Gaming Guide

Iron Nest Beginner’s Guide: How to Aim, Calculate, and Fire

A complete walkthrough of the firing loop, from reading orders to pulling the central handle.

A complete walkthrough of the firing loop, from reading orders to pulling the central handle.

Iron Nest puts you alone inside a 5,000-ton walking artillery fortress, surrounded by valves, dials, levers, and pull-cords with no obvious order of operations. The game is a first-person heavy turret simulator where you read orders, find targets on a map, run ballistic math, load the gun by hand, then fire. Once you understand the loop, the wall of controls becomes a simple sequence you repeat for every target.

Quick answer: Read your orders, mark known points on the war table, draw bearing or distance lines to triangulate each target, enter the range and bearing into the Ballistic Calculator to get an elevation, load the matching shell and powder charges, rotate the turret to the bearing, set the elevation, then arm and pull the central handle to fire.


Iron Nest controls and movement

You move through the machine in first person with WASD, and almost everything else runs through a small set of interaction keys. Most stations work the same way. You press E to start interacting with a part, then hold the left mouse button to physically move levers, turn valves, or draw lines.

InputAction
WASDFirst-person movement
SpaceJump
Left ShiftSprint
CtrlCrouch
EStart interacting with a station or component
Left Click (hold)Move objects, pull levers, turn valves, draw lines
Right ClickRemove items, such as clipboard notes or drawn lines
Caps LockToggle Clipboard visibility
Tab (hold)Bring Clipboard into full focus with a movable cursor
GEquip or unequip the Gasmask
EscapeOpen menu or stop the current interaction

Tip: Keep the Clipboard visible with Caps Lock at all times. It covers a chunk of the screen, but having your numbers in front of you saves constant trips back to the typewriters.


The core firing loop in Iron Nest

Every mission follows the same six stages. You handle one target fully before moving to the next, and the same stations come into play each time.

Read your orders, data, and instructions from High Command on the telegraph-style machine. Pull extra reports from the adjacent typewriter. This tells you the objective, the ordnance, and where you and your targets are.
Use the war table to take measurements. Some targets are easy to locate, while others need careful triangulation or rough estimates when the intel is incomplete.
Feed the target data into the Ballistic Calculator to work out the number of powder charges and the gun elevation.
Load the gun. Pick the right shell type for the target and distance, then load it along with the calculated charges.
Rotate the gun to the required bearing and set its elevation angle to match your calculations.
Confirm everything at the central console, turn the knobs, arm the firing mechanism, then pull the central handle to fire.

Using the Clipboard to store mission data

Iron Nest Clipboard How to Use it
Write down all your important measurement details on the Clipboard.

The Clipboard is the single most useful tool in the machine. When you read a High Command directive or a field report, click any line of text and it copies straight onto the Clipboard. That means you never have to memorize spotter coordinates or run back and forth between stations while measuring.

Once a line is no longer needed, right-click it to remove it. Keeping the Clipboard tidy matters, because the calculator and gun consoles also push values onto it, and stale numbers cause mistakes.


Reading High Command orders and field reports

Iron Nest High Command
The High Command typewriter is your first stop at the start of every mission.

Each mission begins at the High Command typewriter, the one labeled “High Command” with the large rolling sheet of paper. When the mission starts, it types out the directive. You can read it live or wait for the full transmission. The brief covers the objective, the ordnance type, target information, your current Iron Nest position, relevant map data such as observation assets, and any extra notes.

Just to the left sits the Field Intelligence typewriter, which is arguably more important for actually hitting things. This is where recon teams and spotters report target types, bearings, and distances. Expect several targets per mission, so copy the details for one target, finish that target, then move to the next.


Reading the tactical map grid and tokens

Iron Nest Tactical Map
The tactical map is where you turn intel into target locations.

