Guides

2 Player Raid Tycoon How to Defend Your Factory

Walls, lasers, turrets, and Legendary guards — stop power-down raids before they crack your Safe.

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How to Defend

Why defense matters

Every guide on this wiki eventually sends someone to raid you: cut entrance power, crack the Safe, run the bag to their door. If your plot is open, you are funding their rebirth. Defense converts early cash into time — time for droppers to print, time for your duo to finish a counter-siege, time to hit Rebirth thresholds with the vault still full.

This page covers the four pillars: walls, laser doors, turrets, and guards, plus how they interact with power-down windows and rebirth keeps.

Pillar 1 — Walls (~$1k)

Walls are the cheapest structural buys and should land before you wander mid-map with a Shotgun. Place them to:

  • Narrow the entrance into predictable chokes.
  • Block straight sightlines from the street into the vault mouth.
  • Force raiders to spend extra seconds after they cut power.

Do not wall yourself out of your own collect pads or stair loops. Walk the route after each purchase. Walls alone will not stop a prepared duo, but they punish pistol rushes and buy turret tracking time.

Pillar 2 — Laser doors (~$2.5k)

Laser doors are the signature mid-early defense. Typical cash cost sits around $2,500 per door — confirm the pad in your build. Lasers shine because:

  • They gate vault corridors during powered states.
  • Raiders must burn the power-down window efficiently or get trapped when systems reboot.
  • Stacked doors create layered fails if a crack runs long.

Place the first laser on the last hallway before the Safe, not on a useless side closet. Second and third doors can cover stairs or roof access once income supports them. Remember: when raiders shoot entrance power, lasers briefly stop mattering — your job is to make the unpowered path still dangerous via guards, turrets, and your own gun.

Pillar 3 — Turrets

Turrets automate pressure while you AFK on treadmills or rebuild belts after rebirth. Unlock pacing ties to rebirth milestones (for example TURRET 40-style unlocks around Rebirth 2 and heavier pieces around Rebirth 4 — see the milestone table on Rebirth).

Turret habits:

  • Aim arcs at entrance funnels and vault approaches, not empty courtyards.
  • Repair or replace after heavy sieges if the update cycle damaged placements.
  • Combine with walls so enemies cannot strafe out of the cone for free.

Turrets are widely listed among the things kept on rebirth confirmations, which makes them outstanding long-term investments compared with raw belt stacks you must rebuild anyway.

Pillar 4 — Guards (gacha roster)

Guard Tickets come from codes, shop purchases, and rewards. Each ticket rolls one guard into your roster. Place them on chokes; a Legendary stuck at the map edge wastes a pull. For ticket sinks, rarity odds, Day 4 TRIANGLE, and EQUIPPED vs 2ND POST, open the dedicated Guards guide.

Known roster (rarity climbs toward Legendary)

GuardNotes
NOOBCommon filler — still better than an empty hallway
THUGEarly muscle for door duty
WW2 SOLDIERSolid mid roll for entry pressure
POLICEReliable hallway presence
BLACK MESAStronger thematic defender
VIETNAM SOLDIERHigh combat presence on chokes
SENTINELLate rare-tier stopper
VANGUARDElite doorway control
BLACK OPSTop-end non-Legendary threat
TRIANGLELegendary; highlighted with Day 4 Daily style acquisition paths

Rarity filters in the guard UI help you sort. Even common guards matter on day one when your only alternative is an open Safe. Ticket income from TY5500, TY4500, VERITY, and LAUNCH should be rolled promptly — sitting on tickets helps nobody.

Power-down awareness

Raiders win by shooting entrance power. During the blackout:

  • Laser doors stop being a hard gate.
  • You and your partner become the primary DPS.
  • Guards and turret behavior still influence the fight depending on update rules — do not AFK the moment lights flicker.

When you see a power warning or hear entry shots:

  1. Cancel long treadmill / remote tasks.
  2. Rotate to the vault hallway with your best close-range gun.
  3. Call your duo to abandon a mid-map event if the Safe is threatened.
  4. After the fight, repair structure and replace dead guard posts.

Denial is a response time game. The crack channel is your window to collapse.

Defense budget by stage

StageBuy order
Brand newWalls → first laser → any ticket guards
Income onlineSecond laser / stair control → Loadout guns for home defense
Pre-Rebirth 1Keep vault tight while banking $2M Uplink + $5M cash
Post-rebirth rebuildRely on kept turrets/guards while free Dropper restarts; rebuy walls/lasers if pads reset with floors
Mid rebirthsHeavier turret unlocks + Legendary guard placement + partner anchor

Exact pad resets can vary — read rebirth confirmation text. Community consensus: guards and turrets stay; machine/floor cash grids reset. Re-place structural pads as you rebuild floors (Factory Building).

Co-op defense roles

From the Players hub:

  • Defender main: Stays near vault, manages guard posts, answers power cuts first.
  • Builder: Funds lasers and turret pads, keeps Auto Collect alive so the defender is not collecting boxes mid-siege.
  • Raider: Only leaves when the defender confirms coverage; returns immediately on “power down” pings.

Solo defenders should never start a long raid without turrets or multiple guards online. Mirror steals hurt more than a missed bag.

Integrating events

Double Cash and Air Drops tempt everyone outside. Leave at least one brain at home. King of the Hill / Flag and Oddball are optional objectives — ignore them if your lasers are down and a sweaty duo is scouting your entrance. Event timing notes sit on Updates.

Common defense mistakes

  • Buying a third weapon pad before the first laser.
  • Parking all guards on the roof while the Safe sits ground-level.
  • Both partners contesting Oddball with an open vault.
  • Ignoring code Guard Tickets for an entire session.
  • Assuming lasers work during enemy power-down.
  • Rebirthing without a plan to re-secure doors on the fresh floor layout.

Practice drill

  1. Build walls + one laser on a fresh plot.
  2. Ask a friend (or accept a pub raid) and watch where they path after cutting power.
  3. Move one guard into that exact tile.
  4. Add a second laser on the path they used when power returned mid-fight.
  5. Repeat until cracks consistently fail or run out of time.

Defense is layout literacy. Every failed enemy crack is free scouting data.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How much do walls and laser doors cost?

Walls are typically about $1k and laser doors about $2.5k each. Confirm live pad prices in your factory because updates can adjust numbers.

Do guards and turrets survive rebirth?

Standard rebirth confirmations keep guards, turrets, and rebirth unlocks while resetting machines, floors, and cash on your side. Always read the panel before confirming.

Who is the best guard?

TRIANGLE is the highlighted Legendary. BLACK OPS, VANGUARD, and SENTINEL are strong high-tier options. Place any pull on the vault choke rather than leaving it idle.

Why did raiders walk through my lasers?

They likely shot the entrance power. Lasers depend on powered states — answer the blackout with players, guards, and turrets.

Should I defend or raid first as a beginner?

Buy basic walls and a laser before long raids. An undefended vault turns every successful steal you make into a net loss.