Helldivers 2 Magma Worlds Update: Dominate Every Mission With This Complete Objectives Guide
Arrowhead ambushed Helldivers 2 on December 4 with Magma Worlds, a surprise update that drops six new mission types across molten planets and puts the Automaton front squarely in the crosshairs—no fanfare, no countdown, just lava and bots strip-mining the future.
Arrowhead dropped a little chaos into Helldivers 2 without warning on December 4: the Magma Worlds update is live, the planets are molten, and the bots are strip-mining resources that the lore insists are earmarked for kids who don’t even exist yet. No countdown, no buildup, just six new mission types that finally put the spotlight back on the Automaton front. You get one 12-minute Blitz, one 15-minute high-pressure grab-and-go, and four 40-minute operations designed to expose whether your squad communicates or just breathes the same lobby air.
Here’s what each mission actually asks you to do, plus what works in practice.
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Blitz: Destroy Bio-Processors (12 minutes)
You’ve seen these ugly things as side objectives in bot ops; now they’re the whole reason you’re landing. You’ve got 12 minutes to find and delete every bio-processor on the map. They have 4,000 HP, zero armor, and melt to Thermites, Orbital Precision Strikes, or the Eagle 500kg bomb.
The play: spread out the second you spawn and sweep different sectors so you aren’t doubling up. Ignore patrols unless they’re literally blocking you. Call out each processor on the map so two people don’t chase the same ping. Plan extraction with at least two minutes to spare, because Pelican-1 takes a beat and everything loves to go wrong at the end. This is a sprint, not a clean sweep.
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Rapid Acquisition (15 minutes)
Grab 30 platinum bars split between two spawn zones and haul them to a single cargo container on a very open map with basically no cover, while Automatons beam you from across the county. It’s exactly as cozy as it sounds.
Drop your cargo container in the most defensible spot equidistant from the two platinum sites, scout both sites before picking anything up, and run a 2-and-2 setup: two carriers move bars, two defenders keep the sky from falling. Get sentries down by the container before the real fun starts; Autocannons and Gatlings do work here. Rotate carrier duty so no one goes brain-numb waddling through gunfire. Heavy armor pays off.
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Confiscate Assets (40 minutes)
Four sites, split between two platinum locations (same carry mechanics as Rapid Acquisition but smaller scale) and two fusion-battery dispensers. Open the map early, plot a route that doesn’t have you crossing lava five times, and bring fresh cargo containers to each site via the stratagem.
At platinum sites, expect fewer bars but the same slow carry speed. At battery sites, hit the dispenser button to pop out a fusion battery, then walk it to your container. Clear the perimeter before you start picking anything up. The longer timer and spread-out layout give you room to breathe, but it’s still a resource heist with bots breathing down your neck.
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Seize Industrial Complex (40 minutes)
You’re taking an Automaton facility by doing two different objective types: a refinery takeover and quarry annexations. Start with the refinery; it’s the heavier lift and kicks the hornet’s nest.
Call down the SSSD hardware, plug the drive in, and use the terminal to run the takeover: bring smelting, crushing, and purification systems online (same terminal, multiple flips), then hold the site while it all transitions. Once everything reads green, the refinery is yours.
After that, hit the quarry points. They play like a classic flag-raise: find the spot, plant the banner, stay nearby, survive. Doing the quarries second gives you a comparatively chill landing after the refinery slugfest.
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Annex Untapped Mineral Sites (40 minutes)
Two-phase job. First, scoop up hard drives from marked zones; those hold the coordinates you need for drilling. You usually need multiple data points, so split up to cover ground efficiently and avoid backtracking.
Once the data’s in, move to the drill sites and start the extractors at the terminals. Then it’s defense time. The timers are fixed; clearing waves faster won’t speed them up, so prioritize keeping the drill hardware alive over chasing stragglers. Regroup before you kick off each drill and build a proper defense — this half turns into a siege.
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Sabotage Orgo-Plasma Synthesis (40 minutes)
Easily the creepiest mission conceptually. Step one: find and destroy every bio-processor on the map — same 4,000 HP, zero armor targets from the Blitz, same explosive solutions. Step two: head to the plasma extraction site.
Start the recovery at the terminal and defend while Pelican-1 makes multiple passes through a tube system to slurp up samples. Bots swarm during each transfer window, and damage to the tubes can interrupt the process, so babysit that plumbing. Once the samples are secured, extract. No Blitz timer here, so you can actually clear pockets of enemies and set real defenses — just try not to think too hard about what’s in those tanks.
Bottom line: the update quietly arrived, the Automaton front is finally getting attention, and the new mission mix ranges from quick-and-dirty to full-on logistics ops. Which one are you queuing first, and has your squad figured out a clean Rapid Acquisition run without any cover to hide behind? Drop your best setups below.