In Helldivers 2, each mission gives you primary objectives (which must be completed to “win” the mission) and may also include secondary objectives (also called optional or tactical objectives).
Secondary objectives are not mandatory — skipping or failing them doesn't stop your mission from succeeding — but they grant bonus rewards (XP, requisition slips, sometimes special utility effects) and strategic advantages.
As a player who has run many missions, I find these optional tasks often make the difference between a “so-so” run and a high-yield, efficient one. Below I'll break down:

Secondary objectives can be viewed as falling into two broad categories:
Many of the same tasks combine elements: e.g. a radar activation both gives you intel and disables enemy stealth.
Because of this, map awareness is critical: watch for outlying towers, clusters of red dots (enemy patrols often protect an objective), and unusual architecture.
Thus, as difficulty increases, your decision to pursue optional objectives becomes more consequential in balancing risk and reward.
Below is a summary of frequent optional tasks, their mechanics, and tips on how to handle them reliably.
| Type / Name | Faction / Context | What You Must Do | Tips & Pitfalls |
|---|---|---|---|
| SEAF Artillery | Always | Interact with the Artillery Terminal → load 5 missiles → activate | High impact, relatively safe. Defend while loading. |
| Radar Station | Always | Interact and realign dish via terminal | Reveals all points of interest. Do this early if possible. |
| SEAF SAM Site | Automaton / mixed maps | Activate SAM via terminal (surface-to-air) | Shoots down dropships. May draw enemy response. |
| Upload Escape Pod Data | Always | Start upload, defend until completion | Keep someone in the zone. Swarms will come. |
| Destroy Rogue Research Station | Always | Blow up structures with explosives | Bring heavy ordnance; expect defenders. |
| Terminate Illegal Broadcast | Always | Use terminal or destroy tower | Hack if safe, destroy if pressed. |
| Spore Spewer | Terminid maps | Destroy fungal structures generating fog | Clears visibility hazards. |
| Shrieker Nest | Terminid maps | Destroy nests spawning Shriekers | Explosives recommended. Prevents aerial threats. |
| Stalker Lair | Terminid maps | Destroy bug holes spawning Stalkers | High payoff; dangerous while exposed. |
| Retrieve Mutant Larva | Terminid maps | Carry larva to extraction | Carrier is vulnerable; teammates must cover. |
| Detector Tower | Automaton maps | Destroy detection tower | Prevents bot drops from detection. |
| Mortar Emplacement | Automaton maps | Destroy mortar installations | Take them out from distance. |
| Stratagem Jammer | Automaton maps | Disable then destroy | Blocks stratagem use nearby — priority target. |
| Anti-Air Emplacement | Automaton maps | Destroy AA sites | Restores Eagle stratagem usage. |
| Gunship Facility | Automaton maps | Destroy spawning facility | Prevents constant gunship spawns. |
| Intercept Convoy | Automaton maps | Destroy moving convoy of Striders | Time-limited; use anti-armor tools. |
| Enemy Bio-Processors | Automaton maps | Destroy bio-processing facilities | Found in fortified outposts. |
| Purge / Cognitive Disruptor | Illuminate maps | Destroy structures interfering with your team | Eliminates harmful effects in the area. |
Tackling secondary objectives not only sharpens your squad's efficiency but also sets you up with valuable rewards that make future runs smoother. Whether you're dismantling Automaton defenses or clearing Terminid nests, each task adds depth to your mission. For players who want a head start without the grind, you can always look to buy Helldivers 2 items to complement your in-game progress.
You can't always chase every secondary objective. In fact, trying too many can jeopardize your main objectives or overextend the team. Here are decision heuristics I've distilled from play:
Optional tasks aren't just bonus points — they're strategic tools that turn good runs into great ones.