I was under the impression Day 2 was easier than Day 1. I couldn't be more wrong and for one simple reason: Captain Winters always shows up. Here's what worked:
1. always look for keycards and both of you should be carrying one as often as possible. There's usually 3, sometimes 4 on the map. Some locations:
-on a shelf at the security checkpoint
-on the metal detector controls at the security checkpoint
-on a shelf at the main reception desk
-in the planter to the right of the main reception desk
-on the bench to the left of the main reception desk
-on a bench behind the two stairwells up to the second floor
-on the shelf in the director's office
-on a random desk in the main hall where Hoxton ends up
-on top of the large computer console in front of Hoxton
-on a random desk in front of the forensics lab
2. We would restart everytime the breaker box wasn't in a defensible location. Ideally it shouldn't require a keycard to make it defensible. You really need your keycards for later. Bare in mind they attack from:
-the doors
-jump down from the second floor balconies
-shoot through the windows on the second floor
-late game, they blow holes in the ceiling and drop down
3. Save all of your dynamite/grenades for Captain Winters. When you hear the voice over that "Captain Winters is here," you need to make haste to the entrance but stay on the second floor. Each of you need to call one of the AIs to you and run across to near the FBI directory office is. Make your way back towards the main hall slightly checking to see if Winters is already below you. If he is not, try to kill some of the guys targeting you from the third floor across the way as well as down the hall you just ran from and check for Winters again. If he is there, throw all three dynamite into the center of mass as fast as possible and pull back to recharge health/reduce the number of guys on third floor and hallway so you don't go down. At this point, you two need to work together. One of you is going to inevitably draw their fire and the other needs to use their AK to shoot directly at Winters (light gray shield, black armor). If he looks at you, don't waste your ammo and let the other guy unload into him. Keep this up until the orange assault bar turns back to yellow as Winters retreats. Get back on mission.
Molotovs may work better against Winters but beware: they can shoot the molotov before it hits them potentially causing it to blow up in your face. For this reason, I don't recommend using molotovs. Winters can't shoot dynamite.
Letting Captain Winters live is a guaranteed way to fail. If he is on the map for 40 seconds, he increases
everyone's defense by 50% in addition to increasing the spawn rate and making them relentlessly come after you. We didn't see anything resembling success being plausible until we figured out how to reliably kill him quickly every time. Odds of success skyrocket with him defeated.
4. In the main hall, the host should focus fire on the switch (latency makes a big difference here). The fewer interruptions to the breaker, the quicker you'll get done (assaults shouldn't get as bad). The other invidiual should focus on covering the host because he/she can't cover his/her own back without risking the breaker getting hit.
5. Don't be afraid to use the AI as human shields. They can take a lot more punishment than you can.
Some pointers on the individual parts (you'll do three of them, picked randomly):
- FBI director office: not much to say here. It's a fairly defensible location unless both doors to the area are open.
- Forensic Lab: If you need to drill something, I recommend doing it here because there's several civilians that can't leave the area. If someone goes down, this is about the best place for it to happen, relatively speaking. If you have a spare keycard, ignore the drill door and go straight to the lockpick door giving you direct access to the files. Once you get the lockpick open, use the keycard on the door to the left. Bare in mind that you and they can shoot through the glass into both rooms. The only great cover here is the lab counter; use it. Move into the case file room if the lab gets smoked.
- Encryption keys: I highly recommend using a keycard on this door because it is exposed. Beware that they may gas the room forcing you to leave. The gas lasted until it was time to take the hard drive so disregard the message about the "smoke should clear soon." Yes, it does, but it provides no tactical advantage. Use the column directly in front of the room as cover should you be forced to leave the room. If you don't have to leave the room, try to use the AI as much as possible here.
- IT room: oddly enough, this one never happened to us. In the event it does, you don't have to guess which door to use your keycard/drill on because you should be able to see the server standing vertically inside the room. That room is the only one you want to open.
- Files room: You have to pick the first door to get to the basement. The second door can be drilled or use keycard. The drill is pretty short but you're very exposed here (no cover); for that reason, I recommend using a keycard. Inside the room, I had both AI following me and I took the left side so the AI would hopefully stay in sight of the door while -KarL- took the right side.
Note: whomever is carrying the server will move at a snails pace. Don't let your team get spread out because that person will require covering. On the plus side, Hoxton will be helping and he is invulnerable.
If you don't have a spare keycard at the end, prepare for a tough fight. You have to get back down to the metal detectors at the start of the map and open that door. -KarL- was actually downed at this point and the only reason why we succeeded was because his going into custody instantly gave me his keycard so I could get to the escape (he got Tabula Rasa achievement too). I think it is most likely better to opt to drill somewhere else and save the keycard for this. You get hammered from both sides and there's no real cover to speak of. Once the door is open though, you're home free.