Agent 1 – Ongoing Directive DPS Support Build
- Specialization: Firewall
- Primary Weapon: Carbine 7 (or any high-end AR with Damage to Target out of Cover & Vindictive)
- Secondary Weapon: Exotic Scorpio
- Gear: Ongoing Directive set with Weapon Damage and Critical Hit Damage (Mask, Gloves, Holster, Kneepads)
- Chest: Grupo with Weapon Damage, Critical Hit Chance and Critical Hit Damage (Overwatch talent)
- Backpack: Uzina Getica – The Setup with Weapon Damage, Critical Hit Chance and Critical Hit Damage
- Mods: Critical Hit Chance or Critical Hit Damage
- Skills: Revive Hive & Assault Turret

Role
Your role in the Gray fight is to take cover near his spawn point before the encounter begins. Place your turret either near one of the doors or behind the team, ensuring Overwatch is active for the fight.
When the shielded NPCs appear, use your Scorpio to apply OD rounds to them. Once all three are affected, shift your focus to Gray, continuously hitting him with Scorpio to provide your team with Scorpio procs and Perfect Opportunistic until he is defeated.
Agent 2 – Standard Striker Build
For this encounter, replace your Assault Turret with a Scanner Pulse.
- Specialization: Demolitionist
- Primary Weapon: Exotic St. Elmo’s (or any AR with Damage to Target out of Cover)
- Secondary Weapon: Lefty Shotgun (for stacking)
- Gear: Striker Set with Weapon Damage, Critical Hit Chance & Critical Hit Damage (Mask, Backpack, Chest, Gloves)
- Holster: Ceska with Weapon Damage, Critical Hit Chance, Critical Hit Damage
- Kneepads: Overlord – Fox’s Prayer with Weapon Damage and Critical Hit Damage
- Mods: Critical Hit Chance or Critical Hit Damage
- Skills: Revive Hive & Assault Turret

Role
At the start of the encounter, position yourself on the right side of the bridge. Your first priority is to eliminate the mortar NPC on that side.
After taking him out, move down to assist with the shielded NPCs. If time allows, use your Lefty to build up Striker stacks.
Stay alert for the healer’s call when they activate Overcharge. Once they do, use your Scanner Pulse to boost your squad’s damage.
Once the shielded NPCs are down, focus on Gray and take him out as quickly as possible. If you see his backpack glow blue, destroy it immediately to prevent him from gaining bonus armor.
Agent 3 – Standard Coyote Striker Build
- Specialization: Demolitionist
- Primary Weapon: Exotic St. Elmo’s (or any AR with Damage to Target out of Cover)
- Secondary Weapon: Lefty Shotgun (for stacking)
- Gear: Striker Set with Weapon Damage, Critical Hit Chance & Critical Hit Damage (Backpack, Chest, Gloves, Kneepads)
- Mask: Exotic Coyote’s Mask
- Holster: Ceska with Weapon Damage, Critical Hit Chance, Critical Hit Damage
- Mods: Critical Hit Chance or Critical Hit Damage
- Skills: Revive Hive & Assault Turret

Role
Your main task here is to place your turret at one of the doors or behind you. Then, use your Lefty to stack Striker on the shielded NPCs before eliminating them, followed by Lieutenant Gray. Be sure to keep an eye on his backpack—if it lights up, destroy it to prevent him from gaining bonus armor.
Agent 7 & Agent 8 – Standard Striker Build
Agent 7 and Agent 8 will follow the same strategy as Agent 3 for this boss encounter. They should both use the Standard Striker build I demonstrated earlier for Agent 2.
Agent 4 – Striker Tardigarde Build
- Specialization: Sharpshooter
- Primary Weapon: Exotic St. Elmo’s (or any AR with Damage to Target out of Cover)
- Secondary Weapon: Lefty Shotgun (Perfect Sledgehammer)
- Gear: Striker set with Weapon Damage and Critical Hit Damage (Mask, Backpack, Gloves, Holster)
- Chest: Exotic Tardigrade
- Kneepads: Overlord – Fox’s Prayers with Weapon Damage and Critical Hit Damage
- Mods: Critical Hit Chance or Critical Hit Damage
- Skills: Revive Hive & Tactician Drone

Role
Agent 4 will follow the same strategy as Agent 3, 7, and 8, with one difference: they will place their Tactician Drone in the center of the area before the encounter starts.
Agent 5 – Future Initiative DPS Build
- Specialization: Demolitionist
- Primary Weapon: Exotic St. Elmo’s (or any AR with Damage to Target out of Cover)
- Secondary Weapon: Lefty Shotgun (Perfect Sledgehammer)
- Gear: Future Initiative set with Weapon Damage and Critical Hit Damage (Chest, Gloves, Kneepads, Holster)
- Mask: Exotic Coyote’s Mask
- Backpack: Grupo with Weapon Damage, Critical Hit Chance and Critical Hit Damage (Vigilance talent)
- Mods: Critical Hit Chance or Critical Hit Damage
- Skills: Revive Hive & Assault Turret

Role
The only difference with this role compared to the ones we’ve already discussed (Agent 3, 4, 7 & 8) is that you’ll be responsible for proccing Sledgehammer on Lieutenant Gray.
When he spawns and is on the ground, equip your Lefty and throw concussion grenades at his feet. Try to time one as the shielded NPCs are defeated, then switch back to your main weapon and focus on Gray once Sledgehammer is active.
Sledgehammer will provide your team with a significant damage boost for a few seconds.
Agent 6 – True Patriot Healer Build
- Specialization: Survivalist
- Primary Weapon: Exotic St. Elmos (Easier to apply True Patriot stacks)
- Secondary Weapon: Lefty Shotgun (Perfect Sledgehammer)
- Gear: True Patriot set with Skill Tier and Repair Skills (Mask, Backpack, Kneepads, Holster)
- Chest: Alps Summit with Skill Tier, Skill Haste and Repair Skills (Empathic Resolve talent)
- Gloves: Exotic BTSU Gloves
- Mods: Skill Haste or Repair Skills
- Skills: Restorer Hive & Reinforcer Chem Launcher

Role
You will be the one to initiate the encounter. Before starting, make sure your Restorer Hive is placed in the center.
Activate the two switches to begin, then perform an Overcharge as Gray lands on the ground after jumping off the train. Make sure you call the Overcharge out for Agent 2 to use their Scanner Pulse.
While he’s still immune, quickly use chems to support your team, but prioritize applying the red True Patriot buff on Gray as soon as possible. This will boost your team’s damage against him.
Once the red buff is active, focus on healing your squad until the encounter concludes.
Nutcracker Merit
Before moving on, it’s worth mentioning the Lieutenant Gray boss encounter commendation called the “Nutcracker Merit.”
The description for this commendation is to defeat Lieutenant Gray after he has filled his Ironclad bar at least once during the encounter.
This commendation has been bugged for years. Originally, the process seemed simple: just let Gray fill his bonus armor bar before defeating him, which is what the description suggests. The “Ironclad bar” refers to his bonus armor. This stopped working.
However, there’s now a workaround, and it’s unclear whether this is what was originally intended, which means it may no longer be bugged, though the wording is misleading.
To unlock the Nutcracker Merit, you need to let Gray fill his bonus armor bar, as well as fill the armor bars on all three of his shielded guards.
If any of the guards are red bar enemies, you need to kill them, as they cannot gain bonus armor. The guards must be purple bar or elite enemies.
Once Gray and all three guards have full bonus armor, Gray will destroy the shields of his guards with an EMP stomp. You can force him to perform this stomp by getting close to him.
Only after he destroys his guards’ shields should you kill the guards and then Gray. If done correctly, you’ll earn the Nutcracker Merit commendation.
During this process, all players should manage ad control while the bonus armor bars charge, as it will take some time.
Iron Horse Raid: Breakthrough Backpack Trophy and Raid Key 1
After clearing the first boss, you can progress into the Foundry. The game requires you to collect two spark plugs dropped by enemies in the previous fight and insert them into two generators located in the area.
There is one generator on the left side and one on the right side. Once both are plugged in, the train that Gray spawned on will move backward, allowing you and your team to enter.

As you enter, you’ll find your first backpack trophy in the center of a crucible on the left side, across from a blue container. This is the Breakthrough trophy, and there are three more trophies to collect throughout the raid.
The blue container holds your first raid key, but it’s locked. To unlock it, head forward through a door and you’ll find another generator next to a switch you can interact with.
Interact with the switch, then head back outside to the rail-yard. In this area, you’ll find 4 screens, and one will be randomly lit up green. Starting from the right, as you exit, look for the first screen under the stairs. The second screen is further along the same wall. From the second screen, head to the opposite side to find the third screen, and the fourth will be next to the third.
Once you locate the green screen, interact with it to receive a third spark plug.
Head back inside and plug the spark plug into the third generator. A window will open as you do so. Your team must throw concussion grenades through this window to land in the blue container.
These grenades will unlock the container, allowing you to get your first raid key.

A quicker method is to plug in only one spark plug in the rail-yard after defeating Gray, but make sure to pick up the second one. Then, have your team approach the train Gray spawned on. Everyone can then open their social menu and fast travel to someone else.
This will move everyone past the train and into the Foundry, and you’ll already have the spark plug for the third generator, allowing you to obtain your first key.
Survive the Furnace Room
Before reaching your next boss fight, you’ll need to navigate the furnace room and deal with a wave of ads.

Inside the room, there is a refrigerator on the right side, and the room’s temperature will rise as you progress. If it gets too hot, you’ll start taking damage, but the refrigerator will cool you down.
The easiest way to get through is to have three players assigned to the three buttons on the left side of the room as you enter. The rest of the team should focus on eliminating the ads, while the healer keeps everyone topped off.
At the end of the room, one of the ads will drop a fuse, which can be picked up and inserted into a fuse box on the left side of the room.
Once the fuse is in place, the buttons will become interactable after a short delay. The three players assigned to the buttons should press them simultaneously to close the furnaces, allowing the team to move forward.
I typically call for the three players to press the buttons when they see the prompt, but you can also count down if you prefer.
Iron Horse Raid: Captain Fieser
Encounter Overview:
Captain Fieser is the second boss in the Iron Horse raid, and this encounter involves a lot of moving parts.
The main goal is to defeat Fieser, who is located in the forge, but before you can do that, you’ll need to work together to fill a crucible with lava and pour it onto a gun that will cause a constant wipe mechanic until destroyed.
One player will be locked in a control room, operating the controls, while another works with them to provide codes to the team for filling the crucible.
You’ll also need someone to defend the control room to prevent ads from shutting off the power. The rest of the team will handle the ads and manage the wipe phases.
Using water pressure in the area, you’ll destroy the gun in the forge once it’s covered in lava. Afterward, you can kill Fieser to complete the encounter.

