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Hell Let Loose Walkthrough: Start to Endgame

Step-by-step Hell Let Loose walkthrough covering every phase from first session to endgame. Complete progression guide with milestones and checklists.

Researched and editorially reviewed. Updated .
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Hell Let Loose puts 100 players into 50 versus 50 WWII combined arms battles modelled on real European and North African battlefields. A Warfare match runs 90 minutes over five strongpoints, and no side wins it without garrisons, supply trucks and somebody willing to command. Twenty maps are in rotation as of mid 2026, from Omaha Beach to Stalingrad.

This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. New to the game? Start with our beginner's guide first.

Quick Progression Summary

PhaseAreaFocusRoleDuration
1. StartFoyFive strongpoint tug of war basicsRifleman1-2 hours
2. EarlyOmaha BeachGarrisons and outposts as spawns masteryRifleman3-5 hours
3. MidCarentanManpower, munitions and fuel + gearOfficer or Rifleman5-10 hours
4. LateStalingradBuild optimizationOfficer5-10 hours
5. EndgameKurskMin-maxOfficer or Tank CommanderOngoing

See our maps guide for detailed area breakdowns.


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Phase 1: Getting Started (Foy)

Snow covered Ardennes map from the fighting around Bastogne, with the town in the middle and open fields on both flanks.

Level/Difficulty: Warfare and Offensive Key Rewards: Tight town combat under constant artillery pressure

What to Do in Foy

  1. Learn Five strongpoint tug of war. Warfare gives each side the two strongpoints nearest its HQ and leaves the middle neutral. Spend your first session getting comfortable with this.
  2. Pick Rifleman as your starting role. See our builds guide for why.
  3. Garrisons cost 50 supplies in friendly territory and 100 in enemy territory. Build the cheap ones behind your line and only pay double when a forward garrison genuinely opens a push.
  4. Acquire your first weapons upgrade: Thompson M1A1 or whatever's available.
  5. Clear all main content before moving on.

Phase 1 Checklist

  • Understand Five strongpoint tug of war fundamentals
  • Rifleman selected and functional
  • Foy main content cleared
  • Ready for Omaha Beach

Phase 2: Early Game (Omaha Beach)

The D-Day landing map, where one side crosses open sand into bunkers dug along the bluffs above.

Level/Difficulty: Offensive focused Key Rewards: The most one sided opening in the game and the most memorable one

What to Do in Omaha Beach

  1. Work on Garrisons and outposts as spawns. Garrisons are team wide spawn points costing 50 supplies in friendly territory and 100 in enemy territory. This system becomes critical from here on.
  2. Farm for Thompson M1A1 if you haven't already. It's the key upgrade for this phase.
  3. A garrison locks out entirely when an enemy is within 15 metres and shows a red ping from 50 metres. If your spawn suddenly goes dark, somebody is standing on it.
  4. Complete all objectives before pushing to Carentan.
  5. Consider whether Officer might suit your playstyle better than Rifleman.

Phase 2 Checklist

  • Garrisons and outposts as spawns integrated into gameplay
  • Thompson M1A1 acquired
  • Omaha Beach fully cleared
  • Ready for Carentan

Phase 3: Mid Game (Carentan)

Norman town and hedgerow map where the fight collapses into street to street work within minutes.

Level/Difficulty: Warfare and Offensive Key Rewards: Close range infantry combat where armour has limited value

What to Do in Carentan

  1. Master Manpower, munitions and fuel. Each team starts with 500 of every resource and generates 30 of each per minute with no nodes built. This unlocks a new layer of gameplay.
  2. Start working toward M1 Garand. It's the best weapon and becomes accessible around now.
  3. Only the 2 to 5 players in the placing squad can spawn on an outpost, but outposts cost nothing. Use outposts for squad tempo and garrisons for team tempo.
  4. This area is the main skill check. If you can clear it, you're ready for late game.
  5. Start investing in Fourteen roles across four categories for the tactical depth you'll need going forward.

Phase 3 Checklist

  • Manpower, munitions and fuel mastered
  • M1 Garand acquired or in progress
  • Carentan fully cleared
  • Ready for Stalingrad

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Phase 4: Late Game (Stalingrad)

Eastern Front urban ruin map with the Red Army and Wehrmacht grinding through rubble and factory blocks.

Level/Difficulty: Warfare and Offensive Key Rewards: Submachine gun range engagements and very dense garrison play

What to Do in Stalingrad

  1. Finalize your build. You should be running Officer or Rifleman with optimized gear.
  2. M1 Garand should be your primary. If you don't have it yet, prioritize getting it.
  3. The Commander can airdrop 100 supplies anywhere on the map for 50 munitions on a two minute cooldown. If you are an Officer with no supply truck nearby, ask before you start walking.
  4. Commander tactical abilities optimization starts here. Small improvements compound into massive advantages.
  5. Farm this area for the resources needed to push into Kursk.

Phase 4 Checklist

  • Build fully optimized
  • M1 Garand upgraded to max
  • Stalingrad fully cleared
  • Ready for Kursk

Phase 5: Endgame (Kursk)

Wide open Soviet steppe built on the largest armour battle of the war, with very little cover for infantry anywhere.

Level/Difficulty: Warfare Key Rewards: The best tank map in rotation and the worst one to walk across

What to Do in Kursk

  1. Kursk tests everything. Come prepared with your best build and gear.
  2. The Support role carries a 50 supply box on a five minute cooldown. One Support in every infantry squad means the squad can build its own garrison without waiting on logistics.
  3. The endgame loop: run Kursk, optimize gear, push harder content.
  4. Experiment with Tank Commander for a fresh take once you've mastered the standard builds.
  5. This is where Commander tactical abilities mastery separates good players from great ones. See our tips guide for advanced strategies.

Phase 5 Checklist

  • Endgame content on farm
  • Best-in-slot gear acquired
  • Kursk fully cleared
  • Ready for challenge content

Common Progression Mistakes

  • Running off alone from the squad leader. Outside the radius you lose the spawn logic and the squad loses a rifle.
  • Bleeding out instead of waiting for a medic. Calling your position and holding still gets you back into the same fight.
  • Building garrisons on the objective itself, where they lock out the moment an enemy comes within 15 metres.
  • Taking a specialist role with no intention of using it. An Engineer who never builds a node is worth less than another Rifleman.
  • Ignoring the supply truck. Logistics is unglamorous and it is the only reason your team has forward spawns at all.

Key Tips for Smooth Progression

  1. Garrisons cost 50 supplies in friendly territory and 100 in enemy territory. Build the cheap ones behind your line and only pay double when a forward garrison genuinely opens a push.
  2. A garrison locks out entirely when an enemy is within 15 metres and shows a red ping from 50 metres. If your spawn suddenly goes dark, somebody is standing on it.
  3. Only the 2 to 5 players in the placing squad can spawn on an outpost, but outposts cost nothing. Use outposts for squad tempo and garrisons for team tempo.
  4. The Commander can airdrop 100 supplies anywhere on the map for 50 munitions on a two minute cooldown. If you are an Officer with no supply truck nearby, ask before you start walking.
  5. The Support role carries a 50 supply box on a five minute cooldown. One Support in every infantry squad means the squad can build its own garrison without waiting on logistics.

For more advanced strategies, see our tips & tricks guide.

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