The war table is a 20×10 grid. Columns run A to T from left to right, and rows run 1 to 10 with row 1 at the bottom, so each cell reads like a spreadsheet reference such as K5 or R8. Every cell is then split into its own 10×10 sub-grid, but those sub-coordinates start from 0 rather than 1. That gives you precise points written as F10 8:0 or I7 2:4.

To plot positions, you place physical tokens on the map. Each token type has a fixed role.

TokenUse
Iron Nest TokenMarks your own position
Blue Number Tokens (1-4)Mark spotter (observation asset) locations
Green Letter Tokens (A-C)Mark reference points
Red Number Tokens (1-8)Mark targets once located

Skull tokens appear above targets after you fire. A red skull confirms an eliminated target, while a blue skull means you also hit a friendly unit. Loose nuts and bolts are scattered on the map too, and you can move them around freely as personal markers.


How to triangulate targets on the war table

How to Take Measurements in Iron Nest
Have all your data ready before you start measuring.

Finding targets is the heart of the game and plays like a precise game of Battleship. Start by placing what you already know, then use bearing and distance lines to find where targets sit.

Place your known points first

Place the Iron Nest token at your current position, which the High Command brief gives you.
Place the spotters at their listed coordinates, for example Spotter 1 at N5 4:0.
Check the brief for any reference points, then locate and mark them with the green letter tokens.

Bearing and distance data

Targets are described using two data types, and you combine them to pin down a location.

Data typeMeaning
BearingDirection to the target relative to a spotter, reference point, or the Iron Nest
DistanceHow far the target is from a spotter, reference point, or the Iron Nest

A typical report might read “Target #1, Bearing 186° from Spotter#1, Bearing 111° from Spotter#2.” Some intel is vaguer, like “across the river” or “somewhere around” a landmark, and you estimate from there.

Draw the lines and find the intersection

When you open the Clipboard at the map, you get three colored wooden pencils (red, yellow, and white) and a drawing compass. The pencil colors are only for visibility. The game shows the bearing and distance automatically as you draw, so there is no manual math at this stage.

Draw a line from Spotter #1 at a bearing of 186°. For bearings, extend the line as far as you can in the exact direction. The length does not matter, only the angle.
Draw a second line from Spotter #2 at a bearing of 111°.
The point where the two lines cross is your target. Place a red token on that sub-cell to mark it.
Draw a direct line from the Iron Nest sub-cell to the target sub-cell. The bearing and range it shows are added to your Clipboard automatically. These two values are the only ones you actually need, so delete any other lines the game added to avoid confusion.

Tip: Unless your targets are artillery, mark and engage them one at a time so the map stays readable. If they are artillery, find and mark all of them first, because the counter-battery timer starts the moment your first shell lands.


Using the Ballistic Calculator

Ballistic Calculator Iron Nest
Enter distance, bearing, shell type, target type, and charges, then calculate elevation.

With the target located, the Ballistic Calculator turns your range and bearing into firing settings. Work through it in order.

Rotate the Distance to Target wheel until the counter matches the exact range from your Clipboard.
Set the bearing using the large wheel for coarse moves and the small wheel for fine adjustment. Match the exact bearing value you measured from the Iron Nest to the target.
Choose the shell type. Sometimes High Command dictates it, and other times you decide based on the target.
Set the number of powder charges for the distance. Use the on-machine chart that lists charges needed for given ranges.
Select the target classification. Options include Infantry, Recon, Artillery, Mechanized, Fire Director, and Supply Cache.
Calculate the required elevation. The angle it returns is the exact elevation you will set on the gun. You receive a ticket on your Clipboard with everything needed for the shot.

How to load the shell and powder charges

How to Load the Shell in Iron Nest
It looks complex, but loading is the easiest part of the loop.

The Gun Loading Platform sits to the right of the Ballistic Calculator. Work from left to right and the sequence is short.