Key Aspects of This Fight:
- Managing ads while defending the control room.
- Filling the crucible by shooting the correct junction boxes.
- Using rockets on the gun in the forge to stop the wipe phases.
- Moving the crucible and pouring lava over the gun.
- Calculating water pressure to fire water and harden the lava.
- Finally, killing Fieser once all the steps are completed.
To manage ads, players will be positioned at the various ad spawn points across three areas: A, B, and C.
- Two players will be stationed in area A for ad control.
- Two players will be stationed in area C for ad control.
- One player will handle area B for ad control.
Each player will have a screen nearby that will show symbols once the crucible is ready to be filled.
Another player will be responsible for entering the forge to read the warning codes. This person will relay which screen in the control room corresponds to the correct symbol for the team to fill the crucible.
The person in the forge will call out the screen number, and the control room player will describe the symbol on that screen.
These symbols are simple, typically depicting crucibles with variations such as white or black tops, broken, while being placed on hooks or conveyor belts. Sometimes, the symbols may be moving, indicated by an arrow.
Once the symbol is described, the ad controllers will check their screens. Each screen is connected to a junction box via a yellow cable, and the junction box linked to the correct symbol must be shot to progress.
The first time a correct code is input, Fieser will spawn in the forge, marking the start of the boss encounter. After that, each correct code will fill the crucible by 25% until it reaches 100%.
A word of caution: junction boxes can be bugged if shot with weapons that deal damage beyond a single bullet (e.g., shotguns or ST.Elmo’s electric rounds). It’s best to use a sidearm to avoid accidentally bugging them.
While the crucible is being filled, one player must defend the control room upstairs, protecting it from ads that may attempt to turn off the power.
Once the crucible hits 50%, and the person in the control room gets locked in, it’s safe to kill the current ad spawn upstairs and then head downstairs. From this point on, ads will no longer attempt to turn off the power.
Once the crucible reaches 100%, the control room player will interact with a terminal to move the crucible across the forge to the gun. However, there will be blockers in the way, and a teammate will need to help destroy three blockers to position the crucible above the gun.
Once the crucible is above the gun, the team can use the terminal to pour lava over it.
In the back of the control room, there is a master water pressure valve. After the lava is poured, you’ll need to adjust the pressure to between 85 and 95.
There are three pressure valves on A side downstairs, and two on B side and C side. These valves will either add 15 or 25 pressure, and your team must determine which valves to activate to achieve the correct pressure for the master valve. The pressure configuration changes every time the encounter is attempted.
While the team adjusts the pressure valves, the control room player will let a teammate into the forge. That player will head to a water gun near the gun that needs to be destroyed. When the master valve reaches the correct pressure, it can be interacted with and they can fire water on the lava to destroy the main gun.
Before the gun is destroyed, the wipe mechanic will be in effect. Ads will drop rockets on A side and C side, and when the alarm sounds, two rockets must be fired at the gun in the forge to stop the wipe mechanic.
Once the gun is destroyed, most players can head to one of the airlocks, and the control room player will open the door to allow you to kill Fieser. If you enter the forge, be cautious as the area is extremely hot, causing damage. Fieser will also periodically release gas in the forge, which can kill anyone inside. Airlocks are safe from this mechanic.
With Fieser defeated, clear up any remaining ads, and the boss encounter will be complete.
Captain Fieser Encounter Strategy
Here’s a breakdown of the strategy for the Captain Fieser encounter, covering all 8 roles and builds to help get the job done efficiently.
Agent 1 – Ongoing Directive DPS Support Build
You’ll continue using the Ongoing Directive build.

Role
Head to area C and take cover in the small room with one of the screens required for the codes. You will remain in this position throughout the encounter. Your main responsibility is to stay in cover, proc Overwatch for your team, and deal with the ad spawns that emerge from the door directly ahead of you.
Place an assault turret in front of the ad spawn door to help manage aggro. When ads spawn, aim to proc OD rounds for your team, and if possible, switch to your assault rifle to maintain the OD procs.
While filling the crucible, check your screen in the room. If the code matches, notify Agent 2, who will be positioned across from you in area C, so they can shoot the junction box.
At the end of the encounter, when the call is made to head to the B airlock, remain where you are. Continue proccing OD rounds and keep Overwatch active for your team.
Agent 2 – Standard Striker or Striker Glass Cannon Build
For this encounter, you can either stick with the standard Striker build you used for Gray, or switch to a Glass Cannon Striker build. If you choose to switch, the Glass Cannon Striker build looks like this:
- Specialization: Demolitionist
- Primary Weapon: Exotic St. Elmo’s (or any AR with Damage to Target out of Cover)
- Secondary Weapon: Lefty Shotgun (Perfect Sledgehammer)
- Gear: Striker set with Weapon Damage and Critical Hit Damage (Mask, Backpack, Gloves, Holster)
- Chest: Ceska with Weapon Damage, Critical Hit Chance & Critical Hit Damage (Glass Cannon talent)
- Kneepads: Overlord – Fox’s Prayer with Weapon Damage and Critical Hit Damage
- Mods: Critical Hit Chance or Critical Hit Damage
- Skills: Revive Hive & Assault Turret

Role
For this encounter, you’ll be on C side, specifically deep into C where there’s a small room with a junction box and an ad spawn door. Before the encounter starts, check the water pressure valves on C and inform the team of the pressure levels.
Your main responsibility is to eliminate any ads that spawn from the door. You can deploy an assault turret near the door to help manage aggro.
Occasionally, an ad will drop a rocket. Be sure to place this rocket just inside or outside the C airlock each time you receive it.
In addition, you’ll have a screen to monitor when codes are being called out. Your screen will be positioned just to the right of the room you’re covering. If the code matches your screen, shoot the junction box inside the room where the ads spawn. If Agent 1 informs you it’s their screen, you’ll need to shoot their junction box, which is located just outside the ad spawn room on the left side.
Once the codes are done, continue managing the ads until the water pressure stage. By then, the necessary valves will have been assigned, and when the healer calls for them, hit any C valves that are allocated to you.
After the water pressure stage, the team will call to head to the B airlock. Go inside and focus on killing Fieser. Once Fieser is dead, assist with clearing the remaining ads. If there’s still a rocket on C, pick it up and bring it with you to the next area after this boss fight.
Agent 3 – Standard Coyote Striker or Glass Cannon Coyote Striker
For the Fieser fight, you can either stick with the Standard Coyote Striker build you used for Gray, or switch to a Glass Cannon Coyote Striker build. If you choose to switch, the build looks like this:
- Specialization: Demolitionist
- Primary Weapon: Exotic St. Elmo’s (or any AR with Damage to Target out of Cover)
- Secondary Weapon: Lefty Shotgun (Perfect Sledgehammer)
- Gear: Striker set with Weapon Damage and Critical Hit Damage (Backpack, Gloves, Holster, Kneepads)
- Mask: Exotic Coyote’s Mask
- Chest: Ceska with Weapon Damage, Critical Hit Chance & Critical Hit Damage (Glass Cannon talent)
- Mods: Critical Hit Chance or Critical Hit Damage
- Skills: Revive Hive & Assault Turret

Role
When you enter the area, head to A side and take note of the numbers on the three water valves, then relay them to the team.
Your main role is ad control, covering the enemy spawns at the door at the end of A area. To the left of this door, there’s a room with a screen—you’ll need to check this when codes are being called out.
First Half of the Encounter:
- Focus on killing ads and checking your screen when codes are called.
- Some ads will drop rockets—place these in A airlock for the wipe phase.
- When the wipe phase alarm sounds, enter A airlock and fire a rocket at the gun in the Forge. You can shoot from the airlock, but if you step inside the Forge, ensure Fieser isn’t releasing gas.
- If your screen’s code matches, notify Agent 4, who will shoot your junction box.
- If Agent 4’s screen matches, you must shoot their junction box, located just right of your ad spawn.
After the Crucible Fills to 100%:
- Agent 5 will take over your ad spawn, allowing you to shift focus.
- Coordinate with the healer to enter A airlock and destroy three weak points on the ceiling. These act as blockers for the crucible.
- After shooting each weak point, the healer will interact with the terminal to move the crucible further.
- Once all three weak points are destroyed, the healer will pour the lava over the gun.
Final Stages:
- During the next rocket wipe phase, help trigger Fieser’s gas attack if needed. The healer will call for either you or Agent 7 to step into the Forge to activate it.
- When the water pressure phase begins, interact with any allocated valves on A side as per the team’s pre-discussed plan.
- After this phase, head to B airlock to kill Fieser.
- With Fieser dead, clear out the remaining ads to finish the encounter.
- Before leaving, pick up a remaining rocket from A side and bring it to the next area.
Agent 4 – Tardigrade Striker Build
Continue to wear the Tardigrade Striker build that you worn for Gray.

Role
As you enter the area, head to A side and check the water valves with Agent 3. Communicate the pressures on these valves to the team.
Positioning & Role:
- Take position in the room left of the water valves.
- Inside, you’ll see a screen (which you need to monitor during code calls) and an ad spawn door to the left of it.
- Before the encounter starts, deploy your Tactician Drone in the center of B area near B airlock to assist the team.
During the Encounter:
- Kill any ads that spawn from your assigned ad door.
- When codes are called, check your screen:
- If the code matches your screen, inform Agent 3 so they can shoot your junction box.
- If the code matches Agent 3’s screen, they will notify you, and you must shoot their junction box, which is located directly across from your screen, outside the room.
- Once the crucible reaches 100%, continue managing ads until the water pressure phase.
- If you’ve been assigned any water valves on A side, activate them when the healer calls for it.
Final Phase:
- After the water pressure phase, move to B airlock to kill Fieser.
- With Fieser dead, clear out the remaining ads to complete the boss fight.
Agent 5 – Tamper Proof Striker Build
- Specialization: Demolitionist
- Primary Weapon: Exotic St. Elmo’s (or any AR with Damage to Target out of Cover)
- Secondary Weapon: Lefty Shotgun (Perfect Sledgehammer)
- Gear: Striker set with Weapon Damage and Critical Hit Damage (Backpack, Gloves, Kneepads, Holster)
- Chest: Ceska with Weapon Damage, Critical Hit Chance and Critical Hit Damage (Tamper Proof talent)
- Mask: Exotic Coyote’s Mask
- Mods: Critical Hit Chance or Critical Hit Damage
- Skills: Stinger Hive & Assault Turret (The screenshot displays different skills—ignore them.)

Role
When you enter the area, head upstairs and focus on defending the control room to prevent ads from shutting off the power.
Place your assault turret on one of the ad spawn doors on either side of the control room, and set your stinger hive on the other.
As the encounter begins, ads will spawn randomly from these doors. Each spawn includes a chunga and a purple-bar enemy. The purple-bar enemy will attempt to reach the switch outside the control room and shut off the power.
With Tamper Proof and your skills, you can shock or sting enemies when they spawn, buying you enough time to eliminate the purple-bar enemy before they can disable the power. Simply kill both the purple-bar enemy and the chunga each time they appear.
Once the crucible reaches 50%, the control room doors will close, and the healer will confirm that it’s safe to move downstairs. At this point, the purple-bar enemy will no longer attempt to shut off the power. However, be sure to eliminate any ads that have already spawned.
Before heading downstairs, wait for one more ad spawn. Kill the purple-bar enemy, but leave the chunga alive—just shoot out its backpack to disable its grenades. This ensures no more chungas will spawn for the rest of the encounter.
Now, move to A side where Agent 3 is stationed. Cover their ad spawn so they can focus on mechanics and the rocket wipe phases. If you have time, switch your stinger hive back to a revive hive, and use your assault turret on the ad spawn door for extra aggro control.
When the healer calls for the water pressure phase, interact with any assigned water valves on A as needed.
After the water pressure phase, head to B airlock to fight Fieser. Once Fieser is down, help clear any remaining ads to complete the boss encounter.
Agent 8 – Standard Striker or Glass Cannon Striker Build
For this encounter, you can either stick with your standard Striker build from Gray or switch to the Glass Cannon Striker build that I showcased for Agent 2.
Role
As you enter the area, position yourself on B side, with your ad spawn door to the right. Take note of the two water pressure valve numbers on B side and inform the team.
Your primary role is to cover the ad spawn, using an assault turret on the door to help manage aggro.
Additionally, you will be responsible for monitoring the two screens on B side when the healer calls out the codes.
- One screen is above your ad spawn door—if the code appears here, follow the yellow cable to a junction box near Airlock B and shoot it.
- The other screen is on the wall to the right near the entrance—if the code appears here, follow the yellow cable upstairs to the left side of the control room and shoot that junction box.
Once the crucible reaches 100%, you can focus solely on ads.
During the water pressure stage, wait for the healer’s call and interact with any water valves on B that you were assigned.
Finally, head into B airlock, eliminate Fieser, and clear any remaining ads to complete the encounter.
Agent 7 – Hazard Protection Tank Build
- Specialization: Firewall
- Primary Weapon: Exotic Scorpio
- Secondary Weapon: Lefty Shotgun (Perfect Sledgehammer)
- Mask: Exotic Catharsis Mask
- Backpack: Belstone Armory (Armor, Armor Regen, Hazard Protection, Adrenaline Rush)
- Chest: Gila Guard – Pointman (Armor, Armor Regen, Hazard Protection)
- Gloves: Improvised (Armor, Armor Regen, Hazard Protection)
- Holster: Yaahl (Armor, Armor Regen, Hazard Protection)
- Kneepads: Improvised (Armor, Armor Regen, Hazard Protection)
- Mods: Protection from Elites
- Skills: Revive Hive and Bulwark Shield

