Iron Horse Raid Roles (Agent 6) – The Division 2

Welcome to my Iron Horse Raid Roles guide for Agent 6. 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 6 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:

  1. 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.
  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 6 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.

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Iron Horse Raid Roles (Agent 6): 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.

Iron Horse Raid Roles (Agent 6) - Rail-yard

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 6): 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.

Iron Horse Raid Roles (Agent 6): Lieutenant Gray

Lieutenant Gray Build

You should equip the True Patriot Healer Build for this encounter.

  • 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
Iron Horse Raid Roles (Agent 6): True Patriot Healer Build

Your 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.


Iron Horse Raid Roles (Agent 6): 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.

Iron Horse Raid Roles (Agent 6): Breakthrough Backpack Trophy

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.

Iron Horse Raid Roles (Agent 6): Raid Key 1

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.

Iron Horse Raid Roles (Agent 6): Survive the Furnace Room

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 6): 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.

Iron Horse Raid Roles (Agent 6): Captain Fieser

Captain Fieser Build

You will switch to the Future Initiative Healer Build for this encounter.

  • 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
Iron Horse Raid Roles (Agent 6): Future Initiative Healer

Your 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 rowScreens 1-3 (left to right)
    • Bottom rowScreens 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!


Iron Horse Raid Roles (Agent 6): 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.

Iron Horse Raid Roles (Agent 6): Molten Backpack Trophy and Raid Key 2

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 6): 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.

Iron Horse Raid Roles (Agent 6): 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.

Iron Horse Raid Roles (Agent 6): Raid Key 3

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.

Iron Horse Raid Roles (Agent 6): High Ground Backpack Trophy

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 6): 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.

Iron Horse Raid Roles (Agent 6): Major Williams

Major Williams Build

switch back to the True Patriot Healer build for this encounter.

Your 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.


Iron Horse Raid Roles (Agent 6): 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.

Iron Horse Raid Roles (Agent 6): Raid Key 4

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.
Iron Horse Raid Roles (Agent 6): Raid Key 4

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 6): Iron Horse Backpack Trophy

Iron Horse Raid Roles (Agent 6): 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.

Iron Horse Raid Roles (Agent 6): Colonel Morozova

Colonel Morozova Build

Switch back to the Future Initiative Healer Build for this encounter.

Your 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

  1. First Tunnel Phase
    • Head to the center and enter the tunnel.
    • Drop your hive to heal the team while taking cover behind the tanks.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Other Agent Role Guides

That concludes my Iron Horse Roles guide for Agent 6. 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 6 role.

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