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Unofficial field manual · PC — Steam

Iron Nest Missions — Mission List & Verified Guides

Use the 15-mission route map to find source-checked Iron Nest walkthroughs for Missions 1–13, from Calibration Fire through Blind fire and Phantom Battery. The final two campaign missions remain planned until their pages are verified.

Campaign Mission Route Map

13 / 15 guides live

The campaign mission list covers all 15 missions. Missions 1–13 have published, source-checked guides; the final two entries remain planned and do not link to unpublished pages.

Calibration Fire Guide live One coordinate target: calculate bearing and range, then fire HE. Gold requires one shot. Open guide
Fire & Light Guide live HE hostile-target phase first; separate STAR-shell Royal Palace display afterward. Open guide
Liberation Guide live Requisition, Scout Plane recon flight, five infantry targets, and an AP armoured ammo supply cache. Open guide
Counter-Battery Guide live Plot three artillery batteries before the first impact, then use recon and STAR shells to locate the hidden guns. Open guide
Iron Road Guide live Intercept the troop train on its published schedule, then clear two armoured emplacements with AP before the war horn. Open guide
Siege of Cartagena Guide live Chained measurements to concealed installations, coastal batteries, a breakout signal, and smoke calls with deadlines. Open guide
The Gorge Guide live Manual engine restart, a damaged system you leave broken, and HE against the soft targets holding the pass. Open guide
Rock of Gibraltar Guide live A no-fire window, a chained Alpha–Bravo–Cruiser fix, AP on HMS Rockingham, and a lead-the-ship intercept. Open guide
Dead Reckoning Guide live TEAR shells force the invisible garrison into the open; confirm all three positions before the war horn. Open guide
Fire on call Guide live Answer support calls fast and in order: TEAR before HE, SMK to reposition allies, no lethal shells near friendlies. Open guide
High Tide Guide live Hold the Defensive Line until relief; lead landing ships with the supplied speed conversions. Open guide
Blind fire Guide live No imagery at all: chained fixes and teleprinter impact corrections onto four AA batteries. Open guide
Phantom Battery Guide live Emergency Move, listening-post bearings, a mobile armored battery, AP shells, and the 90-second spotter economy. Open guide
Final Harvest Coming Soon Guide not published yet. Coming Soon
White shells Coming Soon Guide not published yet. Coming Soon
Mission 1

Mission 1 — Calibration Fire

Calibration Fire has one documented target objective: use the supplied coordinates to calculate bearing and range from Iron Nest, then fire HE. The published guide keeps the task to that source-supported loop and does not add a calibration routine or extra target groups.

The target coordinates are mission data, not a universal fixed answer. If the shot misses, re-check the Iron Nest position, target grid, bearing, and range before trying again. Gold is tied to one shot or fewer in the cited mission record.

Read the Mission 1 Calibration Fire guide.

Mission 2

Mission 2 — Fire & Light

Fire & Light begins with a hostile-target fire mission: triangulate the reported position and use HE only. Recon then adds two hostile elements. Only after that combat phase does High Command order a separate, non-combat STAR-shell display over the Royal Palace.

The yellow numbers and arrows on the impact recon photo are correction data — distance and direction from impact to target. Bearings and distances vary by run, so the guide uses the method rather than presenting sample values as fixed answers.

Read the Mission 2 Fire & Light guide.

Mission 3

Mission 3 — Liberation

Mission 3 Liberation is the requisition-and-recon mission. Reposition Iron Nest, use the requisition console and Scout Plane recon flight to locate the armoured ammo supply cache, then destroy five hostile infantry targets and use AP on the cache in the designated urban sector.

The target count and AP cache requirement are fixed in the cited record. Some field reports are explicitly marked incomplete intelligence, while bearings and distances vary by run; the published guide keeps those facts separate and lists only source-confirmed gold thresholds.

Read the Mission 3 Liberation guide.

Mission 4

Mission 4 — Counter-Battery

Counter-Battery begins with three artillery fixes in the initial field report: two bearing intersections and one distance intersection. Plot all three before the first shell lands, because that first impact activates the counter-battery timer.

Artillery kills extend the clock. When later batteries appear without an actionable spotter fix, prior reconnaissance is unreliable; the Recon Plane card remains active and STAR-shell ordnance is authorised for locating the hidden guns.

Read the Mission 4 Counter-Battery walkthrough.

Mission 5

Mission 5 — Iron Road

Iron Road is a two-phase operation: intercept the troop train before it reaches Valle de Mula station — the schedule lives on the secondary typewriter — then silence two armoured emplacements blocking the allied assault.

The emplacements require AP, and the war horn must not sound before both are confirmed destroyed; an early signal is the mission's documented failure.

Read the Mission 5 Iron Road guide.

Mission 6

Mission 6 — Siege of Cartagena

Siege of Cartagena chains measurements to three concealed installations — with up to 0.5° error per bearing compounding at every link — while two coastal batteries can come online at any moment and start the counter-battery timer.

Destroy the primaries, deal with the batteries, kill 8 more units, answer smoke calls before their deadlines, and only then sound the breakout horn.