Role
As you enter the area, head to C side and get ready in C airlock.
Code Identification
Once the team is ready, the Healer will open the door. Your job is to check the error code displayed below the control room. The code will always be one of six options (You just need to look for the first letter in the first half of the code):
- F → Screen 1
- P → Screen 2
- C → Screen 3
- R → Screen 4
- M → Screen 5
- No letter → Screen 6
To remember this, use the phrase:
“Frigging People Can’t Remember My Numbers.”
Call out the correct screen number to the Healer, then stay near C airlock and repeat this process until the crucible reaches 100%.
During the Encounter
- Be mindful of Fieser’s gas mechanic—you don’t need to enter the Forge, but if you do, avoid the gas to stay alive.
- Proc Vanguard every time it’s available to provide bonus armor to your team.
- Cover the rocket wipe phase—whenever the alarm sounds, fire a rocket at the gun in the Forge. Agent 2 will ensure a rocket is always near C airlock for you.
Water Pressure Phase & Forge Entry
Once at the water pressure phase, the Healer will call for one more rocket phase before letting you enter the Forge. You may be asked to stand inside the Forge to trigger Fieser’s gas release. When ready;
- Save Vanguard if possible, and use it as you enter the Forge.
- Head to the right side of the gun, where you’ll find a water gun.
- Ignore Fieser, but be aware he might knock you off the water gun depending on your hazard protection stats.
- Once the water valve pressures are set, use the water gun on the lava to break the Forge gun, preventing any further wipe phases. The lava will spark once enough water has been used,
Fieser Fight
- Stay inside the Forge, but if needed, exit via B airlock and re-enter when the Healer opens the door.
- Kite Fieser to the center of the room near B airlock, staying within 10 meters of him if you can.
- Use Lefty to throw a grenade and proc Sledgehammer.
- Use Scorpio to apply team buffs.
- If Fieser releases more gas, take cover inside B airlock for safety.
Once Fieser is dead, clear any remaining ads to complete the encounter.
Agent 6 – Future Initiative Healer Build
- Specialization: Survivalist
- Primary Weapon: Exotic Scorpio Shotgun
- Secondary Weapon: Lefty Shotgun (Perfect Sledgehammer)
- Gear: Future Initiative set with Skill Tier and Repair Skills (Mask, Chest, Holster, Kneepads)
- Backpack: Uzina Getica – The Setup with Skill Tier, Skill Haste and Repair Skills
- Gloves: Exotic BTSU Gloves
- Mods: Skill Haste or Repair Skills
- Skills: Restorer Hive & Reinforcer Chem Launcher

Role
Although you are still a healer, your primary focus in this encounter will be self-healing as you take control of the Control Room.
Pre-Encounter Setup
- Upon entering the area, take note of the water valve pressures called out by your team.
- Coordinate with the team to determine which valves need to be activated during the water pressure phase.
- Once everyone is ready, head upstairs and activate the C door switch so Agent 7 can read a code.
- After Agent 7 gives you the correct screen number, confirm they are out of the Forge, then release the switch and move to the screens.
Code Calling & Crucible Progression
- There are six screens:
- Top row → Screens 1-3 (left to right)
- Bottom row → Screens 4-6 (left to right)
- Call out the code displayed on the screen that Agent 7 identified.
- The codes will always be crucibles with different visual indicators:
- White, Black, or Broken cups (crucibles)
- Hung on hooks or standing on conveyor belts
- Some will have an arrow indicating movement
- Example callout:
- “Two black cups on a belt, moving.”
Fieser Spawns & Crucible Fill-Up
- After calling out the code and shooting the correct junction box, Fieser will spawn in the Forge.
- Continue this process with Agent 7 while watching the crucible fill percentage on the center screen.
- The crucible will fill to 25% → 50% → 75% → 100%.
- While this happens, Fieser will break the glass in the Control Room, locking you inside.
- Once the glass breaks, inform Agent 5 that they can go downstairs once their ads are clear.
Interacting with the Crucible & Removing Blockers
- Once the Crucible reaches 100%, interact with the console below the center screen to raise the crucible.
- You’ll need to interact three times, but blockers will prevent further movement.
- Coordinate with Agent 3 in A airlock:
- Open A airlock so they can shoot the weak points to remove blockers.
- Move the crucible and open the airlock for each weak point until all three are cleared.
- Final interaction will pour lava onto the gun.
Managing Rocket Wipe Phases
- Throughout the encounter, when the alarm sounds, instruct Agents 3 and 7 to be ready in A and C airlocks.
- Open both airlocks so they can fire rockets at the gun, ending the wipe phase each time.
- Before doing the water pressure, wait for one more rocket wipe phase and try and make Fieser let off gas for safety.
Triggering Fieser’s Gas & Water Pressure Phase
- During the last rocket wipe phase, have Agent 3 or 7 step into the Forge while firing their rocket to force Fieser to release gas.
- Once the rocket phase is done, instruct the team to prepare for the water pressure phase.
- Let Agent 7 into the Forge from C airlock and call for the water pressures to be activated.
- Move to the Master Water Valve at the back of the Control Room.
- When pressure reaches 85-99, interact with it to send water to Agent 7 at the water gun in the Forge.
Destroying the Main Gun & Ending the Encounter
- Agent 7 will use the water gun to destroy the Forge gun, eliminating further wipe phases.
- Instruct the team to head to B airlock to prepare for the final fight.
- Agent 7 may choose to stay inside or exit for a breather via B airlock.
- Once everyone is in position, open the B airlock and the team will kill Fieser.
- After Fieser is dead, you can finally exit the Control Room.
- The team will clear any remaining ads, completing the encounter.
Survivability & Healing Tips
- Keep yourself alive using heals, as you will be under constant attack.
- Don’t hesitate to use Overcharge to refresh Restorer Hive charges quickly.
- Overcharged Chem Launchers last longer, allowing you to focus on mechanics while waiting on your hive.
Stay alert, communicate clearly, and keep yourself alive to successfully manage the Control Room!
Hot Foot Merit
Before moving on, let’s discuss the Hot Foot Merit commendation.
Commendation Description
- Objective: Defeat Captain Fieser while all molds in the central forge are full of molten iron.
Just like the commendation for Gray, there is a bug associated with this one. However, this is purely a visual glitch and does not affect the actual mechanics.
How to Earn the Hot Foot Merit
This commendation doesn’t change your role much; you just need to slow down the encounter.
- As you progress through the codes and fill up the crucible, molten lava will gradually fill the molds in the forge.
- The molds fill in stages, corresponding to the junction box progress:
- Bottom Left – Fills after the first junction box (Crucible 0%)
- Bottom Right – Fills after the second junction box (Crucible 25%)
- Top Right – Fills after the third junction box (Crucible 50%)
- Top Left – Fills after the fourth junction box (Crucible 75%)
For the commendation to register, all four corners must be filled before moving on to 100% Crucible completion.
The Visual Bug & How to Work Around It
- Issue: In most cases (90% of the time), the molten iron does not render visually in the forge, making it impossible to confirm if a mold is full.
- Solution:
- The healer in the control room should watch the forge to check for the molds filling up.
- However, due to the visual bug, a better indicator is to watch the lava pipes at each corner.
- Once a mold is fully filled, the corresponding pipe will catch fire.
Execution Strategy
- After activating the first junction box, wait until the bottom-left pipe ignites before moving on to the next code.
- Repeat this process for all four corners, ensuring each pipe ignites before progressing.
- Once all four molds are filled, proceed with the encounter as normal and defeat Fieser.
- If done correctly, the Hot Foot Merit will be awarded to all eligible players.
By slowing down and using the fire on the pipes as an indicator, you can ensure that everyone who needs the commendation receives it!
Iron Horse Raid: Molten Backpack Trophy and Raid Key 2
Once you finish the Fieser boss fight, you’ll move into a mechanic where you’ll earn your second backpack trophy, the Molten Trophy, and the second raid key.

For this section, everyone should stay on their current builds, except for one person, who will need to switch to a 6 skill tier build with Acosta’s Go-Bag equipped. They should also have Sticky EMP and Oxidizer Chem Launcher as their active skills, as this will help save time later on.
Once everyone is ready, there is a switch in the center of the room that will open both doors on the left and right.
Mechanic Overview:
- Time Limit: After hitting the switch, you will have a time limit to complete this mechanic, but there’s plenty of time to do it.
Team Setup:
- One person will go through the left door (there are three locked gates to deal with).
- The rest of the team will go through the right door to handle ads.
One person on the right needs to look across and spot a yellow junction box on the left door. They must shoot this to allow the person on the left to continue.
- Note: I usually have the tank from the previous encounter handle this task, but any team member can do it.
After the first junction box is shot, climb up some boxes on the right and look through a window to find another junction box. Shooting this will unlock the second door for the person on the left to continue.
Chunga Encounter:
Once the second junction box is shot, a chunga will spawn on the left side. The person alone on that side may need help from those on the right to kill it. The chunga will drop a key that opens the third locked door on the left side.
With the key, the door can be opened, and everyone will be able to collect their raid key and backpack trophy.
There is also a fourth door on the left that you can open to avoid having to backtrack.
The Molten Backpack Trophy is located near where the chunga spawned on the left, inside a bucket next to a prison bed.
The second raid key is located on the ground near this fourth door.
Iron Horse Raid: High Ground Backpack Trophy and Raid Key 3
After completing the previous mechanic, you’ll move on to another one where you’ll need to complete it to earn the third raid key. I refer to this part as Sniper Alley.

Your team should continue using the same builds, but one person, the one I mentioned earlier, will need to switch to a 6 skill tier build with Acosta’s Go-Bag if they haven’t already. They should also be ready with Oxidizers and the Sticky EMP. Additionally, if you have rockets left over from the Fieser encounter, it’s advised to bring them here.
Once the person with the Oxidizers has them maxed out, they can signal the team to jump down, making sure two people have the rockets if you’ve brought them.
The person with the Oxidizers will stay up top, throwing a grenade and then aiming their EMP across the area at a door behind some shutters. Once the grenade goes off, they’ll receive overcharge thanks to the Acosta’s Go-Bag. As soon as that happens, they should fire the EMP at the door, aiming for the warning sign or at the piece of cover in front of the door (both work).
Once the EMP is fired, the person with the Oxidizers should jump down, and the healer will need to interact with a valve to start the sequence. It’s crucial that the EMP does not detonate at this point, as it keeps the snipers locked in the room they’re supposed to come out of.
While the EMP is keeping the snipers in place, the person with the Oxidizers can then fire overcharged Oxidizers at the snipers’ room, killing them. This will drop a key at the feet of one of your teammates.
This isn’t the intended way to handle it, and you could let the snipers spawn and allocate people with Bullet Kings to suppress them. However, these snipers can still get shots off, and if one lands, it will instantly kill agents, potentially ruining any flawless runs. Using the oxidizer method ensures the task is completed cleanly. If you go with Bullet Kings, make sure the snipers don’t die before the mechanics are complete or you won’t get the key.
While the person with the Oxidizers is handling the snipers, the rest of the team should move forward. You’ll spot two pipes on a platform above, one on the left and one on the right. If you have the rockets from Fieser’s encounter, use them to destroy the pipes right away. If not, you’ll need to climb ladders on both sides to collect rockets from the back or DPS the pipes.
With the pipes destroyed, two players will need to climb to the next level on each side, where you’ll find two valves on each side. You’ll need four people to hit all four valves at the same time.
Once the valves are hit, an explosion will occur that kills the snipers. You’ll then climb up to grab the key. If you used the oxidizer method, the key will already be at someone’s feet from earlier.
There will also be ads to deal with during this, but you can ignore them while performing the sequence by using turrets or decoys and then kill them afterward. If they attack you, you’ll need to deal with them.
The only downside to the oxidizer method is that you can’t jump up to the snipers’ location to shoot the Gingerbread Man if you’re going for that commendation. However, you can still hit it by targeting a concussion grenade on the left side, as the blast radius will cover the Gingerbread Man even with the shutter closed. Just have someone track the Gingerbread Men to make sure it’s caught by the blast.
Step Two for the Third Raid Key:
After completing Sniper Alley, you’ll push forward and head outside. The person who has the key from the snipers will want to go up the stairs on the right to find a crane console.

