UNOFFICIAL GUIDE · Reviewed August 25, 2026 · Version 1.0 (1622), build 24750322

UNOFFICIAL GUIDE

IRON NEST Blind Fire Walkthrough

IRON NEST Blind Fire is the twelfth main campaign mission. Its puzzle is not a hidden fixed coordinate: you must build a chain from three known spotters to Alpha, the first two AA batteries, Bravo, and the final two batteries. Normal reconnaissance and shell-impact images stay unavailable while any AA battery remains active, so the field teleprinter is part of the solution rather than background flavor.

Quick answer

Mark all three spotters, solve Alpha, locate AA1 and AA2, use AA1 to solve Bravo, then locate AA3 and AA4. Recalculate every final shot from Iron Nest. Destroy all four AA batteries; ordinary enemies are optional after the primary-objective message. Evidence: IN-GAME TEXT, build 24750322.

  1. Solve Alpha from Spotter1's bearing and Spotter2's distance.
  2. Solve AA1 from Alpha and Spotter3; solve AA2 from Alpha and Spotter1.
  3. Solve Bravo from AA1 and Spotter2.
  4. Solve AA3 from Bravo and Spotter3; solve AA4 from AA2 and AA3.
  5. Draw a new line from Iron Nest to each target before preparing the shot.
  6. Use teleprinter reports while recon and impact imagery are blocked.

For the full campaign order or another operation, return to the IRON NEST Missions guide.

How to read the evidence labels

The guide was reviewed on August 25, 2026. Build fields establish what exists in Version 1.0 (1622); they do not prove every event trigger, shell-radius unit, medal assignment, or player-reported bug.

How to read the evidence labels
Label What it means here
OFFICIAL A direct developer or official-platform statement. No Blind Fire-specific official statement is used for the core route below.
IN-GAME TEXT Localisation, campaign order, mission flow, entity, or shell fields extracted from build 24750322.
OBSERVED A result checked in visible gameplay footage. No archived video was promoted to this tier for this guide.
REPORTED A community post, player transcript, or third-party walkthrough. It can support a troubleshooting option, not establish a mechanic by itself.

The guide was reviewed on August 25, 2026. Build fields establish what exists in Version 1.0 (1622); they do not prove every event trigger, shell-radius unit, medal assignment, or player-reported bug.

Blind Fire mission facts

Blind Fire mission facts
Field Value
Mission Blind Fire — main campaign mission 12
Primary objective Destroy four AA Batteries
Given observation assets Three Spotters
Reference chain Spotters → Alpha → AA1 / AA2 → Bravo → AA3 / AA4
Imagery restriction Reconnaissance and shell-impact imagery are unavailable while any AA battery remains active
AA build fields Health 1, armour 0, two stars; four target spawns
Completion All identified AA batteries destroyed; remaining enemies are optional
Evidence IN-GAME TEXT — campaign order, localisation, mission flow, and entity registry in build 24750322
Version Version 1.0 (1622), build 24750322; extraction baseline reviewed August 17, 2026

IN-GAME TEXT — campaign order, localisation, mission flow, and entity registry in build 24750322

Official mission description: “Anti-aircraft batteries over the Turia deny all reconnaissance, holding the advance on Valencia at a standstill.” These are build facts, not a promise that a particular shell or saved firing solution will work in every operation. Coordinates and measurements are inserted at runtime.

Blind Fire walkthrough

The opening message gives you the order of dependency. Keep that order visible. Each calculated point becomes an origin for a later measurement, but it never replaces the actual Iron Nest position as the origin of your final firing line.

Step 1 — Solve Alpha, AA1, and AA2

Start by marking Iron Nest and all three supplied Spotters from their displayed grids. Treat those as known points. Alpha is calculated: draw the bearing from Spotter1, then draw the distance ring from Spotter2. Their intersection is Alpha.

Use Alpha to begin the first battery pair. AA1 is the intersection of a bearing from Alpha and a bearing from Spotter3. AA2 is the intersection of a bearing from Alpha and a distance from Spotter1. Keep the Alpha construction on the board until both batteries make sense.

Do not type an Alpha-to-AA bearing into the gun merely because the line looks like a firing line. That bearing locates the battery. Once the target is marked, draw from the real Iron Nest position to obtain the current operation's gun bearing and range. Evidence: IN-GAME TEXT for the chain; REPORTED for the board-management advice.

If both AA1 and AA2 look displaced in a similar direction, recheck Alpha first. A shared upstream error is a better first suspect than two unrelated final corrections.

Step 2 — Solve Bravo, AA3, and AA4

Bravo depends on AA1. Draw the reported bearing from AA1 and the reported distance from Spotter2; the intersection is Bravo. This makes the dependency longer: Spotters → Alpha → AA1 → Bravo.

