Campaign Walkthrough (Part 2)#

Campaign Walkthrough (Part 2)

This page covers the last five missions of the campaign: No Sleep, Moving Mountains, Nile Guard, Operation Ember Strike, and Always Forward. The earlier missions are in Campaign Walkthrough (Part 1).

Mission 5: No Sleep#

Role in the campaign#

The name “No Sleep” states the mission’s tone outright: high-intensity, no-breather continuous firefights. This is the mid-campaign test of “state management” — ammo, healing, and the cover cycle all run under constant pressure.

Gameplay essentials#

  1. Ammo discipline first: in a continuous-firefight mission ammo is never enough; find a resupply point the moment a segment ends — this is exactly where you practice the Support’s value judgment
  2. Control the engagement rhythm: if you can fight from an angle, do not charge head-on; players who die fast in No Sleep have almost always lost control of the tempo
  3. Healing windows: top off your state between firefights before entering the next segment — healing in this game is continuous, so do not wait until you are nearly dead to think of your Support

Mission 6: Moving Mountains#

Role in the campaign#

Moving Mountains is the vehicle and heavy-firepower chapter. The official store page’s campaign showcase includes “Drive tanks across the Sahara” — desert armor combat is the core of this mission’s experience.

Gameplay essentials#

Phase Key points
Tank section Advance with the column, hit sides not fronts, slow down and scan when hitting mines — every bit of discipline from the Ground Vehicles Guide applies
Infantry section Disembark and clear only after the tank stops; do not hop out while it is still moving
Wrap-up Mountain and pass terrain invites anti-tank ambush positions; the engineer experience weighs heaviest in the closing stretch

After this mission you will have a feel for both sides of ground armor combat — which is exactly getting the multiplayer vehicle homework done early.

Mission 7: Nile Guard#

Role in the campaign#

Nile Guard is the defensive-war chapter: hold the river area against Pax Armata’s counterattack. Defending feels the exact opposite of the assault missions before it — this one trains position management.

Gameplay essentials#

  1. Set up defenses early: defensive fights are decided before the shooting starts — plan your mine lines, cover, and withdrawal routes in advance
  2. Water is a natural boundary: the river restricts enemy crossing routes; aim your firepower at the fords
  3. Rotate and repair: your position will get wrecked; repair and rotate while fighting, and never die holding a collapsed emplacement

Mission 8: Operation Ember Strike#

Role in the campaign#

Operation Ember Strike is the combined-operations chapter of the campaign’s endgame — multi-force coordination where classes alternate as the lead. It is the comprehensive exam for everything the previous six missions taught.

Gameplay essentials#

  • Switch class mindsets by phase: use Assault thinking for breach segments (flashbang plus slide), Engineer thinking for armor segments (hit the sides), and Recon thinking for covering segments (call targets plus seal lanes)
  • Never skip team actions: the later the campaign gets, the higher the payoff of revives and resupply
  • Destruction is tactics: in the endgame’s building fights, blowing a wall open beats any detour

Mission 9: Always Forward#

Role in the campaign#

The campaign finale. The title Always Forward echoes mission one’s Always Faithful — the English titles of the first and last missions form a thematic line: from “always faithful” to “always forward”.

Gameplay essentials#

  1. Use the full movement system: the finale has the heaviest firefight intensity of the whole campaign; sliding, bracing, rolling, and drag revives are all mandatory
  2. Manage the ammo-and-healing loop: long missions strain endurance the most; plan your resupply rhythm ahead of time
  3. Choosing your difficulty: clear on Standard first to enjoy the story, then consider a higher difficulty for achievements — the 4-6 hour campaign supports quick replays

Planning the Full Campaign#

Goal Advice
First playthrough Standard difficulty; focus on the squad narrative and the 2027 NATO crisis setting
Multiplayer warm-up Treat every mission as a class tutorial — nine missions cover the basics of all four classes
Achievements 53 Steam achievements in total; highlighted ones like Stand Alone, Cloak and Dagger, and In Memoriam relate to campaign progress — the in-game list takes precedence
Time expectation About 4-6 hours for the full run; higher difficulty and achievement hunting extend it

After the Campaign: Straight into Multiplayer#

The best route after the credits roll:

  1. Start with the class recap: Class System Overview — confirm which class matches the role you enjoyed most in the campaign
  2. Then pick your first gun: Weapon Guide: Assault Rifles and PDWs
  3. Then go multiplayer: for the complete route starting from deathmatch, see Beginner’s First Lesson
  4. Subscribers: for notes on the Game Pass version (from 2026-10-13) and the free trial weekend (Oct 15 to Oct 19), see FAQ

Campaign FAQ#

  • Is the campaign alone worth buying the game for? The campaign is only 4-6 hours; the game’s core content lives in multiplayer and battle royale — buying it with the expectation of “multiplayer with a campaign thrown in” is the sanest framing.
  • Can the campaign be skipped? Yes, multiplayer does not depend on campaign progress at all; but the campaign is the best classroom for the class and movement systems, so play it at least once.
  • Is the story connected to earlier entries? This is the 16th mainline entry; the campaign covers a new 2027 conflict (Pax Armata versus Dagger 13) and requires no knowledge of previous games.

内容最后验证于 2026-07