Wait for the team to get in position before interacting with the crane console. This will trigger three junction boxes that will appear in the area, and you’ll have limited time to shoot them. In the center of the area is a caged section with three light bulbs. The third raid key is located inside this section.
For the first junction box:
- Two players should stay up by the crane console and look across to the opposite side. They’ll see a white box in a window, which is where the first junction box will be. Get ready and aim.
For the second junction box:
- Look opposite the caged area. You’ll see a gap where a container is located, and behind it is another white box containing the junction box. The container will move once the key is in. Make sure at least two people aim and be ready.
For the third and final junction box:
- At the end of the area, you’ll need to shoot down a rope and climb up to the top. Near the pipework, you’ll find another white box that opens to reveal a junction box once the key is inserted. Again, have two people aim and be ready.
Once everyone is in position, insert the key into the crane console and ensure everyone shoots their junction boxes.
If successful, the caged area door will open, and you’ll be able to retrieve your third raid key. If someone misses, the lights will show which one was missed, as one or more bulbs will remain red.
Don’t worry if you miss; as long as you don’t open the door to the next area, the team can wipe and try again immediately. However, if you mess up Sniper Alley, you must start a new raid to get the key.
After Getting the Third Key:
You’ll find a third backpack trophy, called High Ground.

Proceed through the door into the next area. You’ll find two nuts, one on the left and one on the right. Shoot them to fully tighten them, and then you’ll be able to search a nearby toolbox to claim the backpack trophy.
Iron Horse Raid: Major Williams
Encounter Overview:
Major Williams is the third encounter in the Iron Horse raid.
In this boss fight, your team’s primary goal is to prevent the main furnace from exploding.
There’s a lot happening during this fight. As you tackle the mechanics to lower the furnace pressure, you’ll also have to manage ads and deal with the Williams boss.
Your team will need to perform three sets of mechanics to lower the furnace pressure. Afterward, you’ll need to break through three lava gates to continue lowering the pressure.
Once the lava gates are dealt with, you’ll then have to adjust the pressure pipes on the main furnace before you can focus on taking down the Williams boss.
You’re on a time limit for all of this. The furnace pressure will continuously rise, and if you don’t complete the mechanics and kill Williams in time, the furnace will explode, causing your team to wipe. There’s also a final wipe phase when Williams dies: you’ll have 30 seconds to use the key Williams drops to shut down the furnace.

Key Aspects of This Fight:
- Ad Control and Major Williams Control
- Diagnostics with the Red, Yellow, and Blue mechanics
- Breaking the Lava Gates
- Correcting the Pipes
- Killing Williams before completing the Final Wipe Phase
When your team enters the area, most will head to the center platform and remain there for most of the encounter, while clearing some ads as you enter.
One person will climb up the chain to access the diagnostics controls, and another will find the terminal that needs to be interacted with, along with the diagnostics. There’s a terminal at each of the red, yellow, and blue doors on the outside of the area. Only one terminal will be lit up, and it’s the one that needs to be interacted with, starting the encounter when the person at the top interacts with the diagnostics.
After interacting with a terminal, inform the person at the top so they can jump down and avoid the hazard.
Once the encounter starts, everyone on the platform should position themselves across from the red door and begin clearing the ads that spawn. Ads will appear from various doors on the ground level and the upper walkway. Snipers will spawn on the top walkway, near a broken bridge.
The person running the diagnostics will climb the chain again, wait for the color mechanic to appear, and call out the color. The person who interacted with the terminal should prepare at the red terminal in case it’s red, as you can skip this phase if you act quickly.
The red, yellow, and blue mechanics will occur in a random order. Here’s how they work:
- Red Phase: The upper level will catch fire, blocking access to the diagnostics, but if the person is already interacting with it, the one on the ground can hit the red terminal to complete the phase. If you don’t make it in time, four red valves are located on the outer wall to help turn off the fire and allow completion of the red phase.
- Yellow Phase: Yellow electrical boxes will begin sparking throughout the area. One person is assigned to inspect the yellow boxes on both the top and lower levels of the furnace, and any that are sparking must be interacted with. Additional yellow boxes can be found on the ground level, and all three sparking boxes must be identified. Once all the boxes have been interacted with, the person at the terminals can use the yellow terminal to complete the phase. The person running the diagnostics must continue interacting with the diagnostics during the phase.
- Blue Phase: While the Diagnostics are being held, another person will head up the chain and drop one level to interact with three blue valves. After interacting with all three, the person on the terminal can press the blue terminal to finish this phase.
Each phase will lower the furnace pressure, so it’s important to complete them as quickly as possible. As the diagnostics person, you’ll call out the color of each phase and drop down after to avoid getting wiped. The team on the platform will get ready to deal with the corresponding door for that color. Williams will spawn from the door associated with the terminal being interacted with, and you must shoot him to make him immune so he disappears.
After completing the three color phases, if red wasn’t the last one, you’ll need to do a final red check. If the furnace goes back on fire, you must complete the red mechanic again.
Next, you will move on to breaking the three lava gates in any order. Here’s one recommended order:
- Start with the gate between the red and yellow doors on the furnace at ground level.
- The person interacting with the terminals will go to the gate and observe the two cogs. The person running diagnostics will return to the chain, drop down, and find two red valves that control the cogs. Both will work with each other to get both cogs into position.
- Once both cogs are in position, the person on the ground can shoot the lights to open the gate. As the lava gate opens, Williams will spawn from an outer door. You’ll need to shoot the lava and Williams to make him immune again. Be careful when shooting the lava to avoid standing directly in front of it.
- After the first gate, continue clockwise to the next lava gate between the yellow and blue doors, repeating the same process.
- Finally, go to the last gate between the entrance and red door, repeat the process, and when the lava is broken, Williams will automatically go immune, starting the next phase.
In the next phase, there are two mechanics:
- Pipe Pressure Mechanic: The person who handled diagnostics and red cog valves will return to the chain and check screens showing pipe pressures. You’ll need to adjust the pressure by calling out which valves need to be tightened or loosened based on their current state. A person on the platform will shoot the valves accordingly.
- Williams on Mounted Guns: Williams will spawn on the walkway and head to one of the mounted guns. Your team will need to destroy the gun and bring him off it. Williams will move to the next gun, and the same process will happen. Ads will still be spawning during this phase.
Once the guns are destroyed, Williams will go to the third gun. The team will head up top while the terminal-interacting person (Tank) stays below. After the guns are dealt with, seven players should be positioned on the upper level, ready for the final phase.
- Final Williams Phase: When Williams is brought off the third gun, he will drop down to the ground level, where the person tanking him will keep him in position. The team will focus on killing him, but he’ll have a healing mechanic where his backpack glows green. When this happens, you need to destroy it quickly.
Once Williams is dead, the final wipe mechanic starts. A key will drop from him, and the person tanking him will pick it up and head up the chain to the furnace emergency shutoff computer. The rest of the team will jump down and head to the three colored doors. All three terminals need to be interacted with one last time to prevent the furnace from exploding. Once the key is in you can interact with the terminals.
As you complete this, continue managing ads. Once all terminals are interacted with and all ads are cleared, the boss encounter is complete.
Major Williams Encounter Strategy
Now, let’s break down my Major Williams strategy, covering all eight roles and builds necessary to complete this encounter successfully.
Agent 1 – Ongoing Directive DPS Support
You’ll continue using the same Ongoing Directive build you’ve been using from the start, but simply swap the assault turret for a decoy for this encounter.

Role
Once you enter the area and clear the initial ads, position yourself on the platform across from the red door. Your primary role during this encounter is to stay in cover to trigger Overwatch and provide your team with OD rounds.
Use cover-to-cover movement throughout the red, yellow, and blue mechanics to position yourself according to the mechanic that’s called out. Start by using your Scorpio to activate the OD mark, then switch to your assault rifle to maintain the mark while managing any ads. The Vindictive talent works well for this.
As each mechanic is completed during the red, yellow, and blue phases, the Williams boss will spawn at the corresponding doors. Try to time your Decoy throw before he spawns, and then use your Scorpio to apply the Scorpio buffs to Williams until he becomes immune.
After completing the red, yellow, and blue mechanics, and the red check if needed, proceed to the lava gate phase. Continue using cover-to-cover movement to reach the platform near the lava gate between the red and yellow doors. Focus on managing ads, applying OD rounds for your team, and shooting Williams again with the Scorpio until he becomes immune.
As you move clockwise to each lava gate, continue applying the same strategy. On the third gate, once the lava is broken, Williams will automatically go immune, so you don’t need to shoot him.
For the next phase, use cover-to-cover to position yourself across from whichever mounted gun Williams uses first. Keep proccing OD rounds for your team and assist in taking Williams off the gun when needed.
As he moves to the second mounted gun, continue using the same tactic. When he heads to the third mounted gun, go up top using the chain and take cover across from where Williams is positioned.
Once the pipes are fixed and the timer appears on screen to complete the encounter, you can focus on taking Williams off the third gun. Keep proccing OD rounds for your team as needed, but primarily focus on shooting Williams with your Scorpio until he is defeated.
After Williams is dead, jump down with your team to interact with the three terminals on the three doors. Be mindful of any remaining ads while doing so. Once the terminals are completed and all ads are cleared, the boss encounter will be finished.
Agent 2 – Glass Cannon Striker Build
Agent 2 should now switch to the Striker Glass Cannon build if they haven’t done so already. This build was demonstrated earlier. The only change from the previous setup is that you can swap the assault turret for a decoy if preferred.

Role
As you enter the area, clear the initial ads and prepare on the platform across from red. Listen for the callouts for red, yellow, and blue phases. Your role is to stay near any door corresponding to the called color and eliminate ads as they spawn.
Use your assault turret or decoy whenever available to help with enemy aggro. If a sniper spawns, prioritize eliminating them. They will appear at the very top near the broken bridge.
Red, Yellow, and Blue Phases
During the yellow mechanic, call out and interact with any sparking electrical boxes you see. Once all three color phases are complete, and a red check (if needed) is done, move to the lava gate phases. Start at the lava gate between the red and yellow doors.
Lava Gate Phases
Your role remains the same—clearing ads—but you will also be responsible for breaking the lava once the gate opens.
As soon as the gate opens, shoot the lava to break it and allow it to flow. Do not stand directly in front of the lava gate, as it will kill you. Position yourself to the left side for safety. Once the lava is broken, focus on the boss until he goes immune.
When the boss becomes immune, continue clearing ads and move clockwise to the next lava gate. Repeat this process for the second and third gates. After the third lava gate, the boss will automatically go immune, and you will transition to the next phase.
Mounted Gun Phase
Keep clearing ads and watch where the boss moves. When he gets on a mounted gun, move to that position and take it down while handling ads.
Follow the boss clockwise and do the same for the second gun. Once the second gun is destroyed, head to a chain and climb up. Position yourself across from the boss when he moves to the third gun.
While still managing ads below, wait for confirmation that the pipes have been done, then shoot the boss off the third mounted gun. At this point, a timer will start, and you must kill the boss within the time limit. When the boss jumps to the ground, focus fire on him. Aim for the green backpack when it lights up to stop him from healing.
Continue managing ads while attacking the boss. Once Williams is dead, move into the final wipe phase.
Final Wipe Phase
Jump down and work with your team to interact with the three terminals on the doors. Continue managing ads while doing this. Once all terminals are activated and ads are cleared, the encounter is complete.
Agent 3 – Glass Cannon Coyote Striker Build
Agent 3 should now switch to the Glass Cannon Coyote Striker build if they haven’t already. This build was covered earlier, with the only difference being that they can swap the assault turret for a decoy if preferred.