AA3 uses a bearing from Bravo and a bearing from Spotter3. AA4 uses a bearing from AA2 and a distance from AA3. Keep enough of the earlier construction to trace a bad intersection backward. If AA4 does not make sense, check AA4's two origins, then the upstream point that created each origin.

Different targets do not necessarily inherit the same error. A correction that appears useful for AA1 is not a universal offset for AA3 or AA4. Rebuild the target's own chain instead of dragging every marker by the same amount. Evidence: IN-GAME TEXT for the dependencies; REPORTED for the conservative troubleshooting method.

The supplied values change with the operation. This guide deliberately gives no reusable grid, bearing, range, powder charge, or elevation. Read the values printed in your current briefing.

Step 3 — Fire from Iron Nest and confirm the objective

For each marked battery, draw the final bearing and range from Iron Nest, prepare a destructive shot appropriate to the target and nearby units, then read the field teleprinter. During the restriction, you should not expect the normal shell-impact photograph. The mission text instead provides impact reports: one form names the nearest enemy with a bearing and distance from the impact; other forms report friendly fire.

Work one target at a time. If a report suggests that the impact was near the wrong unit, verify the target marker and firing origin before changing the next battery. A larger effect area can turn a small location error into a friendly-fire problem, so uncertainty is a reason to recheck the geometry, not a reason to assume a wider shell is automatically safer.

The primary success signal is the High Command message that all identified anti-aircraft batteries in the Valencia sector are destroyed. At that point the primary objective is complete and you may stand down. Continuing to engage ordinary enemies is explicitly optional. Evidence: IN-GAME TEXT, build 24750322.

AA targets and ammunition

The current entity registry contains four AA Battery spawns, one in each of aaZone1 through aaZone4. Each carries health 1, armour 0, two stars, and the Target role. That supports two useful conclusions: there are four required AA targets, and the data does not mark them as armoured.

It does not establish one mandatory shell. HE and HCHE both carry damage 1 in the extracted shell definitions, while their impactRadius fields differ. The unit and the exact relationship between that field and Blind Fire's friendly-fire event are not confirmed here. Choose a destructive round you can place accurately, and account for friendlies near the target instead of treating one ammunition label as a guaranteed fix.

Use the complete IRON NEST shell types reference for the current extracted fields. That reference explains the data; this walkthrough applies only the narrow mission boundary above.

IRON NEST Blind Fire friendly fire: why the report says HCHE

The HCHE wording is real, but it is not a reliable record of what you loaded. Build 24750322 contains two Blind Fire friendly-fire lines: one says a direct hit appears to be HCHE, and another says there was another HCHE impact on friendlies. Community members have also reported seeing that wording after firing HE. Evidence: IN-GAME TEXT for the wording; REPORTED for the HE conflict.

That conflict does not prove a current bug or reveal the trigger logic. Treat the message as evidence that the game classified an impact near friendlies, then check the parts you can control:

  1. Confirm that the target marker belongs to the AA you intended to fire at.
  2. Recheck the target's two locating constraints, starting with its earliest shared reference.
  3. Recalculate the final line from Iron Nest rather than from Alpha, Bravo, or another AA.
  4. Check nearby friendly units before choosing a larger effect area.
  5. Apply any correction only to the target that produced the report.

Switching to HE may reduce the effect area represented by the extracted field, but this guide cannot guarantee that it removes the report. The event logic, field unit, and player-reported HE case have not been resolved by a developer statement or controlled current-build test.

Blind Fire stuck points

Recon or shell-impact photos do not appear

That is expected while any AA battery remains active. The briefing explicitly blocks both reconnaissance imagery and shell-impact photography until all batteries are destroyed. A Scout Plane does not bypass that stated restriction. Use the supplied spotters and field-teleprinter corrections instead. Evidence: IN-GAME TEXT, build 24750322.

If you believe all four are gone but the primary-objective message has not appeared, verify AA1 through AA4 individually. The build confirms four target spawns, but the reason for isolated community reports of imagery not returning has not been reproduced.

Can a Forward Observer solve the mission for me?

The briefing says Forward Observers can be requisitioned when additional intelligence is required. It does not promise that a random observer will reveal an AA battery, or establish the best purchase timing. Use one as an optional information source after checking the supplied chain, not as a guaranteed shortcut. Evidence: IN-GAME TEXT for availability; REPORTED for suggested usage.

Is Blind Fire timed?

No failure countdown appears in the extracted Blind Fire flow. The MissionTime token in impact reports records when an impact was sighted. That is not enough to guarantee there is no time limit under every unparsed condition, so the safe statement is narrower: build 24750322 shows no decoded countdown-to-failure path. Evidence: IN-GAME TEXT with an extraction limitation.

