Helldivers 2: Walkthrough & Boss Guide
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🗺️ Main Story Walkthrough
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This is a short getting-started overview of Helldivers 2 with notes on a few well-known enemies. It is not a mission-by-mission walkthrough, and it does not list loadouts or damage numbers, which change with patches. Core facts follow Wikipedia; the enemy notes follow GGRecon and community guides and may be out of date after balance updates.
Stratagems are pieces of equipment called in from your Super Destroyer by entering directional inputs. You bring up to four into a mission, plus a team-wide Booster. Friendly fire is always on, so aim and call-in positions matter. Operations contain one to three procedurally generated missions, each with objectives, while you fight hordes of enemies.
Difficulty runs from 1 (Trivial) to 10 (Super Helldive). The ladder, per Destructoid's listing, is Trivial, Easy, Medium, Challenging, Hard, Extreme, Suicide Mission, Impossible, Helldive and Super Helldive. Higher levels unlock by completing missions at your current highest difficulty.
Warbonds are a battle-pass system that never expires. They are bought with Super Credits, which can be earned in some missions, bought with real money, or unlocked through the Warbonds themselves; Legendary Warbonds with crossover content cost more. The Helldivers Mobilize Warbond is the free standard Warbond, while Steeled Veterans is a premium Warbond (reported at 1,000 Super Credits). We could not verify which individual weapons sit in which Warbond, so none are listed here.
Eagle Stratagems use limited charges. Once you spend all your Eagle charges the Eagle rearms automatically, or you can trigger a rearm early with the Eagle Rearm input; while it rearms you cannot use any Eagle Stratagem. Rearming is a separate cooldown and is not tied to calling reinforcements. Game8 gives the default rearm time as 2 minutes 30 seconds, reducible by ship modules; this can change with patches.
You fight three factions: the Terminids (bug-like enemies that escaped human bug farms), the Automatons (robots created by the Cyborgs) and the Illuminate (an ancient alien race that returned to invade Super Earth's colonies). Major Orders are community-wide objectives that directly affect the Galactic War, and Personal Orders are daily challenges with smaller rewards.
⚔️ Boss Guides
Hulk (Automatons)
What guides report
Hulks come in variants: GGRecon lists the Bruiser (two powerful assault rifles), the Obliterator (adds rocket pods) and the Scorcher (flamethrowers). The Scorcher is the flamethrower variant, so another guide suggests fighting it from cover. All variants share the same weak point, a glowing vent on the back; if you can't get behind one, GGRecon suggests a Railgun to destroy its weapons or an Orbital Railcannon Strike. Guides disagree on whether the head eye is a reliable weak point, and the autocannon's effectiveness is unclear, so check current community advice.
Charger (Terminids)
What guides report
GGRecon says Chargers have high damage output and a lot of armour, and recommends shooting the legs to strip the armour and then hitting the exposed flesh. Other community advice about dodging charges and abdomen shots exists but is not verified here.
Bile Titan (Terminids)
What guides report
GGRecon says the Bile Titan is immune to most damage and recommends Stratagems such as the Orbital Railcannon Strike or the 500kg Bomb. Other claims about glowing belly sacs and exact shot counts could not be verified and are not listed.
Sources & fact-check
Release facts, mechanics and boss details on this page were checked against these sources on 12 October 2026. Spotted an error? Tell us.