UNOFFICIAL GUIDE · Reviewed August 24, 2026 · Evidence baseline: Version 1.0 (1622), build 24750322 / Patch #5

UNOFFICIAL GUIDE

IRON NEST Fire on Call Walkthrough

Fire on Call is Campaign Mission 10. This guide explains how to read its frontline requests, choose the requested support shell, recognize the result report, and separate current in-game evidence from unresolved community reports.

Quick answer

To complete IRON NEST Fire on Call, sound the war horn, read each frontline report, and fire the shell it requests before its deadline. Use TEAR first and HE second only when the report names a hidden strongpoint, then wait for the next status message. Use the request itself as the firing order:

  1. Fire HE when a frontline position requests HE against an attacker.
  2. Fire SMK at the requested friendly position when the report asks you to reposition allies in danger.
  3. For a hidden strongpoint request, land TEAR first, wait for it to take effect, and then establish the HE follow-up.
  4. Read the next report before moving on. A secure position, a completed support mission, and the campaign's primary-objective completion are not interchangeable messages.

Do not reuse a grid, bearing, range, charge or timer from another run. The mission text supplies dynamic values, so calculate from the report in your current operation.

How to read the evidence labels

This page separates what the current build says from what a player or community report suggests.

How to read the evidence labels
Field Value
OFFICIAL a dated developer or platform announcement; here it supports the historical Patch #4 fix.
IN-GAME TEXT mission text, flow or configuration extracted from build 24750322 and tied to that build.
OBSERVED an action or result visible in reviewed player footage; it does not become a universal rule from one run.
REPORTED a community question, bug report, fan walkthrough or unverified transcript; it can identify a problem but cannot establish current behavior by itself.

The current evidence boundary is Version 1.0 (1622), build 24750322 / Patch #5. The page was reviewed on August 24, 2026. It is an unofficial guide based on public evidence, not a claim of author playtesting; unresolved stand-down, sleep and field-report behavior stays labeled REPORTED.

Fire on Call mission facts

Fire on Call mission facts
Field Value
Mission Fire on Call
Campaign position Mission 10 of the main Campaign
Primary task Answer frontline offensive and defensive fire-support calls after sounding the war horn
Requested shells HE, SMK, or TEAR followed by HE when the report names a hidden strongpoint
Completion signal A support report confirms its result; the operation ends only when High Command declares the primary objective complete
Evidence baseline Version 1.0 (1622), build 24750322 / Patch #5
Build configuration 134 mission-graph nodes, 132 edges and eight per-mission entity entries; these are not fixed encounter locations
Medal coverage Mission-specific conditions are maintained in the site-wide medals index, not on this page
Patch history Patch #4, Version 1.0 (1618), fixed an interruption after targets were cleared early

Evidence: IN-GAME TEXT for the current mission identity, order, requests, feedback, graph and build boundary; OFFICIAL for the historical Patch #4 fix. Build-level counts describe configuration, not fixed positions in every run.

Official mission description: Support the final assault on Sevilla by answering frontline offensive and defensive fire-support calls quickly and correctly. Fire on Call is distinct from the earlier Fire and Light mission walkthrough. The similar names do not share objectives, shell sequences or troubleshooting rules.

Fire on Call walkthrough

The operation is a sequence of live support calls, not a map-clearing puzzle with one reusable firing solution. Treat each report as a fresh order and use its friendly point, target point, shell type, grid, bearing, distance and deadline.

Step 1: Prepare and signal the assault

Read the briefing before firing. High Command says some enemy positions are inside buildings and cannot be seen by aerial reconnaissance, but that warning does not mean every target is hidden. Prepare the turret, notebook and map, then sound the war horn to begin the assault.

The horn changes the mission into its active support phase. Frontline units then send offensive or defensive requests. Do not pre-clear visible contacts and assume that the mission will infer which request you intended to answer; wait for the teleprinter order and solve the call it actually gives you.

Success signal: a frontline report arrives with a named friendly point, a requested effect and a deadline. Evidence: IN-GAME TEXT, build 24750322.

Step 2: Answer the current support call

For an HE request, calculate from the bearing, distance or grid in that report and deliver HE before the stated deadline. For an SMK request, place SMK on the requested friendly position: current mission text says allied units move to the smoke shell's point of impact. Keep lethal shells away from allies.

A hidden-strongpoint request is different. It explicitly asks for TEAR first and HE second. Land TEAR, allow the effect to register, then calculate and fire the HE follow-up. The mission includes a failure report for HE landing before TEAR has taken effect, so two shells in flight at once are not a safe substitute for the ordered sequence.

Success signal: the next report confirms that the unit's position or assigned objective has been resolved. Evidence: IN-GAME TEXT, build 24750322. The report's coordinates and timer are operation-specific.

Step 3: Read the result before continuing

After every impact, return to the teleprinter. A report that a position is secure can still say that the objective stands; that means the immediate danger was handled but the assigned support task was not completed. A position-overrun report means the deadline or required effect was missed. A friendly-fire report means allied units were struck.

Continue answering calls until you receive an explicit completed-mission report and High Command declares the primary objective complete. Do not treat silence, a stand-down prompt, or one secure-position message as interchangeable proof. If the sequence appears stalled, use the evidence-limited checks below.

The IRON NEST Missions hub lists the full Campaign order and the neighboring operations.

Targets and ammunition requests

The shell name in the report controls the response. Fire on Call uses HE, SMK and TEAR as separate support effects; their general game-data entries are available in the complete shell-types table, while this section covers only their Mission 10 roles.

