Sniper Elite III | Ep. 12 – Save Churchill Part 3: Confrontation DLC
⚠️ The Final Confrontation
The Save Churchill trilogy reaches its conclusion! After fighting our way through the previous missions, it was time for the final confrontation—and apparently stealth, patience and precision were going to be essential. That lasted about as long as you would expect.
This was the final Sniper Elite 3 stream and the last piece of DLC, with Save Churchill Part 3: Confrontation throwing us into a much larger battlefield, very limited ammunition, far too many grenades and what eventually became fifteen death loops.
🎯 About Sniper Elite 3
Sniper Elite 3 is a tactical third-person shooter combining stealth, player choice and its wonderfully brutal ballistics with huge open levels set across World War II North Africa.
The open environments give you plenty of freedom to stalk targets and find firing positions. They also give enemies approximately seventeen different staircases from which to appear behind you and throw grenades. Swings and roundabouts.
🏜️ Where We Are in the Journey
This is Episode 12 and the end of our Sniper Elite 3 journey, completing both the main game and its DLC.
The previous two Save Churchill missions had supposedly been short affairs—although naturally we turned each into roughly an hour. Confrontation was meant to take around 45 minutes. We took well over an hour and a half. Efficiency!
Sniper Elite will return in a couple of weeks, after an extra week away from the series, when we go all the way back to the original Sniper Elite on the original Xbox.
🔥 What Happens in This Episode
The final mission began beside a fast-moving river, with shelling already coming down around us and the remains of a crashed aircraft nearby. Looking ahead, I thought I had already spotted our first enemy of the evening, only to realise that the figure in the distance was actually the pilot of the downed plane. So, perhaps not the most threatening start to the mission—but there was plenty waiting for us further ahead.
We pushed through the opening section fairly quickly and entered the first proper area of the level, where it immediately became obvious that Confrontation was considerably bigger than the previous two parts of the Save Churchill DLC. Apparently, those earlier missions can technically be completed in about ten minutes each. We somehow turned them into roughly hour-long expeditions. This one was supposed to take around 45 minutes.
We would eventually take well over an hour and a half.
Moving past the shelling and into the town, something unexpected happened: we actually started playing Sniper Elite stealthily.
We worked our way up the side of the cliff through houses, stairways and narrow paths, using our trusty people opener to quietly stab a few enemies along the way. For a while, it was going suspiciously well. We were climbing higher without alerting half of North Africa, carefully removing guards and generally behaving like somebody who understood the concept of stealth.
Naturally, that couldn’t last.
We reached a point where there was a guard who was, technically speaking, staring us almost directly in the face. Somehow, I completely missed him.
Within moments, the entire situation descended into absolute pandemonium. Our nice quiet infiltration disappeared, enemies started appearing from every direction, and we entered the first death loop of the evening.
Fortunately, dying does have one tactical advantage: when you come back, you know exactly where the bloke who ruined everything is standing.
We raced back up to our previous position, waited for him to move into cover and introduced both him and his friend to the people opener. With that particular problem solved, we continued climbing higher up the cliff.
My original plan had been to move sideways towards the target, but then I spotted another staircase winding upwards and around the back. Surely, I thought, there couldn’t possibly be anything else above us.
There was.
The staircase eventually brought us to what was probably the highest point on the entire map—and, as it turned out, one of the most dangerous places we could possibly have chosen to stand.
It took a couple more death loops just to establish ourselves up there. Once we finally reached the top, the whole position turned into a ridiculous free-for-all. Enemies were firing from seemingly every direction, and the laws of ballistics became increasingly questionable.
There we were, sitting on top of a house with an actual sniper rifle, while somebody on the opposite side of the map seemed perfectly capable of hitting us with a tiny SMG from what felt like nearly a kilometre away.
Video game logic.
The position had another slight design flaw: the cliff was covered in stairways and passages, which meant enemies had far too many routes for reaching us. Every time it looked as though we had secured the sniper position, somebody else would appear from another direction or lob a grenade into it.
The grenades were particularly persistent.
Frankly, it was incredibly rude of them.
Death loop by death loop, though, we started learning where everybody was. A surprisingly large amount of our progress during this mission came from getting shot, working out where the shot had come from, returning after the inevitable reload and eliminating the person responsible.
It might not be the strategy recommended in the official sniper handbook, but it worked.
More importantly, the elevated position gave us a clear enough view to eliminate the main targets required for the mission.