Role
Your role in this encounter is very similar to Agent 2.
You will follow the same process for the red, yellow, and blue phases.
During the lava gate phase, stay on the platform near the lava gate, starting between the red and yellow doors, and focus on clearing ads. When the boss spawns, shoot him to trigger his immune phase, then move clockwise to repeat this at the next lava gate. On the final lava gate, you won’t need to shoot the boss.
For the remainder of the encounter, follow the same steps as described for Agent 2.
Agent 8 – Glass Cannon Striker Build
Agent 8 should now switch to the Glass Cannon Striker build if they haven’t already. The only difference from the earlier build is that they can swap the assault turret for a decoy if preferred.
For the entire encounter, follow the same role and actions as Agent 3.
Agent 4 – Tardigrade Striker Build
Agent 4 will continue using the Tardigrade Striker build they have been wearing since the start of the raid for this boss encounter.

Role
As you enter the area and clear the initial ads, place your tactician drone in the center beneath the broken bridge. Then, climb a chain and interact with the diagnostics.
Once everyone is ready, Agent 7 will interact with the terminal on yellow or blue below and call for you to jump down. While there is an alarm sound to indicate the terminal has been activated, it can sometimes glitch, so Agent 7’s callout ensures confirmation.
After jumping down, immediately find a chain to climb back up. As you go up, Agent 7 will activate Vanguard, allowing you to survive the hazard and return to the diagnostics.
Diagnostics & Sniper Callouts
- Hold diagnostics until it indicates which color mechanic needs to be completed.
- Do not release until the mechanic is done and Agent 7 calls for you to jump down.
- From this position, you have a clear view of sniper spawns—call them out for your team.
Repeat this process for the red, yellow, and blue mechanics. Depending on the order, a final red check may be needed. If red was last, no further action is required, but if it wasn’t, prepare for a potential fourth phase for red. If needed, repeat the process for red before moving on.
Lava Gate Phase
- Climb a chain and drop down one level.
- Locate three sets of red valves—start with the set between the red and yellow doors.
- Once Agent 7 is ready, turn the valves until they tell you to stop. This aligns the cogs below, allowing the gate to open and the lava to be shot.
- As the boss spawns, shoot at him until he goes immune.
Repeat this process for the second and third sets of valves to the right, but for the third set, you won’t need to shoot the boss.
Pressure Adjustment Phase
- Jump down and climb back up to the top level.
- Locate a screen to the opposite side of the diagnostics that displays furnace pipe pressure.
- The screen cycles through four sets of letters:
- A B C D (first screen)
- E F G H (second screen)
- I J K L (third screen)
- M N O P (fourth screen)
- Call out which letters need adjusting to bring all pipe pressures to the center (blue zone).
- If a pipe is already blue, it can be ignored. Otherwise, call out whether the pressure needs to go up or down.
- Agent 5 will make these adjustments below. Once all pipes are in the correct pressure range, this phase is complete.
Boss Kill Phase
A timer will appear on-screen, indicating how long you have to defeat the boss.
- The boss should now be on his third mounted gun—shoot him off of it.
- While he jumps down, clear ads below.
- Once he reaches ground level, focus fire on him, aiming at his backpack if it turns green.
- Manage ads as needed while ensuring the boss is eliminated.
Final Phase
- Jump down and work with your team to interact with all three terminals on the doors.
- Continue managing ads while doing this.
- Once all three terminals have been activated and ads are cleared, the boss encounter is complete.
Agent 5 – Future Initiative DPS Build
Agent 5 should switch back to the Future Initiative DPS build for this encounter.

Role
This role is very similar to Agent 3 and Agent 8, except for the red, yellow, and blue phases.
Red, Yellow, and Blue Phases
After clearing the initial ads, wait for the encounter to start. When Agent 4 jumps down and climbs back up a chain, you should also head up a chain. Once at the top, place your assault turret across the broken bridge near the door—this is where snipers spawn, and the turret will serve as a great decoy.
Stay near the diagnostics to see which color mechanic needs to be done:
- Red: Jump down; this phase should be skipped. If Agent 4 is too slow, you’ll need to locate the correct red valve to shut off the fire above. There are two red valves near the red door, followed by two more as you move clockwise from it. Only one valve is required, and its location is random each time.
- Blue: Jump down one level and interact with three steaming blue valves.
- Yellow: Look at the top level for sparking electrical boxes and interact with them. Then, check the next level down for more, interacting with any sparking boxes. Finally, jump down to locate the remaining sparking boxes, coordinating with teammates if needed. There are three in total to find.
Lava Gate & Pipe Phases
Once the red, yellow, and blue phases are complete, follow the same role as Agent 3 and Agent 8 for the rest of the encounter. However, there are Two key differences:
When the boss spawns during the lava gate phases, equip your grenade launcher and fire two shots at the boss each time he appears. This will destroy his seeker foam mines, preventing your team from getting trapped.
During the pipe phase, you will work with Agent 4 to adjust the pipe pressures. Starting from A, Agent 4 will call out which letters need adjustments. If they say “up,” it means the nut needs tightening, and if they say “down,” the nut needs loosening.
Agent 7 – Hazard Protection Tank Build
Agent 7 will continue using the same Hazard Protection Tank build from the Fieser encounter. The only adjustment needed is to swap the Scorpio for a Mosquito exotic sidearm.

Role
As you enter the area, your team will clear the initial ads, and you’ll need to find out which terminal at the yellow or blue door is active. Agent 4 can also confirm this for you.
Red, Yellow, and Blue Phases
- Once the team is ready and in position, interact with the terminal and tell Agent 4 to jump down.
- Then, move to the red terminal in case red is the first mechanic.
- Proc Vanguard for Agent 4 as they head back up a chain.
- Stand by the terminal for the color that is called out and always start at red until you know where you need to be.
- After red is completed, no need to monitor it—just move to the next terminal as called.
- Your job is to interact with each terminal, signal Agent 4 to jump down, and proc Vanguard every time they go back up.
- If red was not the last mechanic, prepare for a final red phase before moving on. Once this phase is over, you can proc Vanguard freely whenever available.
Lava Gate Phase
- Move to the lava gate between the red and yellow doors.
- Agent 4 will go up, and once you’re both ready, they will interact with the red valves to spin the two cogs on the gate.
- Your job: Tell Agent 4 when to stop to align the gap on each cog with the yellow dot. The best timing is one turn before the yellow dot.
- With the cogs aligned, shoot out the two light bulbs to open the lava gate.
- Agent 2 will break the lava—stand clear to avoid being killed by the explosion.
- Williams will spawn behind you—use your Mosquito to shoot him until he goes immune.
- Move clockwise to the next lava gate and repeat the process.
- At the third gate, you don’t need to shoot the boss, as he will go immune once the lava is broken.
Furnace Pressure & Boss Phase
- Once all three lava gates are done, focus on protecting Agent 5, who will be working on the furnace pressure pipes with Agent 4.
- Take aggro, especially from Williams when he goes onto the mounted guns.
- Once Agents 4 and 5 finish the pressure phase, move toward the boss, who should be on his third turret gun.
- When the team forces Williams off the third gun, he will jump down to your level.
- Shoot him with your Mosquito to control his positioning.
- Once you have aggro, switch to your Lefty, throw a grenade, and proc Sledgehammer.
- Ensure Williams stays away from interactables like ammo boxes, as he drops a key when he dies.
Emergency Shut Off & Encounter Completion
- Pick up the key immediately once Williams dies—if it lands near an ammo box, it may block pickup. You have 30 seconds to place it in the emergency shut-off terminal.
- Head up a chain and go to the emergency shut-off terminal next to the diagnostics.
- Once you interact with the terminal, your team can interact with all three terminals at the red, yellow, and blue doors—this must be done within 30 seconds of Williams’ death.
- Finally, clear any remaining ads to finish the encounter.
Agent 6 – True Patriot Healer Build
The final role for this encounter is Agent 6, who will switch back to the True Patriot Healer build used during the first boss encounter with Gray.

Role
As you enter the area, your team will clear the initial ads. Position yourself on the platform across from the red door and deploy your Restorer Hive.
During the red, yellow, and blue phases, your primary role is to heal your team. Move your Hive across the platform as each color mechanic is called out, and use your Chem Launcher to heal any teammates outside its range.
If Agent 4 needs healing while positioned above, you can fire a Chem Shot underneath them to provide support.
If you have time, you can also shoot the boss as he spawns at each door to try and apply the True Patriot red stack. However, this isn’t a priority in this encounter.
Once the red, yellow, and blue mechanics are complete, along with any final red check if necessary, you will move into the lava gate phase. Continue healing your squad and reposition your Hive to the platform area between the red and yellow doors, where the team will work on the first gate.
Heal your team as they move clockwise to tackle the remaining two gates, relocating your Hive as needed.
After all lava gates are cleared, the next phase of the encounter begins. Your role remains the same—keep your squad healed. Keep an eye on the boss’s position and the mounted gun he moves to. Place your Hive on the platform across from him and continue healing.
As the boss moves between mounted guns, follow clockwise and place your Hive across from the new position. Once he leaves the second gun, grab a chain and head to the upper level.
At the top, position yourself across from the boss’s third mounted gun and deploy your Hive. This will keep everyone up top healed. Use your Chem Launcher to heal Agent 7 if needed, as they will be tanking the boss below.
You should also shoot at the boss to ensure the True Patriot red stack is applied as he leaves the third gun.
Once the boss is defeated, focus on supporting Agent 7 as they pick up the key and head to a chain. When they ascend, activate Overcharge and fire overcharged Chem Shots down to each of the three doors. This will ensure the team has their Revive Hives and healing support during the final wipe mechanic.
Once the final wipe mechanic is completed and all remaining ads are cleared, the boss encounter will be over.
Hex Machina Merit
Before moving on, there’s a commendation tied to the Williams boss encounter called “Hex Machina Merit.”
The requirement for this commendation is to destroy Major Williams’ mounted guns before fixing all the steam pipes, then defeat him.
This is an easy commendation to earn, and it doesn’t alter the strategy I just explained. The only adjustment needed is in the alphabet pressure phase when Williams is on his third mounted gun.
Typically, you would finish the pressures first before forcing Williams off his third gun. However, to earn this commendation, you need to take Williams off his third gun before completing the alphabet pressures.
Simply call out when the final letter nut needs adjusting, but hold off on making the adjustment until Williams leaves his third mounted gun. Once you defeat the boss, the commendation will be awarded.
Note: You must complete the encounter for the commendation to count—if you fail, you’ll need to try again.
Iron Horse Raid: Iron Horse Backpack Trophy and Raid Key 4
After the Williams boss encounter, you’ll enter a sequence where you must push through Foaming NPCs, disable an electric obstacle, and reach a door that needs to be shot open. One team member must rush past the ads to interact with a lever that stops the Iron Horse train, triggering a cutscene.