HE request

Use HE when the report directly requests HE against an attacking position. Calculate from the current report and meet its deadline. Do not add TEAR merely because the briefing warned that some enemy positions are inside buildings.

SMK request

Use SMK when allies in danger need to be repositioned. Current in-game text says allied units move to the SMK point of impact. It does not prove that exactly one unit will move, that every nearby unit will move, or that one reusable smoke coordinate is always safe. Recheck the report and map after impact before placing lethal fire nearby.

TEAR followed by HE

Use this two-stage sequence only when the report identifies the hidden strongpoint and asks for it. TEAR is the first effect; HE is the follow-up that attacks the exposed strongpoint. Wait for the state change rather than treating TEAR as a killing shell or using an unverified shell substitution.

No fixed target count, alternate-shell replacement or pre-cleared route is part of this guide. Those suggestions come from individual runs and have not been established as current-build mission rules.

Stuck points and report messages

Start with the exact message on the teleprinter. These messages describe different failures or partial outcomes:

  • HE arrived before TEAR took effect: the hidden strongpoint remains active. Wait for TEAR to register before the HE follow-up on the next valid request.
  • Position overrun: the support call failed before the requested effect was delivered. Re-read the next available order rather than assuming a completed objective.
  • Friendly fire confirmed: allies were hit. Keep lethal fire away from the friendly point, and use SMK only when the order asks for relocation.
  • Position secure, objective still stands: the immediate position is safe, but the assigned support objective was not completed. Continue from the next report.
  • Completed our mission / mission complete: that support call succeeded. Continue until High Command separately declares the operation's primary objective complete.

What if the mission will not advance after stand down?

Community members have reported being unable to sleep after stand down and seeing field reports stop. The available archive proves that players reported those symptoms; it does not establish whether they still occur in build 24750322 or provide a verified fix. Record your game version and the last visible report when checking current support or filing a reproducible report.

Patch #4 fixed a documented interruption after targets were cleared early. That historical note must not be stretched into a claim that every later stand-down, sleep or field-report problem was fixed.

Medal conditions boundary

This page does not publish Fire on Call-specific medal thresholds. The extracted medal definitions do not contain a reliable mission-assignment field, so attaching a threshold to Mission 10 here would be guesswork.

Use the medals index organized by mission for the site's current medal evidence and corrections. A third-party table can be a research lead, but it is not enough to create a task-specific requirement in this walkthrough.

Version and patch notes

The current evidence baseline for this guide is the Steam public build extracted as build 24750322, displayed as Version 1.0 (1622) and associated with Patch #5. The mission graph, flow, English text and shell references described above come from that build.

Patch #4, Version 1.0 (1618), was published on August 12, 2026. Its official notes say Fire on Call could be interrupted after targets were cleared early and that the issue was fixed. That is a historical fix with a precise scope.

The current build is later than Patch #4, but the patch note does not answer every community report. In particular, it does not confirm the present status of stand-down sleep failures or stopped field reports. Those remain REPORTED until a current-build reproduction or developer statement resolves them.

Build-level graph counts and entity entries can change with a patch. They document what was extracted, not a promise that every run shows the same target positions, unit grouping or route.

Fire on Call FAQ

How do I start Fire on Call?

Read the briefing, prepare your firing workflow, and sound the war horn. The horn starts the assault and allows frontline offensive and defensive support calls to begin. Evidence: IN-GAME TEXT, build 24750322.

How should I handle a TEAR-then-HE request?

Land TEAR first, wait for it to take effect, and then fire the HE follow-up at the requested strongpoint. The current mission includes a failure response when HE lands too early, so do not treat the order as simultaneous fire. Evidence: IN-GAME TEXT, build 24750322.

What is SMK used for in Fire on Call?

SMK repositions allies in danger to the smoke shell's point of impact. The current text confirms that mechanism, but it does not establish a fixed safe coordinate or exactly how multiple nearby units will behave. Evidence: IN-GAME TEXT for the mechanism; REPORTED for more detailed movement claims.

Why does a report say the position is secure but the objective still stands?

It means the immediate position was secured without completing that support objective. Keep reading the reports and answer the next valid call; do not treat the secure-position message alone as mission completion. Evidence: IN-GAME TEXT, build 24750322.

What should I do if Fire on Call will not advance after stand down?

There is no verified current-build fix in the reviewed evidence. Preserve the build number and last visible report when seeking current support; community reports of sleep or field-report stalls remain unconfirmed for build 24750322. Evidence: REPORTED, archive reviewed August 23, 2026.

Did Patch #4 fix Fire on Call?

Patch #4 fixed the documented interruption that could occur after targets were cleared early. It did not state that every stand-down, sleep or field-report problem was fixed, so those separate reports remain unresolved. Evidence: OFFICIAL for Version 1.0 (1618); current baseline Version 1.0 (1622).

Where are Fire on Call medal conditions documented?

Use the site's by-mission medals index linked above. This walkthrough does not assign Mission 10 thresholds because the current extracted medal data lacks a reliable mission field. Evidence: IN-GAME TEXT and extracted data boundary, reviewed August 24, 2026.

Sources and version notes

Reviewed August 12–24, 2026. Evidence types and dates are stated beside each claim above.

  • The August 12, 2026 Patch #4 announcement supports only the historical interruption fix described on this page.

  • Mission text, graph, flow, Campaign order and shell identifiers were extracted from Version 1.0 (1622), build 24750322 / Patch #5.

  • One player video and its automatically collected transcript were reviewed for context; no current-build rule above depends on that run alone.

  • Community questions, bug reports and third-party walkthrough material archived through August 23, 2026 are used only with explicit limitations.

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