That was when the game introduced a small complication.
Killing those targets triggered a timed objective.
We suddenly had to reach the other side of this enormous map and destroy the mines threatening Churchill’s convoy—and because we’d spent so much time fighting our way upwards, we were effectively still near the beginning of the mission when the clock started ticking.
What followed was considerably less Sniper Elite and considerably more desperate cross-country sprint simulator.
Thankfully, we’d eliminated just enough of the guards between our position and the objective to create something resembling a route. We tore across the level as quickly as possible, dealing with the remaining soldiers using an SMG whose ammunition supply was disappearing at an alarming rate.
That was becoming a theme.
We had essentially no ammunition, because apparently that is now tradition. We also had almost no health. The death loops earlier in the mission had consumed our medkits, leaving us effectively trying to complete the rest of the level on one health while enemies continued their deeply inconsiderate habit of throwing explosives at us.
Eventually, we reached the objective area and I spotted something that looked suspiciously like exploding barrels.
Obviously, I assumed those were what the game wanted me to shoot.
They weren’t.
I fired at what I thought was the objective and was almost immediately killed. Initially, I assumed another enemy had spotted us.
No.
There was a tank behind us.
On the next attempt, we knew the tank was there. I tried shooting the panels on the back of it in the hope of exposing something useful, but that achieved very little besides attracting its attention. The tank turned around, started firing, and we had to retreat.
The problem was that the timer was still running.
There wasn’t enough time to have a prolonged philosophical disagreement with a tank. We needed to get across to the mines, destroy the actual objective and somehow avoid being reduced to a fine mist in the process.
We finally spotted an actual mine on the ground, shot it and blew it up.
Progress!
Then the tank killed us again.
Another reload followed, and this time we dropped down into the area and discovered a rocket launcher. That sounded promising. We grabbed it, fired at the tank and succeeded in creating another wonderfully inconvenient situation: its weak point was now facing away from me, while the dangerous end remained perfectly positioned to shoot us whenever we tried to deal with the mine.
By this stage we’d died so many times that I was beginning to forget exactly which parts of the objective we’d completed on which attempt.
Somehow, in the middle of all of that confusion, we managed to destroy the mine just before the timer expired.
The objective updated.
Now we had to destroy the tank.
Of course we did.
By this point, we’d also stirred up what appeared to be every remaining enemy in the surrounding area. We spent the next several minutes moving backwards and forwards across the hillside, pushing ahead whenever we could, falling back whenever things became impossible and adding even more entries to the death loop counter.
Chat even became involved in the armoured warfare problem, with SpiffyMango1274 serving as our unofficial tank consultant while we tried to work out the best way of attacking the sides, tracks, rear and engine.
At one point, the tank responded to our tactical analysis by launching us through the air, prompting Vvoornth to deliver perhaps the most accurate summary of the entire engagement:
“Yeeted by a tank.”
Eventually, after enough failed approaches, I managed to sneak around the side of the cliff and get behind it. From there, I finally had an angle on the engine.
Several carefully placed shots later, the tank exploded.
After everything it had put us through, watching it finally go up was immensely satisfying.
Destroying it opened the way into the compound beside the mines and pushed us towards the final section of the DLC. By this point, though, the death loop counter was climbing towards its eventual total of fifteen deaths.
Considering we had practically no health, no medkits and next to no ammunition, I think we were doing rather well.
The game, apparently concerned that things were becoming too easy, introduced anti-personnel mines.
These were the nasty variety that trigger when you approach, launch themselves out of the ground and then explode in the air.
I could see them.
I knew exactly what they were.
For reasons that remain unclear, I still walked into them.
After blowing ourselves up several times, we decided that perhaps repeatedly stepping on explosives wasn’t the optimal solution. We slowed everything down and started carefully shooting the mines with the pistol, trying to conserve the tiny amount of useful ammunition we had left for whatever waited beyond them.
What waited beyond them was the final sniper confrontation.
Raubvogel had snipers positioned throughout the area, and some of them were barely hiding at all. They were essentially just blokes in ghillie suits standing around and hoping the camouflage would do all the work.
We crept around the outside of the battlefield, moving between cover and trying to identify their positions. Much of the hunt involved repeatedly popping up just far enough to catch the flash from a sniper scope. Once we saw that tiny glint in the distance, we could pinpoint the shooter and carefully line up the response.
One by one, they started disappearing.