Recommended Setup
Two players should equip hazard protection builds—the higher the protection, the better. Ensnare resistance mods can also help mitigate the foam traps.
Execution
- Open the door, and the two players with hazard protection will run straight ahead, following the path.
- Foaming NPCs will target them, and foam traps will be scattered around, but with max ensnare protection, these won’t be an issue.
- You’ll encounter a burning obstacle that you must climb over.
- Above the fire, there are three weak points—shoot them to release water and extinguish the flames.
- Once the fire is out, both players can jump over and proceed to a generator with two switches on the right.
- Hit the switches in sync to disable the electric obstacle.
Rest of the Team
- While the two players handle the generator, the rest of the team will exit through the door, head up the stairs on the left, and continue along the platform filled with foam traps and Foaming NPCs.
- Ignore the ads and keep running, breaking free of any foam if necessary.
- At the end of the platform, drop down and wait for the electric obstacle to be turned off. You can shoot the door ahead through the electric field.
Final Steps
- Once the electric fence is disabled and the door is broken, one player must rush past the ads, enter the room above, and pull the lever.
- After the cutscene, all ads will disappear, and you can collect the fourth key.

Fourth Key Location
From where you passed through the electric obstacle, go straight ahead, pass through a gap, and look to the right to find the key.
Iron Horse Backpack Trophy
The last backpack trophy of the raid can be obtained after completing the final encounter. Once the raid is finished, you’ll find it on the cannon that falls to the ground during the final cutscene.

Iron Horse Raid: Colonel Morozova
Encounter Overview:
Colonel Morozova serves as the final boss of the Iron Horse raid, and you’ll be glad to know that this encounter is less mechanically complex than the previous two boss fights.
The fight primarily revolves around managing ad spawns while using rockets to cancel wipe mechanics. The main objective is to destroy the Iron Horse train before taking down Colonel Morozova.
To destroy the train, you’ll need to collect keys and use them to activate an autocannon, which will fire at the train.
The encounter consists of multiple phases, with each phase requiring the team to retreat into the tunnel to avoid a wipe mechanic, commonly referred to as the mortar phase.
Once all phases are complete and the train is destroyed, Morozova can be easily defeated. There will be one final wipe mechanic, but this is resolved by firing one last rocket at the train, triggering a cutscene that marks the end of the raid.

Key Aspects of This Fight:
- Handling ad spawns
- Managing the missile wipe mechanic
- Coordinating the keys and autocannon
- Staggering Morozova
- Navigating the tunnel phases
- Defeating Morozova to trigger the final wipe mechanic and complete the raid
Before heading into the area, you’ll first open a large shutter. Ads will already be present, and you can eliminate them from within the warehouse. Once all the ads are cleared, two rockets and a key will drop outside—the rockets drop from rocket NPCs, and the key drops from the chunga.
Before leaving, be sure to restock. Assign two players to handle the rockets and one player to manage the key.
Once you exit the warehouse, the encounter will begin. The key handler should rush to grab the key and head to the autocannon, where there’s a charge zone. The autocannon will raise an alarm and fire, sweeping left before it alternates right. To control it, charge the zone to 100%, then use the key to make the autocannon fire at the train when the alarm sounds.
Meanwhile, the two rocket players will collect their rockets and take position, while the rest of the team focuses on clearing ads. Ads will spawn on the left and right, and these are the only spawn points, except for snipers on the train, chungas, and rocket NPC spawns.
Once the first key is used in the autocannon, it will fire and expose the leftmost mortar on top of the train. This will trigger the first missile wipe mechanic. The two players with rockets need to fire their rockets at the missile to deplete its health bar. There’s a bug where rockets may not respawn if both hit the missile simultaneously, so time the shots to avoid this issue.
Additional rockets are required, and rocket NPCs will spawn in the back left and right corners near the autocannon. The rocket handlers should eliminate these NPCs and continue firing rockets at the missile until it’s destroyed. If you fail to destroy the missile in time, the train will fire the missile, causing a wipe.
Keys and Autocannon Mechanics:
After using the first key, three more keys are required, which drop from chungas that spawn from the train. The first chunga will spawn on the left, the second on the right, and the last on the left again. Each chunga drops a key once killed. Only one chunga will spawn at a time, and the next one won’t appear until the current key is used in the autocannon.
Once all four keys are used in the autocannon, all the mortars on the train will be exposed. The rocket players must destroy all four mortars—each mortar takes two rockets to destroy. Continue firing the rockets out of sync to avoid the rocket bug, and ensure the missile is dealt with first.
While this happens, players should focus on killing ads at the spawn doors and dealing with any snipers on top of the train. Snipers spawn each time the key handler enters the charge zone of the autocannon. The snipers will alternate sides: the first on the right, the second on the left, and so on. Additionally, random mortar strikes will occur.
Tunnel Phase 1:
After destroying all four mortars, you’ll enter the first tunnel phase, where you must dodge the mortar wipe mechanic.
During the first mortar phase, everyone should head to the center tunnel. The tunnel will be electrified until the mortars are destroyed, but it will be safe to enter once the mortars are cleared. Take a restock if necessary. Morozova will drop from the train, running toward a cabin to trigger the mortars.
Assign two players to protect the rest of the team in the tunnel while having a healer healing. Once the mortars and autocannon stop, exit the tunnel and return to your positions, but be aware that ads will already have spawned.
Second Phase:
In the second phase, the mechanics are largely the same as the first, but there are no keys. The rocket players only need to handle the missile wipe mechanic—they won’t have to deal with mortars on the train again. Morozova must also be managed during this phase.
One player will be assigned to stagger Morozova using a Mosquito to maintain aggro. Morozova will trigger the autocannon to sweep, but she also has a rocket mechanic where she targets teammates with rockets. The player assigned to her will use a stinger hive or Ravenous to stagger her every time she prepares to fire her rocket. If using a Ravenous you will need another way to keep aggro from Morozova, a sticky emp works great or continuous fire.
Once the missile is destroyed, the rocket players should save one more rocket and call for another tunnel phase.
Tunnel Phase 2:
After the missile is dealt with, the electricity in the tunnel will stop, and everyone should head to the center, continuing to manage ads and the snipers. You need to remove three bars of Morozova’s armor to trigger the next mortar phase. Be careful not to remove the armor too early, as this will trigger the mortar phase while the electric field is still active, causing deaths.
When the mortar phase triggers, head into the tunnel and manage the mortars as before. Avoid standing too far forward to prevent being staggered into the mortars. The healer and your builds will keep you alive.
Third Phase & Tunnel Phase 3:
After the second tunnel phase, exit and follow the same process as before. The only difference in this phase is that snipers will spawn randomly, and there will be green lasers that deal significant damage if you’re caught in their line of fire.
Once the missile is destroyed, save two rockets and head to the center tunnel for another phase. You’ll need to remove three more bars of armor from Morozova to trigger the final mortar phase.
Final Phase:
As you exit for the final phase a chunga will spawn on the right side of the train. Eliminate it quickly, and the key handler will pick up the key and proceed to charge the autocannon, just like before.
This time, you’ll need three keys. The second chunga will spawn on the left side, and the third will spawn on the right side.
As the keys are handled, the rocket players will again take care of the missile wipe phase and save a rocket for the next phase. Then, they’ll assist with ad control.
You will still be staggering Morozova on this phase too.
Once all three keys are used, the Iron Horse train will be destroyed. Call for one last tunnel phase, head to the center while managing ads and Morozova’s rocket mechanic, and begin to take down her armor.
This will trigger the final mortar phase. After exiting the tunnel, you’ll be able to kill Morozova. Once she’s defeated, fire one last rocket at the missile to prevent the final wipe mechanic, completing the Iron Horse raid.
Post-Raid Rewards:
During the cutscene, you’ll see the cannon from the train drop to the floor. After the cutscene, you can search the cannon for your fourth backpack trophy, the Iron Horse trophy. You’ll also receive a mask for completing the raid and two exotic projects toward acquiring the Regulus exotic weapon.
There are four total projects. Once completed, you can run the Iron Horse raid again to collect parts for the Regulus and begin crafting it once you’ve gathered all the components. Additionally, there’s a chance to obtain the Ravenous from the chest inside the cabin where Morozova went, and your fifth key will drop in your loot pile.
Colonel Morozova Encounter Strategy
I’m now going to walk you through my strategy for the final boss encounter with Morozova, detailing all 8 roles assigned to team members and the builds I’ve set up for each one.
Agent 1 – Key/Stagger Tank Build
- Specialization: Firewall
- Primary Weapon: Exotic Scorpio
- Secondary Weapon: Lefty Shotgun
- Mask: Exotic Catharsis Mask
- Backpack: Lengmo (Armor, Armor Regen, Explosive Resistance, Adrenaline Rush)
- Chest: Gila Guard – Pointman (Armor, Armor Regen, Explosive Resistance)
- Gloves: Belstone Armory (Armor, Armor Regen, Explosive Resistance)
- Holster: Improvised (Armor, Armor Regen, Explosive Resistance)
- Kneepads: Improvised (Armor, Armor Regen, Explosive Resistance)
- Mods: Protection from Elites
- Skills: Revive Hive and Bulwark Shield

Role
At the start of the encounter, your team will be inside the warehouse, clearing out all the ads outside. Once the Chunga is eliminated, it will drop a key—make sure to take note of its location.
Phase 1: Keys & Autocannon
Once your team is ready, head out into the area and go straight for the key before moving to the autocannon to begin charging the charge zone.
- Each time you step into the charge zone, a sniper will spawn on top of the train.
- The first sniper will appear on the right side, the next on the left, and they will continue alternating.
- Charge the zone to 100%, and when the alarm goes off, interact with the console to fire the autocannon at the train.
This will be your primary role in Phase 1. After using the first key:
- Move to the left side of the train—a Chunga will spawn. Agents 3 & 4 will assist in taking it down.
- You can use your Scorpio to apply its buffs while fighting.
- Once the Chunga is dead, collect the second key and use it on the autocannon.
- Next, move to the right side for the third Chunga, with Agent 2 helping to kill it.
- After that key is used, head back to the left side for the final key of this phase from the last Chunga.
Since you won’t always be able to cancel every alarm, communicate with your team about the autocannon’s swipe direction.
- The first swipe will go left, then right, and it will keep alternating.
- If you miss the chance to cancel it, you check the console to see which direction it will fire.
Throughout this phase, also focus on proccing Vanguard whenever available to give your team bonus armor.
Tunnel Phase 1
Once all four keys have been used and the mortars on the train are uncovered, head to the center tunnel for the first tunnel phase.
- Stand to the left side, just behind the restock box, and use your shield to protect your team.
- Time a Vanguard proc right before the autocannon hits.
- When the wipe mechanic stops, exit the tunnel for the second phase.
Phase 2: Ad Control & Support
During this phase:
- Stay near Agent 2’s spawn point and help clear ads with your Scorpio.
- Continue proccing Vanguard when possible.
- When the next tunnel phase is called, head to the center.
Tunnel Phase 2
- Morozova will go immune, and your team will enter the tunnel.
- This time, mortars will also be hitting, so stay behind the restock box to avoid being staggered out.
- Once the wipe phase ends, exit the tunnel for Phase 3.
Phase 3: Support & Sniper Callouts
- Position yourself in the center and focus on proccing Vanguard for your team.
- Snipers will now spawn randomly on the train, so watch the left and right spawns and call them out.
- Keep this up until the next tunnel phase is called.
Tunnel Phase 3
Same as before—enter the tunnel, take cover, and survive the wipe mechanic.
Final Phase: Keys & Boss Kill
After exiting the tunnel phase, you’ll return to handling keys.
- Head to the left as you exit the tunnel where a Chunga spawns—take it out ASAP with your Scorpio and assistance from your team.
- Once the key drops, return to the autocannon to charge it and fire at the train.
- This time, you will need three keys:
- Second Chunga spawns on the left.
- Final Chunga spawns on the right.
Once all three keys have been used, call out for the team to move into the final tunnel phase.
Take Out Morozova & Raid Completion
- After exiting the tunnel, your team will kill Morozova.
- Once she’s down, fire a rocket at the last missile to cancel the wipe mechanic.
- This triggers the cutscene, marking the end of the Iron Horse raid.
Additional Hazards
Throughout the fight, you will also need to avoid random mortars and green lasers. Your build is built for this!
Agent 7 – Key/Stagger Tank Build
Agent 7 will use the same build as Agent 1 but should equip the exotic Mosquito instead of the Scorpio. Additionally, swap the Revive Hive for a Stinger Hive.
Role
As you move into the area after the initial ad clear, you won’t have much to do at first. Head over to the ad spawn near Agent 2 and assist by attacking their ads with the Mosquito.
When a tunnel phase is called, move to the center and prepare for it. Inside the tunnel, position yourself to the right of Agent 1 and use your shield to protect the team from the autocannon fire. Try to time a Vanguard proc to grant bonus armor just before the autocannon strikes, or in later phases, right before the first mortar lands.
After the first tunnel phase, exit and rush to Morozova, who will emerge from the cabin next to the autocannon. Draw her aggro by firing the Mosquito at her and prepare for her first Rocket attempt, which she initiates immediately.
When she is about to launch a rocket, you’ll see a rocket symbol appear above her, and she will drop to her knee. At this moment, deploy the Stinger Hive to stagger her and prevent the rocket attack.
From here, your job is to continuously fire the Mosquito at Morozova, keeping her centered in the area while using the Stinger Hive to interrupt her rocket attempts.
Ensure that her armor doesn’t drop by three bars prematurely, as this will trigger the mortar wipe phase before the team is ready. Once the team calls for the next tunnel phase, allow them to bring her armor down to force the mortars. As soon as she goes immune, head into the tunnel to complete the second tunnel phase, where mortars will also be landing. Staying aligned with Agent 1 will help you avoid being staggered out of the tunnel.
After exiting, repeat the same process for the third main phase until the next tunnel phase is called.
Once you exit the third tunnel phase, you’ll enter the final main phase, continuing your role as before.
When the final tunnel phase is called, move to the center and complete it with the team. Afterward, you can kill Morozova together, then fire one last rocket at the missile on the train to trigger the cutscene and complete the Iron Horse Raid.
Throughout the encounter, you will also need to handle random mortars and green lasers, but with this build and your Bulwark Shield, you should be well-equipped to defend against them.
Agent 5 & Agent 8 – Explosive Resistant Striker Build
- Specialization: Demolitionist
- Primary Weapon: Exotic St. Elmo’s (or any AR with Damage to Target out of Cover)
- Secondary Weapon: Lefty Shotgun (Perfect Sledgehammer)
- Gear: Striker set with Weapon Damage and Explosive Resistance (Mask, Chest, Kneepads)
- Backpack: Exotic NinjaBike Messenger Bag
- Holster: Picaro’s Holster with Armor and Explosive Resistance
- Gloves: Belstone Armory with Armor, Armor Regen & Explosive Resistance
- Mods: Protection from Elites
- Skills: Revive Hive & Decoy