The later intersections do not meet cleanly

Go backward through the chain. AA3 begins at Bravo; Bravo begins partly at AA1; AA1 begins partly at Alpha. AA4 depends on AA2 and AA3. Check the earliest shared calculated point before averaging a wide gap or buying another shell. This is conservative player guidance, not a hidden game rule.

For the campaign list and cross-mission help, use the Missions hub. Generic counter-battery timing and moving-gun problems belong to their own mission guides rather than this Mission 12 route.

Blind Fire medal boundary

The extracted medal catalog confirms global definitions and bronze, silver, and gold conditions, but it contains no reliable mission field. A third-party mission record lists four commendations for Blind Fire; that task-level assignment has not been independently recovered from build data. This page therefore does not present those four as a verified mission-specific table.

Use the medals reference and its by-mission index for the site's current evidence boundary. If a future extraction or current-build mission screen supplies a stable mission-to-medal link, this guide can add the assignment without changing the completion walkthrough.

Version notes

The build-data statements on this page use Version 1.0 (1622), Steam build 24750322, pushed to the public branch on August 15, 2026. The extraction baseline was reviewed August 17; the Blind Fire source set was collected August 23; the fact audit and this copy were prepared August 25.

This version boundary covers the main-campaign number, four AA spawns, Alpha / Bravo chain, briefing text, imagery restriction, completion message, entity fields, and the literal HCHE teleprinter wording. It does not settle the friendly-fire trigger, guarantee that no unparsed timer exists, assign medals to this mission, or establish a Demo-to-1.0 change.

Player transcripts and community messages remain REPORTED. One archived transcript mixed material from other operations and was excluded from the Blind Fire route. No competitor name, third-party fixed solution, or mixed-mission instruction is used as public evidence here.

Blind Fire FAQ

How do I complete Blind Fire in IRON NEST?

Locate and destroy AA1 through AA4 by following the Spotters → Alpha → first batteries → Bravo → final batteries chain. When High Command confirms all identified AA batteries are destroyed, the primary objective is complete; ordinary enemies are optional. Evidence: IN-GAME TEXT, build 24750322.

How do I locate Alpha, Bravo, and all four AA batteries?

Alpha uses Spotter1's bearing and Spotter2's distance. AA1 uses Alpha and Spotter3; AA2 uses Alpha and Spotter1. Bravo uses AA1 and Spotter2. AA3 uses Bravo and Spotter3; AA4 uses AA2 and AA3. Recalculate each final shot from Iron Nest. The numbers are operation-specific. Evidence: IN-GAME TEXT.

Why are there no reconnaissance or shell-impact photos?

Any active AA battery blocks normal reconnaissance imagery and shell-impact photography. Destroy all four batteries; until then, use the field teleprinter's impact reports. A Scout Plane is not a documented bypass. Evidence: IN-GAME TEXT, build 24750322.

Why does the friendly-fire report say HCHE after I fired HE?

The mission's friendly-fire text uses HCHE wording, but that label does not prove which shell you fired. Community reports describe the same text after HE; the trigger and possible bug status remain unconfirmed. Recheck the current target, firing origin, and nearby friendlies. Evidence: IN-GAME TEXT plus REPORTED conflict.

Does Blind Fire have a time limit?

The extracted mission flow shows no decoded failure countdown. MissionTime appears as an impact-report timestamp. Because not every event condition is decoded, this guide does not promise that every possible state is untimed. Evidence: IN-GAME TEXT with extraction limitation.

Should I use HE or HCHE on the AA batteries?

The four AA batteries have health 1 and armour 0 in build 24750322, but the data does not make one shell mandatory. Use an accurately placed destructive round and consider nearby friendlies; neither HE nor HCHE is presented here as a guaranteed answer. Evidence: IN-GAME TEXT and extracted fields.

Which medals belong to Blind Fire?

The current extraction does not provide a reliable mission-to-medal connection, so this guide does not verify a Blind Fire-specific list or thresholds. Check the medals index for the current catalog and treat any mission assignment as unresolved until a stable link is available. Evidence: extracted-data boundary.

Sources and version notes

Reviewed August 17–25, 2026. Evidence types and dates are stated beside each claim above.

  • Official: No Blind Fire-specific developer or official-platform statement was used for the core route.

  • In-game text: Version 1.0 (1622), build 24750322 campaign order, localisation, mission flow, entity registry, and shell definitions support the build claims.

  • Observed footage: No archived video was promoted to OBSERVED because this research set contains automatic transcripts rather than a controlled visual review.

  • Reported: Community questions, a player-run transcript, and two third-party walkthrough transcriptions supplied troubleshooting leads and single-operation context; they do not establish mechanics alone.

Spot an error or a post-patch change? This guide follows correctable public evidence — corrections update the page and its review date.