Welcome to my Iron Horse Raid Roles guide for Agent 5. I’ve created a guide for each of the eight roles that I assign to players when leading an Iron Horse Raid in The Division 2. This particular guide will provide a detailed breakdown of the Agent 5 role, and you can find links to the guides for the other roles at the end of this guide.
I’ve created these guides for two main reasons:
- Many people often ask how I run my raids so smoothly. By sharing my methods, you’ll get a clear understanding of how I manage my raids when streaming The Division 2.
- I frequently need assistance from players to support my raid streams. These guides will help prepare those who wish to join my team or step in when needed during my streams.
If you’re interested in becoming part of Team GC to participate in my streams or support other teams within Team GC, I encourage you to join my Personal Discord. We have a well-structured system designed to accommodate players of all experience levels.
This guide will provide a general overview of the Iron Horse raid, with a primary focus on the Agent 5 role. If you’re looking for an in-depth breakdown of every aspect of the Iron Horse Raid, I have a separate guide that covers it in full.
For those who prefer a visual explanation, the video below covers everything in this guide. Additionally, I’ll share another video at the end of the guide that features pure gameplay footage.

- Iron Horse Raid Roles (Agent 5): Rail-yard
- Iron Horse Raid Roles (Agent 5): Lieutenant Gray
- Iron Horse Raid Roles (Agent 5): Breakthrough Backpack Trophy and Raid Key 1
- Survive the Furnace Room
- Iron Horse Raid Roles (Agent 5): Captain Fieser
- Iron Horse Raid Roles (Agent 5): Molten Backpack Trophy and Raid Key 2
- Iron Horse Raid Roles (Agent 5): High Ground Backpack Trophy and Raid Key 3
- Iron Horse Raid Roles (Agent 5): Major Williams
- Iron Horse Raid Roles (Agent 5): Iron Horse Backpack Trophy and Raid Key 4
- Iron Horse Raid Roles (Agent 5): Colonel Morozova
- Other Agent Role Guides
Iron Horse Raid Roles (Agent 5): 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.
Iron Horse Raid Roles (Agent 5): 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.

Lieutenant Gray Build
You should equip the Future Initiative DPS Build for this encounter.
- 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

Your 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. When Gray spawns and is on the ground, with your Lefty still equipped, 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.
Iron Horse Raid Roles (Agent 5): 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 Roles (Agent 5): 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.

Captain Fieser Build
You will switch to the Tamper Proof Striker Build for this encounter.
- 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.)

Your 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.
Iron Horse Raid Roles (Agent 5): 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 Roles (Agent 5): 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 Roles (Agent 5): 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.

Major Williams Build
switch back to the Future Initiative DPS build for this encounter.
Your Role
As you enter the area, clear the initial ads and prepare on the platform across from red.
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 Phases
You will begin at the lava gate, positioned between the red and yellow doors. Focus on clearing ads while the other Agents handle the lava gate and break the lava. When the boss spawns, equip your grenade launcher and fire two shots at the boss. This will destroy his seeker foam mines, preventing your team from getting trapped.
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.
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.
Iron Horse Raid Roles (Agent 5): 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 Roles (Agent 5): 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.

Colonel Morozova Build
You need to switch to the Explosive Resistant Striker Build build for this encounter.
- 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

Your Role
At the start of the encounter you will assist 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 warehouse you will help Agents 3 & 4 to clear additional ads on the far side.
- Once everyone is in position, collect a rocket. You will position yourself on the far side rocket ad spawn.
- When Agent 1 inserts the first autocannon key, a missile will spawn on the train.
- Both you and Agent 8 must destroy this missile before it fires and wipes the team.
- Use the rocket you already have, aiming directly at the missile or just below it on the train’s main body.
- Stagger your shots with Agent 8 to avoid a bug that may prevent further rockets from spawning if both rockets hit at the same time.
- After firing, kill the rocket ad that spawns in your corner 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 you and one from Agent 8).
- 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 decoy 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 you should quickly support Agents 3 & 4 with their ads.
- Return to your corner and eliminate the rocket ad to repeat the missile wipe mechanic.
- If the rocket ad has already spawned, check your area to find her.
- Once the missile is destroyed, you should save a rocket from the next spawn. Just drop it in your corner or bring it to the center.
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.
- Make sure Agent 3 & 4 are okay and then return to your corner, 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, 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.
Other Agent Role Guides
- Iron Horse Raid Roles – Agent 1 Role
- Iron Horse Raid Roles – Agent 2 Role
- Iron Horse Raid Roles – Agent 3 Role
- Iron Horse Raid Roles – Agent 4 Role
- Iron Horse Raid Roles – Agent 6 Role
- Iron Horse Raid Roles – Agent 7 Role
- Iron Horse Raid Roles – Agent 8 Role
That concludes my Iron Horse Roles guide for Agent 5. If you have any questions, feel free to reach out to me on Discord. To wrap things up, I’ll leave you with a video showcasing a full Iron Horse run from the perspective of my Agent 5 role.