Helldivers 2 Major Order Status: Are We on Track to Reclaim the Old Illuminate Structures?

By George Garcia 10/10/2025

The current Helldivers 2 Major Order tasks Super Earth’s finest with reclaiming ancient Illuminate structures across three contested planets. So far, things look promising, but anyone who’s dropped in a hot zone knows how fast “manageable” turns into “coordinate extraction immediately.”

Liberate the designated planets—Alairt III, Herthon Secundus, and Zea Rugosia—reclaim old Illuminate structures present on them.

Alairt III fell first, and roughly 31K Helldivers (46% of active forces) are currently grinding Herthon Secundus’ liberation meter. Current trajectory suggests this planet drops within two days, leaving ~48 hours for Zea Rugosia and the perpetual Hellmire defense obligation. Note that this timeline assumes zero distractions, which is a bold assumption given Joel’s track record.

And yes, Hellmire remains Outpost Alpha in the Gloom, requiring constant readiness for bug retaliation. Democracy never sleeps, apparently.

Can Helldivers Actually Pull This Off in Time?






Things look on track, but experienced Helldivers know better than blind optimism. What appears manageable today can transform into PTSD-inducing nightmares by tomorrow’s dispatch. Perhaps that’s the beauty of Helldivers 2: High Command, constantly keeping everyone on their toes.

Herthon Secundus features four Mega Cities that unlock at specific liberation percentages, and each provides massive liberation bonuses when captured:

The play here is to hit the Operations on the cities as they unlock, instead of random objectives scattered across the planet. For example, capturing Penscewt triggers an instant 21.15% jump on the overall planetary liberation meter.

Here’s the thing about these megacities: they’re basically huge progress multipliers. Most squads worth their stratagems know to focus fire on whatever city just became available rather than wandering around hoping for the best. Clear coordination beats aimless grinding every time.

The Ministry of Science wants those archaeological sites secured before the Illuminate start rewriting history, and honestly, who can blame them? These ruins predate the First Galactic War and show spacetime disruptions similar to the Meridian Singularity. That’s the kind of science experiment nobody wants squids controlling.

Why Hellmire Won’t Leave Us Alone

Every Major Order right now eventually circles back to Hellmire. The community chose this hellscape as Outpost Alpha—extreme heat, fire tornadoes, the full package—because “nostalgia” apparently trumps strategic thinking. Very on-brand for thought-free soldiers of democracy.

What nobody anticipated was unprecedented Terminid retaliation for invading their hive worlds. Shocking development, really. Turns out bugs get angry when you try to torch their home.

Couldn’t have said it better. Hellmire sits deep in hostile territory as a forward operating base. Of course, it faces constant attacks. That’s literally the point, though some Helldivers are developing buyer’s remorse about their democratic choice.

The temptation to abandon Hellmire seems to grow stronger with each defense order. And while giving bugs back their flaming hellworld after investing substantial resources in it does seem wasteful, maybe selecting a planet without constant fire tornadoes would’ve been smarter from the start. Then again, hindsight and managed democracy rarely overlap.

Current projections favor mission success if forces stay focused. Veteran Helldivers, on the other hand, know Joel is up to something, but they can’t prove it just yet. Three planets and perpetual Hellmire defense in four days? Should be fine. Probably. Maybe pack extra stims just in case.

What’s your squad’s strategy for this Major Order? Think we’ll secure all three planets in time, or will Hellmire sabotage everything again? Let us know your thoughts in the comments below!

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