Role
At the start of the encounter, both Agent 5 and Agent 8 will assist the team in clearing all ads outside the warehouse.
Phase 1: Initial Setup & Missile Destruction
- Take note of where the two rockets drop.
- As the team exits the area:
- Agent 5 moves to the left side with Agents 3 & 4 to clear additional ads.
- Agent 8 moves to the right side with Agent 2 to clear their ads.
- Once everyone is in position, collect your rockets:
- Agent 5 stands near the left rocket NPC spawn.
- Agent 8 stands near the right rocket NPC spawn.
- When Agent 1 inserts the first autocannon key, a missile will spawn on the train.
- Both Agent 5 & 8 must destroy this missile before it fires and wipes the team.
- Use the two rockets you already have, aiming directly at the missile or just below it on the train’s main body.
- Stagger your shots to avoid a bug that may prevent further rockets from spawning if both rockets hit at the same time.
- After firing, kill the rocket NPCs in your corners to collect more rockets and keep firing at the missile until it is destroyed.
Phase 1.5: Destroying the Four Mortars
- In this phase only, you will need to destroy the four mortars on top of the train:
- Fire rockets from left to right.
- Each mortar requires two rockets (one from each of you).
- Continue staggering your shots.
- You may need to wait before taking out the far-right mortar, as it will be uncovered later when Agent 1 inserts keys into the autocannon.
- Once all four mortars are destroyed, the first tunnel phase begins.
First Tunnel Phase
- Head to the center and enter the tunnel behind the two tanks.
- There are two restock boxes inside if needed.
- When the healer calls out their Overcharge, throw your decoys outside to distract enemies.
- The tanks will use their shields to block the autocannon, while the healer provides support.
- While inside the tunnel, fire at the autocannon with your Lefty to build up Striker stacks.
Phase 2: Returning to Rockets
- After exiting the tunnel phase:
- Agent 5 should quickly support Agents 3 & 4 with ads.
- Agent 8 should assist Agent 2 with their ads.
- Return to your corners and eliminate the rocket NPCs to repeat the missile wipe mechanic.
- If the NPCs have already spawned, check your area to find them.
- Once the missile is destroyed, both of you should save a rocket from the next spawn.
Second Tunnel Phase
- With two rockets saved, call for the next tunnel phase and move to the center.
- Your job is to shoot Morozova to force her into immunity, triggering the mortar strike.
- Once she goes immune, head into the tunnel for the second tunnel phase.
- This time, mortars will also hit you, but your build and healer will keep you alive.
Repeating the Cycle
- After exiting the tunnel, repeat the missile destruction process.
- Call for another tunnel phase, force Morozova’s immunity, and enter the tunnel again.
- When you exit, you will enter the final phase.
Final Phase: Last Missile & Final Tunnel
- Before heading back to your rockets, eliminate the chunga that spawns on the right side.
- This allows Agent 1 to focus on completing the final key phase.
- Return to your corners, destroy the missile, and save rockets while Agent 1 completes the keys.
- While waiting, support the team by clearing ads.
- Once Agent 1 is finished, they will call for everyone to go to the center.
- At this point, both of you should shoot Morozova to force her into one final tunnel phase.
Final Tunnel & Raid Completion
- After exiting the final tunnel phase, the team will kill Morozova.
- Fire one last rocket at the missile to trigger the cutscene and complete the Iron Horse Raid.
Additional Notes
- Throughout the encounter, you will need to deal with random mortars and green lasers.
- Mortars won’t be a problem with your build, so you can mostly ignore them.
- However, lasers will deal significant damage, so dodge them when they target you.
Agent 3 & Agent 4 – Explosive Resistant Striker Build
Agent 3 and Agent 4 will be working together throughout this encounter. Both of you should switch to the Explosive Resistant Striker builds previously shown.
Instead of using a Decoy, you have the option to run with a Crusader Shield if you prefer.
Role
At the start of the encounter, your first task will be to clear all the ads outside the warehouse. Once they are dealt with and the team moves outside, both of you should make your way to the far side of the area.
By the time you arrive, ads will have already spawned, so you’ll need to handle them on the way. Once the area is clear, take cover near the ad spawn door and focus on eliminating any enemies that emerge.
A sniper will spawn on the top left side of the train, and it’s your responsibility to take them out every time they appear. You can also maintain your Striker stacks by periodically shooting the train with your Lefty in between ad waves.
Your primary task is to manage these ads until the tunnel phase is called, while also assisting in taking down the Chunga when it spawns on the left side. When the call for the tunnel phase is made, move to the center—this time, no more ads will spawn.
Inside the tunnel, take cover behind the tanks while the healer keeps you alive. You can stack your Striker damage by shooting the autocannon while waiting.
Once the tunnel phase ends, head back to your position, but be cautious—ads will already be approaching. Clear them as you move and resume your role. During this phase, there will be no sniper spawns.
When the next tunnel phase is called, move to the center again. However, this time ads will continue to spawn, so you must keep them under control as you reposition. Between ad waves, you can also help damage Morozova. Once she goes immune, immediately enter the tunnel.
This tunnel phase is similar to the first, but now mortars will also be hitting you. Your build and the healer will help you survive the impact.
After exiting the tunnel, repeat your previous phase’s role, but now snipers will begin spawning again.
When the next tunnel phase is called, follow the same process again.
Upon exiting this time, you’ll enter the final phase. As you return to your position, clear the approaching ads, then look over to the right side and assist with the Chunga if it’s still alive.
From here, continue managing ads and handling the Chunga whenever it spawns on the left side.
For the final tunnel phase, repeat the same process. Once you exit, your team can eliminate Morozova and fire one last rocket at the missile to trigger the cutscene and complete the Iron Horse raid.
Throughout the encounter, random mortars and green lasers will be a threat. The mortars won’t be an issue with your build, but the lasers will deal significant damage, so be sure to dodge them when they target you.
Agent 2 – Explosive Resistant Striker Build
As Agent 2, your role is nearly identical to that of Agent 3 & Agent 4. You should switch to the same Explosive Resistant Striker build that was previously covered. However, instead of covering the far-side ad spawn, your focus will be on the near-side ad spawn on the right side of the train.
Unlike Agents 3 & 4, you will be handling this alone, though the tanks will assist you when they have no other tasks. Your responsibilities include managing right-side snipers, Chunga’s, and ads, following the same process outlined for Agent 3 & Agent 4.
Agent 6 – Future Initiative Healer Build
Agent 6 is the final role to cover, and once again, you will be serving as the healer. For this encounter, you should switch back to the Future Initiative Healer build to support your team effectively.

