Read the Interface in Order
The official sequence is clear: receive the teleprinter order, keep useful details in the notebook, measure on the tactical map, enter relevant measurements in the ballistic calculator, prepare ammunition and powder charges, adjust and arm the turret, fire, then review the game's report. That order is the backbone of a mission and a practical way to recover when the machine feels overwhelming.
Name your current stage and the one thing it must pass forward. At the map, for example, you are reading labeled spatial information for the next station, not deciding the final gun setup. When something does not line up, step back one handoff instead of pushing ahead with an orphaned number. The Mission Checklist can hold your place; the live order and displays supply the assignment details.
1. Receive and Interpret the Order
Every mission begins at the teleprinter. Read the current message before moving around the Nest, and separate operational details from the atmosphere around them. The teleprinter sets the cold, distant tone described by the developer while delivering the assignment. You do not need to solve everything on first reading. Identify what the message names and which references will matter at the map.
Keep this step tied to the present assignment. A remembered name or value from another run may belong to different circumstances. If part of the order is unclear, mark that uncertainty and reread the message rather than inventing an instruction. This guide leaves objective details to the game, so the teleprinter remains the authority for what you have been asked to do.
2. Record the Important Information
Move the useful parts of the order into the notebook while their context is fresh. The developer places note-taking between the teleprinter and tactical-map work, making the notebook a bridge rather than a spare screen. Record enough to recognize each reference later, and preserve labels beside numbers. A bare value is easy to misread after you change stations.
Keep every note traceable to the current message, and mark ambiguity instead of smoothing it over. Before leaving, ask whether each item still makes sense without guesswork. This pause protects the map stage from bad context: the map can show a relationship accurately, but it cannot repair a target identity or reference copied incorrectly at the start.
3. Read and Measure the Tactical Map
At the tactical map, connect the order and notes to the current spatial picture. Devlog #2 names bearing lines, distance readouts, grid coordinates, targets, impact points, and recon markers. A bearing gives direction, distance gives separation, and a grid reference identifies a location. Markers and impacts add context about the situation or a reported result.
Read every value with its unit and the points or marker that give it meaning. The Devlog's 083 degrees and 1.25 km are display-format examples, not standing mission values. Because the map is described as responsive, a screenshot should not outrank what is visible now. Carry forward only readings from the active map, with their identity and context intact.
4. Move Measurements into Fire Control
Carry relevant map measurements into the in-game ballistic-calculation stage without dropping their labels. The developer identifies required gun elevation as the result. Bearing, distance, grid reference, and elevation may appear near the same problem, but they are not interchangeable. The first three describe parts of the map situation; elevation is the vertical gun angle named as the calculator's output.
Use the current display for the transfer and read the output label carefully. This manual does not recreate the calculator or infer missing fields from screenshots. If notes and map disagree, return to the map. If input and result seem disconnected, check the closest visible source, identity, and unit. Aim for a clean handoff rather than forcing through a familiar-looking number.
5. Prepare Ammunition and Load
Calculation is followed by physical preparation. The developer names ammunition selection, powder charges, and manual loading before turret adjustment and firing. Treat these as their own stage. An elevation result does not prove the rest of the machine is ready, and a familiar ammunition label does not establish the charge requirement for another situation.
Follow the active game's requirements and keep them attached to the calculation you completed. Do not import a combination from a chart, another mission, or an illustrative image. The sources establish the sequence, but provide no universal quantity table. Before leaving, compare the prepared state with the current assignment and calculation rather than memory.
6. Set the Turret, Arm and Fire
Now the earlier information becomes a machine state. The developer separates turret elevation, rotation, arming the left gun, right gun, or both, and firing. Elevation is vertical angle; rotation concerns horizontal orientation. Loading and arming describe other parts of readiness. One correct indication does not prove that every condition matches the current task.
Review the visible setup against the active calculation and preparation. This guide stops at the system sequence and does not assign buttons or levers. Public material is not a complete current-build interaction manual, and interface details may change. Use the game's labels and feedback, returning to the order or calculation if a state looks wrong.
7. Review the Result and Continue
Firing sends information back into the loop. Devlog #2 names impact points and recon markers on the living map. The FAQ also describes teleprinter messages, recon photographs, mission-state audio, and the post-mission newspaper as ways the game communicates events and consequences. Read the current report before deciding what the situation requires; an expected result is not evidence that it occurred.
Continue from the newest information rather than repeating the previous setup by habit. A changed marker or report can alter the context behind the last calculation. Once objectives are complete, the newspaper closes the operation and adds story context. The next assignment starts a new chain at the teleprinter. The seven-step loop is reusable; its mission values are not.
Need to identify an ammunition code? Use the Shell Reference.
Need the current input reference? Open the Controls guide.