Even then, the game wasn’t finished causing trouble. Several apparently perfect shots collided with invisible walls because the hitboxes around certain pieces of scenery extended beyond the objects we could actually see. We’d have what looked like a completely clear line of sight, fire—and somehow hit thin air.
Still, after everything else the level had thrown at us, a few questionable hitboxes weren’t going to stop us.
We persevered, eliminated the remaining snipers and eventually reached a position overlooking the final valley.
Then, in the distance, we caught a glimpse of the man we’d spent the entire mission hunting.
Raubvogel.
After all the shelling, stealth failures, grenades, impossible SMG accuracy, ammunition shortages, death loops, timed objectives, mines and that bloody tank, the final confrontation itself was wonderfully simple.
We saw him.
We lined up the shot.
And we blew his head off.
Raubvogel was dead. Churchill was safe. Save Churchill Part 3: Confrontation was complete.
More importantly, that single shot marked the end of our entire Sniper Elite 3 playthrough. The main campaign was finished, all of the DLC was finished, and after twelve episodes our time with this chapter of Sniper Elite had officially come to an end.
The Plum Hunters aren’t disappearing forever, though. Sniper Elite will return to the stream in a couple of weeks after we take an extra week away from the series. When it does, we’re travelling backwards in time—both historically and technologically—to play the original Sniper Elite on the original Xbox.
There was plenty happening around the mission itself as well. During the evening we were joined by a raid from FlyingFox21, arriving from his Fallout 4 stream after completing the Far Harbor DLC. Rather appropriately, we’ll be heading back into Far Harbor ourselves on Saturday night as our own Fallout 4 DLC adventure continues.
And because you can’t simply finish an entire Sniper Elite game and go home, we rounded out the evening with the traditional Marbles on Stream.
I remain convinced the Grand Prix was rigged.
Non-Spiffy Mango claimed first place, while Mr V finished second as the first of the losers and, more importantly, finally lost that multi-Marbles winning streak. Spiffy Mango ended up down in third, which was clearly a deeply disappointing result for the Mango establishment.
And with that, the evening finally came to an end.
The final tally stood at fifteen death loops, an almost complete absence of ammunition and medkits, one extremely irritating destroyed tank, numerous rude grenades, several self-inflicted mine explosions and one dead Raubvogel.
We may not have demonstrated textbook stealth throughout the mission, but Churchill survived.
I’ll take it.
Next up, we’re doing something completely different with Iron Nest: Heavy Turret Simulator, a game I picked up in the sale a few days ago and have been absolutely loving. I’m looking forward to sharing that one with everybody.
Preferably in weather that doesn’t involve me slowly melting into the chair.
📺 Watch the Episode
See the entire final confrontation, including every questionable tactical decision, death loop and tank-related disaster, in the full episode:
Watch Sniper Elite III Episode 12 on YouTube
You can catch the complete adventure in the Sniper Elite III playlist, and head over to Dr Ravenholm on YouTube for more.
If you enjoyed the chaos, leave a like, tell me your favourite moment in the comments and subscribe so you don’t miss what comes next.
🔴 Join the Adventure Live
The mission may be complete, but the streams certainly aren’t. FlyingFox21’s raid dropped another crew into the battlefield tonight, and those live community moments are a huge part of what makes these adventures what they are.
Join us on Twitch or YouTube and experience the next disaster as it happens.
Tomorrow we’re starting something brand new: Iron Nest: Heavy Turret Simulator. I picked it up in the sale a few days ago, I’ve been absolutely loving it, and I’m looking forward to unleashing it on stream.
🌐 Community & Links
The battlefield is only one corner of the wider Dr Ravenholm network. If you want to stick around between streams, there are plenty of ways to join the crew.
Live — catch the chaos as it happens:
Twitch | YouTube
Community — join the conversation between missions:
Discord
Socials — follow the signal across the wider network:
TikTok | Bluesky | Instagram | Facebook | Threads | X
Support — help keep the operation running:
Merchandise | Streamlabs
More — explore everything beyond the streams:
Business Centre | Download the Brochure | About Me | Blog
🌅 Mission Complete
Churchill survived. Raubvogel didn’t. The tank eventually stopped ruining our evening, and somehow we escaped North Africa after only fifteen deaths.
That closes the book on Sniper Elite 3. Tomorrow, we climb into the turret for something completely different.
Until next time, stay safe out there—and watch the bloody grenades.
Dr Ravenholm
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