Campaign

All 15 IRON NEST missions

The campaign in order, what each operation actually asks of you, and — because Steam publishes it — the share of players who clear each one. That last column is the most honest difficulty rating available for any game.

The IRON NEST campaign map room: a large wall map of Spain marked with regional borders and front lines, flanked by mission boards and lit by hooded green lamps.
The campaign map. Fifteen operations across an alternate-history Spain, from a calibration shoot to the four endings of White Shells. Screenshot: IRON NEST: Heavy Turret Simulator.

Fifteen operations, not seventeen

Several IRON NEST fan sites state the campaign is seventeen operations long. The game's own achievement list shows fourteen numbered operations, each with a completion achievement, plus the finale White Shells, which has no single completion unlock because the four ending achievements record it instead. We follow the achievement list.

Completion percentages are global Steam achievement unlock rates, read on 2026-08-10. They are shares of everyone who owns the game, so they fall steeply through the campaign regardless of difficulty — what matters is the size of each drop.
#OperationWhat it asksCleared byAll gold
1Calibration FireReading the map gridElevation and chargesThe tutorial shoot. Read a grid reference off the teleprinter, measure it on the map, set bearing and elevation, fire.92.5%72.2%
2Fire and LightShell typesIntroduces STAR shells. You light an area first, then engage what the light reveals.83.9%82.4%
3LiberationElevation and chargesBallistic calculatorThe mission most people mean when they search for "mission 3". Multiple target sets arrive faster than you can lay the gun, so charge planning starts to matter.69.7%0.1%
4Counter-BatteryTriangulationRecon planesThe campaign’s first real wall — half of all players stop here. Enemy guns shoot back, and you have to find them before they range you in.50%0.3%
5Iron RoadBallistic calculatorA railway interdiction. The target is moving on a known line, so you are solving for time-of-flight rather than for position.36.7%0.1%
6Siege of CartagenaShell typesLong-range support fire with friendly troops close to the impact area, which restricts which shells you can safely use.24.1%0.1%
7The GorgeElevation and chargesA defensive engagement in tight terrain. Elevation is constrained by the gorge walls, so charge selection does the work instead.19.5%0.4%
8Rock of GibraltarElevation and chargesMaximum-range work against a fortified position. Expect to be firing at or near six charges for most of the operation.17.4%0.1%
9Dead ReckoningTriangulationShell typesThe primary targets do not appear through normal reconnaissance. You narrow each one to a suspected area from the written reports, then confirm it before spending a destructive shell on it.14.3%0.1%
10Fire on CallBallistic calculatorReactive fire missions arrive continuously. The bottleneck is how fast you can convert a call into a laid gun, not whether you can do the maths at all.11%0.8%
11High TideBallistic calculatorCoastal defence against a landing. Targets are moving on the water and closing.7.1%0.4%
12Blind FireTriangulationFire missions with the observation network degraded. You are working almost entirely from written reports.6.3%0.1%
13Phantom BatteryRecon planesTriangulationThe most-discussed mission on the Steam forum. Some of what the reports point you at is not really there.4.6%0.1%
14Final HarvestShell typesA night operation. Illumination is a resource you have to budget like any other.3.4%0.1%
15White ShellsAll four endingsThe finale, and the only mission where your decision changes the outcome. All four endings branch from here. Derived by summing the four ending achievements. Players who replay the finale for a different ending are counted more than once, so the true share of finishers is somewhat lower.7.6%*0.1%

Where the campaign actually stops people

The steepest fall in the whole campaign is between Liberation and Counter-Battery: 69.7% down to 50%, a loss of 19.7 points. That is where the enemy starts shooting back, and it is the single most useful thing to know before you buy the game. It has its own walkthrough.

After that the curve keeps falling but never that sharply again — each late mission sheds a few more percent, which reads as attrition rather than a wall. Only about 3 in 100 owners reach Final Harvest, and roughly the same share see any ending at all.

The gold-medal column tells a different story. Gold on the first two operations is nearly universal, and then it collapses to a tenth of a percent almost everywhere else. Gold is not a slightly harder version of clearing a mission; it is a separate discipline built on doing the map work fast enough to never waste a round.

What you need before each stage

The campaign introduces mechanics in a deliberate order, and each mission's row above links to the pages covering what it leans on. In broad strokes:

Challenge Mode

The campaign is roughly 8–12 hours for a single pass. Replayability is meant to come from Challenge Missions, which vary procedurally and record your best single-run score after the mission is completed and the newspaper dismissed. Ties break on time. Chill Mode instead accumulates kills across runs, so it is the mode to use when you are practising the map work rather than chasing a leaderboard.

Walkthroughs

Two operations have enough people stuck on them to warrant their own page. The rest are covered by the mechanics guides linked in each row — if a mission is giving you trouble, it is nearly always one specific mechanic rather than the mission as a whole.

Sources

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