Welcome to my Iron Horse Raid Roles guide for Agent 7. 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 7 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 7 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 7): Rail-yard
- Iron Horse Raid Roles (Agent 7): Lieutenant Gray
- Iron Horse Raid Roles (Agent 7): Breakthrough Backpack Trophy and Raid Key 1
- Survive the Furnace Room
- Iron Horse Raid Roles (Agent 7): Captain Fieser
- Iron Horse Raid Roles (Agent 7): Molten Backpack Trophy and Raid Key 2
- Iron Horse Raid Roles (Agent 7): High Ground Backpack Trophy and Raid Key 3
- Iron Horse Raid Roles (Agent 7): Major Williams
- Iron Horse Raid Roles (Agent 7): Iron Horse Backpack Trophy and Raid Key 4
- Iron Horse Raid Roles (Agent 7): Colonel Morozova
- Other Agent Role Guides
Iron Horse Raid Roles (Agent 7): 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 7): 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 Standard 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 (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 & Scanner Pulse (Replaces the assault turret in the screenshot)

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 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.
Iron Horse Raid Roles (Agent 7): 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 7): 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 Hazard Protection Tank Build for this encounter.
- 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

Your 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.
Iron Horse Raid Roles (Agent 7): 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 7): 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 7): 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
Continue to use the Hazard Protection Tank Build for this encounter. You just need to make one adjustment, take out the Exotic Scorpio Shotgun and bring in the Exotic Mosquito Sidearm.
Your 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.
Iron Horse Raid Roles (Agent 7): 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 7): 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
Switch your build to the Key/Stagger Tank Build for this encounter.
- 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

Your 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.
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 5 Role
- Iron Horse Raid Roles – Agent 6 Role
- Iron Horse Raid Roles – Agent 8 Role
That concludes my Iron Horse Roles guide for Agent 7. 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 7 role.