Role
At the start of the encounter, when your team is clearing the ads outside, drop your hive to keep them healed.
As everyone moves out, pick up your hive and follow Agent 2 to the right-side ad spawn, placing your hive near them for healing support.
Next, head over to the far left side of the area and take cover near Agent 3 & Agent 4. From this position, you’ll have a clear view of most of the team, allowing you to provide healing with your chem launcher as needed.
The only teammate who will be difficult to heal is Agent 8, but they can move into your hive when necessary, or you can attempt a long-range chem shot.
Your primary role is to keep everyone healed, but your hive may run out of charges during this phase. Keep an eye on Agent 2, but soon it will be time for the first tunnel phase.
Tunnel Phases & Healing Strategy
- First Tunnel Phase
- Head to the center and enter the tunnel.
- Drop your hive to heal the team while taking cover behind the tanks.
- After Exiting the Tunnel
- Place your hive back with Agent 2 for healing.
- Return to your position on the left side with Agent 3 & 4.
- Save your overcharge from this point forward for tunnel phases.
- Next Tunnel Phase
- When the next tunnel phase is called, head to the center.
- As soon as Morozova goes immune, destroy your hive and call overcharge out to the team.
- Enter the tunnel and use an overcharged chem launcher for healing.
- Keep dropping overcharged chems as mortars hit to sustain the team.
- Repeat for Subsequent Phases
- Follow the same pattern as the previous phases until the final phase.
- As you exit for the final phase, use your crossbow to crack the armor on the Chunga that spawns on the right side of the train.
- You won’t need an overcharge for the next tunnel phase, so feel free to use it if necessary.
- Final Tunnel Phase & Ending the Encounter
- Once the last tunnel phase is called, head to the center and complete the phase.
- After exiting, the team will kill Morozova and fire a final rocket at the missile, triggering the cutscene and completing the Iron Horse Raid.
Additional Notes
- Random mortars and green lasers will be present throughout the fight.
- As the healer, you are especially vulnerable—heal yourself if needed.
- Dodge mortars aimed at you and avoid green lasers to stay alive.
Unfriendly Fire Merit
The Morozova boss encounter includes a commendation called the “Unfriendly Fire Merit.”
The requirement for this commendation is to eliminate a Heavy Immobilizer (Chunga) using the autocannon.
This doesn’t significantly change the way you approach the encounter, but it can be frustrating to pull off.
How to Earn the Commendation:
- Start the Encounter
- Once you open the shutter, head into the area with your team.
- Kill all the ads except for the Chunga—this is the target for the autocannon.
- Prepare the Chunga for the Kill
- The autocannon will begin alarming and swiping while it fires.
- As a team, lower the Chunga’s health but avoid destroying its backpack—breaking it will cause the Chunga to take cover, making the process much harder.
- Instead, focus on breaking its chest armor and getting its health as low as possible.
- Position the Chunga
- Kite the Chunga around the autocannon, ensuring it is in the line of fire when the cannon activates.
- You can use foam, decoys, or other crowd-control abilities, but avoid using anything that deals damage—the final blow must come from the autocannon itself.
Once the autocannon successfully eliminates the Chunga, the “Unfriendly Fire Merit” commendation will be unlocked!
Other Commendations
Wrapping Up the Guide
We’ve now reached the end of this guide, and I hope it has been helpful in covering every aspect of the Iron Horse raid. Before we conclude, let’s go over the remaining commendations you can earn.
So far, we’ve already covered the commendations tied to each boss encounter:
- Nutcracker Merit
- Hot Foot Merit
- Hex Machina Merit
- Unfriendly Fire Merit
By completing your first Iron Horse raid, you’ll also unlock:
- Gatekeeper Award
- Baptism of fire Award
- Under Pressure Award
- Terminus Award
Remaining Commendations
There are still three more commendations to earn in the Iron Horse raid:
- Flawless Distinction – The Flawless Distinction is awarded for completing the Iron Horse raid without any agent being killed. This means your entire team needs to stay flawless, though it’s okay if agents go down to their knees. The distinction is only lost if an agent is fully knocked unconscious. With this guide and some practice, you’ll be able to achieve a flawless run each time. Just keep in mind that the Discovery version of the raid doesn’t count toward this achievement.
- Agent on Duty Distinction – The Agent on Duty commendation is unlocked by earning all of the other 10 commendations. Once you’ve completed all of them, you’ll unlock this eleventh and final commendation for the Iron Horse raid.
- Gourmand Merit – Find and shoot 45 gingerbread men hidden throughout the Iron Horse raid. This must be done in a single raid run—missing even one means starting over in a new attempt.
Final Thoughts
To close out this guide, I’ll now show you the location of all 45 gingerbread men. But before that, I want to say a huge thank you to everyone who has supported me in making these guides. And an even bigger thank you if you’ve made it this far and read the entire thing!
If you found this guide helpful, don’t forget to check out some extended guides down below after the bear locations!
All 45 Gingerbread Men Locations
Gourmand Merit
I’ve made a video guide covering all the gingerbread men locations if that’s what you prefer.
Gingerbread Man 1/45
You can find the first Gingerbread Man at the very beginning of the raid. After opening the shutters, go up the stairs on the left, but don’t exit through the window. Instead, turn around and look for it at the end of the walkway.

Gingerbread Man 2/45
In the Railyard area leading up to the first boss, you’ll come across three Gingerbread Men. Clear the area first, then you can shoot them either before or after the boss fight.
As you enter the area, look to the left for a red carriage—one of the three Gingerbread Men is inside.

Gingerbread Man 3/45
Opposite the red carriage, you’ll find a warehouse on the right side of the area. Inside, climb the ladder to reach the upper platform. From there, look across to the opposite side of the warehouse to spot a well-hidden Gingerbread Man.

Gingerbread Man 4/45
The final Gingerbread Man in this area is inside a blue cage. The best way to spot it is from the bridge that spans the area near the first boss’s spawn point. From the right side of the bridge, look down to find it hiding below.

Gingerbread Man 5/45
After defeating the first boss, you’ll find the next set of Gingerbread Men. There are 13 to discover on the path to the next boss area.
The first one is right after you pass the train that was blocking your path. As you enter the building, look down on the floor to the right of the train tracks.

Gingerbread Man 6/45
The next Gingerbread Man is in the same area, across from the blue container that holds your first raid key. Climb into the crucible where the first backpack trophy is located, then turn around to spot it.

Gingerbread Man 7/45
As you continue through the door and past the generator used for the first raid key, you’ll find a Gingerbread Man on the floor to the left, near the spot where you throw grenades to open the blue container.

Gingerbread Man 8/45
After the last Gingerbread Man, open the door to proceed. Before entering the next section, look up—it’s hidden in the ceiling piping.

Gingerbread Man 9/45
In the next section, you’ll need to complete mechanics to close three furnace doors before moving forward. There are two Gingerbread Men in this area.
The first one is perched on the edge of a pipe above, looking down at you.

Gingerbread Man 10/45
At the end of this area, before opening the door to proceed, you’ll find the second Gingerbread Man across from the exit, hidden beneath some pipes.

Gingerbread Man 11/45
Move through the door from the previous area, and before stepping outside, you’ll find a Gingerbread Man hidden behind a Fire Extinguisher sign.

Gingerbread Man 12/45
Once you’re outside, there are three Gingerbread Men to find. The first one is hanging on the hook of the crane.

Gingerbread Man 13/45
On the other side of the gate at the far end of the area, you’ll find a Gingerbread Man sitting in the seat of a forklift truck.

Gingerbread Man 14/45
Beneath the stairs near the exit of the area, you’ll find another Gingerbread Man sitting on some boxes.

Gingerbread Man 15/45
As you head back inside, you’ll find this Gingerbread Man directly in front of you on the counter.

Gingerbread Man 16/45
As you make your way to the next boss encounter area, you’ll find a Gingerbread Man on the floor, tucked among some cardboard boxes.

Gingerbread Man 17/45
Right before the next boss encounter area, you’ll find a Gingerbread Man inside a locker.

Gingerbread Man 18/45
As you enter the area for the second boss fight, you can collect three Gingerbread Men before the encounter begins, and one more afterward.
From the entrance, head right to find a small room on the C side with a microwave on the counter. You’ll find a Gingerbread Man next to it.

Gingerbread Man 19/45
Exit the room and go up the stairs just outside. At the top, turn around to spot a Gingerbread Man peeking out from a crate on the shelving.

Gingerbread Man 20/45
For the next Gingerbread Man, go into the upstairs control room. You’ll find it between the glass and the central console.

Gingerbread Man 21/45
After completing the second boss encounter, head to the forge room to find the final Gingerbread Man in this area.
At the back of the room, past the destroyed gun, you’ll spot it on the right side near some hot nuts.

Gingerbread Man 22/45
There are 13 more Gingerbread Men to collect on the way to the third boss area.
Right after exiting the second boss area through the double doors, you’ll find one on the floor beneath some pillows.

Gingerbread Man 23/45
As you continue forward from the previous one, take a left instead of a right to find this Gingerbread Man hidden under a mattress.

Gingerbread Man 24/45
Before collecting the next two Gingerbread Men, you’ll complete the mechanic for Raid Key 2 and obtain another backpack trophy.
On the left side of this area, look into the water to spot one inside a drain.

Gingerbread Man 25/45
Directly across from the previous Gingerbread Man on the left side, you’ll find the next one resting on a bed near where you obtain the backpack trophy.

Gingerbread Man 26/45
Next up is Sniper Alley, where you’ll find three more Gingerbread Men to shoot. It’s best to complete Sniper Alley first before going after them.
The first one is located near where you drop into the area. After moving forward a bit, turn around to spot it behind a target sign.

Gingerbread Man 27/45
From the previous Gingerbread Man, look up to spot another one hiding inside an air vent.

Gingerbread Man 28/45
The final Gingerbread Man in this area is located by climbing up to where the snipers spawned. It will be lying on the floor among some trash.
Whether or not you can access this area depends on how you complete Sniper Alley. If the shutters are closed, you won’t be able to reach it, but a well-placed concussion grenade on the left side of the shutter edge will hit the Gingerbread Man and destroy it.
Have someone track the commendation so it shows on screen how many you’ve collected. They can confirm if the grenade worked before you move on.

Gingerbread Man 29/45
As you exit Sniper Alley and just before heading back outside, you’ll find this Gingerbread Man on a shelf next to a restock box.

Gingerbread Man 30/45
When you head outside to the next area, look up and to the right of the generator where you need to place the key for your third raid key. You’ll spot a Gingerbread Man sitting in one of the windows.

Gingerbread Man 31/45
Another Gingerbread Man can be found in the center of this outdoor area, inside a yellow pipe.

Gingerbread Man 32/45
After collecting your third raid key, you’ll head through a door and back inside. As soon as you enter, you’ll find two Gingerbread Men. The first one is sitting on a table.

Gingerbread Man 33/45
The next one is just above the previous one, tucked in the ceiling beams.

Gingerbread Man 34/45
Before entering the area for the third boss encounter, you’ll find one more Gingerbread Man in a caged area, sitting on a valve. This is across from the window where a small scene with Morozova takes place.

Gingerbread Man 35/45
There are four Gingerbread Men in the area for the third boss encounter. It’s best to collect them all before the encounter begins, as waiting may result in one being destroyed by the environment, and it sometimes won’t count.
As soon as you enter the area, hug the left side and look back at the entrance to find a Gingerbread Man on the floor.

Gingerbread Man 36/45
From the last Gingerbread Man, look up to spot a bridge. You’ll see another one looking down at you.

Gingerbread Man 37/45
Move onto the central platform and across from the yellow door on the outside. You’ll find a Gingerbread Man on a table there.

Gingerbread Man 38/45
Jump down from the platform, and to the right of the yellow door, you’ll find the final Gingerbread Man of the area. It’s located in a lava trench on the ground.

Gingerbread Man 39/45
After the third boss area, you’ll exit through a door. As soon as you do, you’ll find a Gingerbread Man on a table in the left corner.
This Gingerbread Man won’t appear 90% of the time during the raid due to a visual glitch, but it’s still there. Simply throw a couple of concussion grenades on the table to ensure you get it.
You can also track the commendation to see how many you’ve collected on screen, confirming it’s been done as you grenade it.

Gingerbread Man 40/45
Move forward from the last Gingerbread Man and look down at the floor as you continue. You’ll find the next one stuck in the metal flooring.

Gingerbread Man 41/45
Once you reach the shutter and before opening it to go outside, you’ll find this Gingerbread Man tucked behind a pipe on the left side of the room with the shutter.

Gingerbread Man 42/45
You’ll need to complete a sequence to stop the train before facing the final boss encounter. Once the train is stopped, head back outside to where you came from and go downstairs.
The Gingerbread Man can be found across from where the 4th raid key is, on the floor.

Gingerbread Man 43/45
In the room where you pulled the lever to stop the train, you’ll find a Gingerbread Man on a desk to the right of the lever.

Gingerbread Man 44/45
Before the final boss area, you’ll open a large shutter door to enter a warehouse. As you enter, simply look down to the right to find a Gingerbread Man on a table shelf.

Gingerbread Man 45/45
The final Gingerbread Man of the raid is located above the shutter door you open to enter the final boss area. He will be looking down at you from an upper walkway.

Extended Guides
To wrap up this guide, I’ve created 8 individual articles that focus exclusively on each of the roles I’ve discussed. Each article provides an in-depth look at the role, along with gameplay from start to finish, demonstrating how to perform each role effectively.
- Iron Horse Raid Roles – Agent 1
- Iron Horse Raid Roles – Agent 2
- Iron Horse Raid Roles – Agent 3
- Iron Horse Raid Roles – Agent 4
- Iron Horse Raid Roles – Agent 5
- Iron Horse Raid Roles – Agent 6
- Iron Horse Raid Roles – Agent 7
- Iron Horse Raid Roles – Agent 8
I hope this guide has been helpful. The strategies shared here are the same ones I perform live on my YouTube channel. I also teach these strategies to teams in my personal Discord server, so if you’re looking to join a team, feel free to check it out.
Be sure to visit my channel and subscribe to catch my live streams and ask any questions. Join my server to get involved or receive help from one of the many Team GC teams. Thank you for checking out my guide!
The last video I have for you is a full run of the Iron Horse raid, showcasing all of these strategies in action as we push to see how quickly we can complete the raid.