Pull the lever beneath the Shell Selector System Pressure gauge until the correct shell sits at the front.
Pull the handle below the Shell Rammer System Pressure gauge to the right to ram the shell into the loading chamber.
Dispense the powder charges with the levers below the Powder Charges System Pressure and Storage gauges. Each of the six levers is one charge, and the total must match your calculated number.
Pull the last handle to the right to ram the charges and fully load the gun.

Tip: The elevation console stays locked until the shell is fully loaded, and loading takes time. Use that wait to start rotating the turret toward your bearing.


Setting turret rotation and gun elevation

The note from your ballistic calculations holds both final values. The gun elevation is in the lower-left corner, and the gun rotation is in the upper-right corner. Your job is to match those numbers on the two consoles.

Turret rotation

Iron Nest Turret Rotation
Rotate the turret to match the bearing from your measurement.

Start with rotation, since swinging the turret takes time and may travel a large part of its 360-degree arc. Yank the pull-cord toward the direction you want, then let the mechanism do the work while you handle other tasks.

  • The Heavy Lever drives the rotation left or right. When you reach the approximate position, ease the lever back to center to stop.
  • The Wheel fine-tunes the rotation. The Turret Rotation counter must exactly match the bearing value from your Clipboard, which is the same rotation number on your note.

Note: Return the Heavy Lever smoothly. Sudden movements can damage the machinery and force repairs, usually done by turning a few valves before you continue.

Gun elevation

Iron Nest Gun Elevation
Set the elevation value from the Ballistic Calculator here.

The Gun Elevation Console sits next to the left gun and has two wheels, two levers, and two counters, one set per gun. Early missions use only the left gun, so you usually adjust just the Left Gun Elevation. The console stays locked until loading finishes, the elevation always starts at zero for loading, and it resets to zero and locks again after each shot.

Move the lever to the approximate elevation and wait for the gun to reach it. Do not touch the wheel while the gun is still moving, as that can jam the machinery and require repairs.
Once the gun stops, use the wheel to fine-tune the counter until it exactly matches the elevation on your note.

Firing the gun

With the shell loaded and both rotation and elevation matched, go to the Trigger Station. First arm the gun by pulling the lever on the left side of the station, which arms the left gun in the early game. As more guns unlock, arm each one separately.

Confirm all systems are ready, flip all five switches, then pull the large central pull-cord to fire. You will feel the structure recoil as the shell launches.


After the shot: results, new orders, and requisition

Right after firing, return to the tactical map if the game does not move you there automatically, and watch the shell travel to its target. When it lands, you learn whether it hit and whether the strike was lethal. A red skull token confirms a kill, while a blue skull means you also hit a friendly.

Check the High Command console next. It may confirm the strike, hand you new intel, set a new objective, or issue further instructions. If nothing prints, move on to your next target.

The Requisition Console lets you order more shells to the loading dock and call in support such as Scout Planes, Forward Observers, and Emergency Moves. These cost Requisition Credits. You start each mission with a set amount and earn more by destroying high-value targets and completing objectives, so spend carefully on ammo and on actions that help you find targets or dodge enemy fire.


Common questions about Iron Nest

QuestionAnswer
How do you find targets?Use spotter data, bearings, and the map tools, including tokens, pencils, and the drawing compass.
What is the Clipboard for?It stores data copied from field reports and High Command so you can use it in calculations.
What does triangulation mean here?Locating a target by drawing bearing lines from spotters and finding where they cross.
What do skull tokens mean?Red skulls confirm kills, blue skulls mark friendly-fire hits.
What does the counter-battery timer do?When enemy artillery is on the map, your first shell reveals you and starts a timer before they strike back. Destroying artillery or taking other actions adds time.
Are distance and range the same?Yes, the game uses both terms interchangeably.
Is bearing the same as gun rotation?Yes, the bearing from the Iron Nest to the target is the rotation value you set on the turret.

Run this loop a few times and the intimidating control panels start to feel routine. Read, measure, calculate, load, aim, and fire, then repeat for the next target. You can try the whole sequence yourself on the IRON NEST: Heavy Turret Simulator Steam page.