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Black Hawk Down The Fuse: Casualty Evacuation

Move wounded teammates on your own schedule — the evacuation rhythm in The Fuse shapes the whole mission.

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The Fuse keeps the campaign in daylight but changes the job. Instead of simply advancing, you are responsible for wounded teammates, and the mission is built around getting them to safety. Every fight becomes a logistics problem: the clock on your movement matters more than the body count.

The rhythm below is what separates clean runs from sloppy ones.

The evacuation rhythm

Think in short cycles rather than one long push:

  1. Stabilize. Clear or suppress the immediate threat before touching the wounded. A carrier who goes down mid-move loses the wounded and the progress.
  2. Assign. In co-op, name roles out loud: one mover, one escort, one overwatch. The worst pattern is four players all trying to help at once and nobody watching the approach.
  3. Move a bound. Carry or move the wounded to the next covered position, not to the final extraction point. Short, survivable hops beat one heroic dash.
  4. Reset. Reestablish security at the new position, check ammunition, then start the next cycle.

The exact interaction for picking up and moving wounded teammates — and whether the mission lets you leave anyone behind — is worth confirming in-game, because those rules shape how aggressively you can play.

Timing pressure

The mission’s tension comes from wanting to move faster than is safe. Two rules keep that pressure manageable:

  • Never trade a wounded teammate for a better firing angle. The objective is the evacuation. A cleared building nobody needed is time you cannot get back.
  • Fight on the movement axis. When contacts happen, ask which direction the wounded need to travel and solve that axis first. Flank contacts can often be broken by continuing the move rather than turning to duel.

Position choice while carrying

Cover matters differently when you are committed to a route. Look for positions that cover the lane ahead rather than the lane behind you — you are advancing, not holding. In co-op, the escort should walk slightly off the route so the mover has a body between them and the most likely threat approach.

Difficulty context

The Fuse sits in the campaign’s middle band: harder than the opening mission, well short of the two peaks that arrive later. If it feels rough, the problem is almost always tempo — rushing the cycles — rather than aim. Fix the rhythm first. The campaign overview maps where this mission sits on the curve, and the next chapter shifts you from moving wounded to holding ground.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.