Read the Mission 6 Siege of Cartagena guide.

Mission 7

Mission 7 — The Gorge

The Gorge opens with Iron Nest damaged in an ambush: restart the engine manually, then take the briefing at its word — you are expected to finish the mission without the broken system, not to restore it.

Every target is soft, so HE alone clears the forward element holding the pass; rear contacts are optional once the column moves.

Read the Mission 7 The Gorge guide.

Mission 8

Mission 8 — Rock of Gibraltar

Rock of Gibraltar is a timed night ambush: hold fire until the window opens, chain the Alpha–Bravo–Cruiser fix with no impact photography to correct you, and kill HMS Rockingham with AP.

The optional strait intercept supplies the vessel's course and speed conversions — lead the shot; missing it does not fail the mission.

Read the Mission 8 Rock of Gibraltar guide.

Mission 9

Mission 9 — Dead Reckoning

Dead Reckoning hides the Cádiz garrison from all aerial reconnaissance: TEAR shells force the defenders into the open so their positions can be confirmed and destroyed in detail.

Invisible does not mean invulnerable — the record says so — but the war horn waits until all three primary positions are confirmed destroyed.

Read the Mission 9 Dead Reckoning guide.

Mission 10

Mission 10 — Fire on call

Fire on call turns Iron Nest into a fire desk for the Sevilla assault: answer each support request before its deadline, exactly as asked — TEAR before HE on strongpoints, and measure from the calling unit's position.

SMK shells reposition allies to the smoke's impact point, and lethal shells near friendlies are the transcript's recurring failure.

Read the Mission 10 Fire on call guide.

Mission 11

Mission 11 — High Tide

High Tide is a beach defense: hold the outnumbered Defensive Line until relief arrives, with target priority left to you and landing ships incoming on stated courses and speeds.

Use the supplied knots-to-distance conversions to lead intercepts at sea — a sunk ship never lands its marines.

Read the Mission 11 High Tide guide.

Mission 12

Mission 12 — Blind fire

Blind fire denies all imagery — including impact photography — until every anti-aircraft battery is destroyed. Chain the Alpha–Bravo reference fixes, then walk teleprinter impact corrections onto the targets.

Corrections read as bearing and distance from your impact point to the nearest enemy; friendly-fire reports in the same stream mean stop and re-plot.

Read the Mission 12 Blind fire guide.

Mission 13

Mission 13 — Phantom Battery

Phantom Battery opens under lethal fire: restart the engine, execute the Emergency Move, and rebuild your own position before trusting any firing solution. Three listening posts collect bearings on an armored battery that repositions after every hit, and each enemy spotter destroyed adds 90 seconds to the Counter-Battery Timer.

Published out of campaign order because verified player demand concentrated here. The guide keeps four publicly conflicting mechanics (APHE, timer pause, engine restart, spawn position) labeled as unresolved rather than guessing, and covers the player-reported accuracy medal problem.

Read the Mission 13 Phantom Battery guide.

Core Mechanics You Need to Know

These systems recur across the campaign; the published pages currently apply them to Missions 1–13.

Triangulation

Two spotters at different positions each call in a bearing to the same target. You draw a line from each spotter along its reported bearing — where the two lines cross is the target. The bearings are generated per run (one example: a 90° line from one spotter and a 33° line from the other); the method is identical every time.

Shell Types

Shell choice is mission-specific. The published pages document HE for Calibration Fire, separate HE and STAR phases for Fire & Light, AP for Liberation's armoured cache, and HE against Counter-Battery's soft artillery and infantry targets.

Star Shell (Illumination)

In Fire & Light, STAR shells belong to a separate Royal Palace display after the HE hostile-target phase. In Counter-Battery, STAR shells help locate hidden artillery after Scout Plane recon when no actionable spotter fix is available. These mission-specific uses should not be generalised.

Spotters

Where a mission provides spotters, use their reported bearings and keep their positions out of your firing solution. Their locations and the exact data they provide are mission-specific, so check the current briefing rather than assuming a fixed layout.

Frequently Asked Questions

Quick answers to the questions players ask most about Iron Nest.

The campaign route contains 15 missions, from Calibration Fire through White shells, plus separate Skirmish and Challenge modes. This site currently publishes source-checked guides for Missions 1–13; the final two route entries are planned and have no detail pages yet.
This site currently documents the PC/Steam release. No unverified console, VR, or release timetable claim is made here; check the developer's current announcements for platform updates.
These guides cover the single-player PC/Steam campaign. Multiplayer or co-op timing is not asserted here because it is not needed to solve the published missions.
It is a paid game on Steam. Price, discounts, and demo availability can change, so check the current Steam store page rather than relying on a fixed price in this guide.
No. Iron Nest Missions is an independent, fan-made guide site written by players. It is not affiliated with or endorsed by the developers of IRON NEST.
Yes — send the mission name and what looks wrong to hello@ironnestmissions.com. Guides are updated as the game changes, and player reports are how the wipe lists stay accurate.