2 Player Raid Tycoon How to Raid Rival Factories
Power down, crack the vault, escort the bag home — the full PvP steal loop explained.
Raid loop at a glance
Raiding is how 2 Player Raid Tycoon turns spare firepower into burst cash. The loop is consistent across factories:
- Shoot the entrance power on the target factory to force a power-down window.
- Enter while defenses that rely on power are disrupted.
- Reach the vault and start Crack the Safe.
- Pick up the cash bag when the crack finishes.
- Survive the extract and deliver the bag at YOUR Safe door — not theirs, not mid-map.
Fail any step and you donate time (and maybe your life) to the defending duo. Master the sequence before you contest bunker-tier bases.
Before you leave home
Raids fail most often because the raider’s own vault was empty of defenders. Checklist:
- Partner or guards covering your Safe (see How to Defend).
- A real gun — Shotgun or better. Pistol-only raids against walled bases are grief, not strategy (Tier List).
- A planned extract route back to your Safe door.
- Optional: an Airstrike charge for stubborn rooftop campers or clustered defenders.
- No unfinished rebirth — do not click Rebirth with a bag on your back (Rebirth).
If you are solo, raid only when Auto Collect is online and early lasers are bought so an opportunist cannot mirror your attack instantly. Solo and duo role advice lives on Players.
Step 1 — Cut the power
Find the entrance power target on the rival factory facade or entry frame. Shoot it until the power-down state triggers. You should see defensive systems hitch: laser doors and powered obstacles become traversable for a limited window.
Tips:
- Clear or distract exterior guards and turret arcs before you commit to the shot if they have line of sight on the power box.
- Coordinate with your partner: one cuts power while the other is already angled toward the vault hallway.
- If defenders are repairing or waiting inside, feint a retreat, then re-break power when they peek.
Power will return. Treat the window as a timer, not a permanent off switch.
Step 2 — Enter during power-down
Sprint the entry the moment power drops. Linger outside and you eat the full laser / door maze when systems reboot. Inside, prioritize:
- Shortest path to the Safe / vault interact.
- Breaking line of sight from upstairs windows where snipers and rifles camp.
- Not tunnel-visioning so hard that a defender melee or shotgun angle deletes you mid-hallway.
Walls you bought on your own base do not help here — movement and gun skill do. If the factory has multiple floors, learn whether the vault sits ground-level or requires stairs; wasting the blackout on the wrong floor ends the attempt.
Step 3 — Crack the Safe
Interact to start Crack the Safe. Stay alive for the channel. Defenders will collapse on the sound and the objective marker.
During the crack:
- Use corners; do not stand in the open vault mouth if a hallway choke exists.
- Call your partner to hold the stairwell or entrance so you are not pinched from two directions.
- If power returns mid-crack, expect lasers and doors to re-arm — finish fast or abort with a plan to re-break power.
When the crack completes, grab the bag immediately. Hesitation lets a defender touch the objective or gun you down on the pickup animation.
Step 4 — Carry and deliver
Carrying slows you and paints a target. Rules of extract:
- Bag delivers only at your Safe door. Running to a random pad or the enemy entrance does nothing.
- Death usually drops or voids the attempt — play cover, not hero peeks.
- Pre-clear your return path; do not discover a laser maze while bag-encumbered.
- If your partner is free, have them clear the route or body-block chasers.
Successful delivery converts the steal into spendable progress for your duo. Bank it into factory upgrades or defense before greed-raiding again.
Loadouts for raiding
| Stage | Suggested kit | Why |
|---|---|---|
| Early | Shotgun + Pistol backup | Hallway burst inside factories |
| Mid | Rifle / SMG (~$8k range) + Shotgun | Flexible range for approach and interiors |
| Post Rebirth 1 | Sniper for exterior peeks + close gun | Break power / punish roof campers |
| Post Rebirth 3 | Minigun (after $10M pad) | Suppress defenses while partner cracks |
| Optional passes | Flamethrower / Rocket | Area denial and door pressure |
Assign Loadout Cabinet carrying slots so ordinary deaths do not reset you to Pistol mid-siege. Rebirth gun rules are separate — check confirmation text.
Using Airstrikes and revenge tools
Codes like TY5500, TY4500, and VERITY grant Airstrike charges (Codes). Full Uplink / Bomber / Predator spend rules live on Airstrikes & Missiles. Save charges for:
- Stacked defenders camping the vault mouth.
- Softening a target before you cut power.
- Revenge after a team wiped you mid-carry.
Later rebirths unlock stronger strike options (Bomber Uplink, Predator Missile requirements). Do not dump every charge on empty plots — ammo is tempo.
Choosing targets
Good early targets:
- Open or poorly walled factories.
- Solo owners visibly AFK on treadmills.
- Duos both spotted mid-map at an event (Hill / Oddball) — see Events for when those objectives actually matter.
Bad early targets:
- Laser-stacked vaults with Legendary guards (TRIANGLE and friends).
- Freshly rebirthed income monsters with Minigun on the roof.
- Anyone who just bought walls while you still hold a Pistol.
Scout for a few seconds. A failed raid teaches the layout; a successful one funds your next rebirth payment.
Duo tactics
- Anchor + Striker: One holds home vault; one runs the full raid loop.
- Double tap: Both enter after power-down — one cracks, one watches stairs. High reward, high risk if your base is naked.
- Bait and swap: One draws defenders outside with gunfire; the other cuts power and cracks behind the rotate.
Call power status and bag status on voice or chat. Silent duos lose bags in doorways.
Common raid failures
- Cutting power then looting side rooms instead of the Safe.
- Delivering to the wrong door (enemy Safe).
- Both partners raiding while a third duo walks into your open vault.
- Starting a crack with 1 HP after the entry fight.
- Ignoring the power timer and getting sealed inside lasers.
- Spending code 2x Cash windows only on raids while droppers sit idle — production still matters (Getting Started).
After a successful steal
- Deposit and check your cash total.
- Top off walls / lasers if the counter-raid is obvious.
- Roll Guard Tickets if you are flush.
- Push factory pads or bank toward Uplink / rebirth cash.
- Only re-raid when home is stable.
Raiding is a spike, not a replacement for belts. The richest duos build, defend, and strike in rotation.
Related reading
- How to Defend — deny this exact loop on your plot.
- Tier List — which guns win hallway fights.
- Players — who should stay home.
- Updates — new bunker / bomber tools that change siege tempo.
- Guides Hub — full tutorial index.
Frequently Asked Questions
Quick answers to the most common questions.
Where do I deliver the stolen bag?
At YOUR Safe door on your factory side. Delivering at the enemy vault or a random pad does not count.
What does shooting the entrance power do?
It triggers a power-down window so you can enter while powered defenses like laser doors are disrupted. The window is temporary.
Can I raid with only a Pistol?
Only against completely open new bases. Buy at least a Shotgun before contesting walled or guarded factories.
Should both partners raid together?
Sometimes for hard targets, but leaving your vault empty invites a mirror steal. Keep an anchor home unless you accept the risk.
Do Airstrikes help during raids?
Yes — use them to break clustered defenders or punish campers before or during the crack. Save charges for contested vaults.