Minor Places of Interest
“Missions are filled with unexplored points of interest. Check them out -- you never know what you might find.
Minor Places of Interest (mPOI) are minor locations scattered around on Expedition*-mission maps containing various items of value, some depending on the difficulty level.
*Expedition-mission being random-generated-maps, I.E. not fixed Eradicate or Evacuation-mission-maps.
These are not to be confused with Galaxy Places of Interest.
Locations and Icons
Minor Places of Interests can be found in multiple ways:
- All mPOIs are displayed onto the topographical minimap. Spotting or otherwise recognizing some of the mPOIs can be tricky due the numerous variations of the topographical drawings varying between different biomes or otherwise having different randomly selected sharpness and other quality variations.
- The compass displays a question mark ("?") when Helldiver is within 60-metres radius of undiscovered mPOI-markers; this mark functions identically to pinged locations being bright while in field-of-view and transparent at the edges of the compass.
- Completing the Radar Station side objective highlights all POIs on the map.
- Occasionally the marking-cursor on the mini-map can reveal some (and very rarely all mPOIs) with a Minor Place of Interest text-pop-up. NOTE: This method becomes functional only after the first expedition-type (not Eradicate or Defence)-mission during each gameplay-session / ".exe-boot".
When found, the icons of Minor Places of Interests will change on the minimap if it was sufficiently looted:
Guards at mPOIs
On Challenging and above, enemies can be present at most Minor Places of Interests. On
Suicide Mission and above, enemies can occupy them, along with their appearances changing, such as adding structures like Barbed Wire or Cannon Turrets.
Minor Places of Interest Within Cities
The generation of mPOIs within cities has some exceptions:
- All eligible mPOI candidate "tiles" will be generated regardless of if they end up being a mPOI or not, such "Checkpoints" and "Customs / Shipping Container Platforms".
- This rule allows a chance of city-tileset being the most densely populated by mPOIs. E.G. There can be several Rescue Pods placed within few steps of each other due to the small surface-area-requirement of these mPOIs.
- Most importantly mPOIs inside Super Earth cities / urban settlement zones are only marked as a mPOI if there is at least a Sample, Support Weapon, or a Special Loot container (including bunkers).
- E.G. Shipping container area / customs will only be marked as a mPOI if there is a lootable (shipping) container.
The above rules however only affect the colonial / offworld cities: Mega City / Super Earth Metropolis-mPOI-generation works for the most part identically to other non-City mPOIs. I.E. the Mega City mPOI-assets are fully tied to the mPOI itself and cannot exist as non-mPOI, even if they exist as a "scenery-prop" akin to empty "Ground Stash"-mPOI not even containing supplies.
What decides the amount of mPOIs placed on a map?
The amount of mPOIs spawned (if any to begin with) on the map hugely fluctuates depending on how "hostile" to mPOIs the generated map ends up being.
This is not only limited to location and the size of the main-objective but also the fixed mission-difficulty variable amount of Outposts / Nests / Encampments alongside Optional Objectives, all which do occupy available possible POI-slots. IN somewhat topsy-turvy-way, generally it is more likely to encounter less POIs on higher difficulties especially on POI-hostile biomes.
E.G: Automaton Super Helldive (10) on Icy Glaciers with plentiful amount of slippery ice and bodies of thawed water might not even have enough space for a singular mPOI.
The larger more ground-surface-area occupying mPOIs (E.G. Valleys) will also reduce the amount of mPOIs on the map.
Special Loot
Most Minor Places of Interests feature a special loot vessel. A Pod has space for 1, a Cargo Container has space for 2, and a Bunker has space for 3 with possible additional Supplies inside.
Special Loot may be one of the following:
- a Support Weapon
- a pile of 10, or (rarely) 100
Super Credits
- a slip
100 Requisition Slips
- a case of 1-5
Medals
- one (1) single
1 Rare Sample; collecting these additional "undocumented" specimens won't despawn or prevent collecting the pre-generated "wild" units. Thus one can extract with E.G. 23/20 Rare Samples; the latter number only indicates the amount of generated "floor"-units.
Rescue Pods
Pods can be opened by pressing the Interact-button and holding still for ~1-second after which the hatch will pop open; a standing Helldiver performs Casual Salute-emote.
While pods are still closed, they emit a signal beam which can be observed from 11-metres and beyond; the further away Helldiver is the higher reaching is the beam.
Super Earth Metropolis biome-maps will only spawn Rescue Pods within specific secondary objectives, E.G. Cognitive Disruptors and Radar Stations.
Bunkers
Bunkers require two (2) coordinated Helldivers to open bay door by simultaneously pressing the unlock button.
Cargo Containers
Containers can be breached open with anything performing demolition force of 20. The damage can be directed on any part of the container without need of hitting the door itself.
Current list of Weapons that can open the Container:
- Primary Weapons:
- Secondary Weapons:
- Support Weapons:
- Exosuit
- EXO-45 Patriot Exosuit
- Stomp or Rocket
- EXO-49 Emancipator Exosuit
- Stomp or Autocannon
- EXO-45 Patriot Exosuit
- Other
- Fast Recon Vehicle
- Impact of the car at high spped
- Fast Recon Vehicle
- A nearby explosion, such as from an Explosive Barrel or stratagems
- Any Hellpod, however aiming the stratagem beacon to land at the door is very difficult
Types
There are various types of Minor Places of Interests.
Type | Image | Variation | Special Loot Container | Supplies | Lore Interactables | Notes | |
---|---|---|---|---|---|---|---|
Damaged Hellbomb | ![]() |
Charger (Terminid planets only) | No | * 0-1 Support Weapon | Words Scribbled on Bomb | May detonate Hellbomb with any damage. Detonates immediately
when hit with strong enough weapon. | |
Damaged Hellbomb | ![]() |
Helldiver | No | * 0-1 Support Weapon | Words Scribbled on Bomb | ||
Graves | ![]() |
N/A | No | * 0-1 Ammo Boxes * 0-3 Common Sample |
Communications Device | ||
Burial Grounds | |||||||
Ground Stash | ![]() |
Empty | No | Nothing | Hastily Written Note | ||
Ground Stash | ![]() |
Empty + Corpse | No | Nothing | Hastily Written Note | ||
Ground Stash | ![]() |
Stim + Grenades + Weapon | No | * 2 Stim Crates * 1 Grenade Case * 1 Support Weapon |
|||
Ground Stash | ![]() |
Ammo + Weapon | No | * 4 Ammo Boxes * 1 Support Weapon |
|||
Ground Stash | ![]() |
Ammo | No | * 4 Ammo Boxes | |||
Uranium Rock | ![]() |
Standalone | No | * 0-7 Super Samples | |||
Uranium Rock | ![]() |
Connected Pit | No | * 0-7 Super Samples
* 0-2 Ammo Boxes * 0-1 Stim Crates * 0-1 Grenade Case |
Communications Device | ||
House | ![]() |
Back Attached | Sometimes | * 0-3 Rare Samples
(When no cargo) * 0-2 Common Samples |
There are also 2 explosive barrels that catch fire when shot in the back dugout. | ||
Elevated House | ![]() |
Elevated | Yes | * 0-3 Ammo Boxes
* 0-2 Stim Crates * 0-1 Grenade Case * 0-2 Common Samples * Break Action Shotgun |
Vending Machine | ||
Solar Farm | ![]() |
Separated | Yes | * 4-5 Ammo Boxes
* 3 Stim Crates * 0-3 Common samples * 1-3 Grenade Case |
|||
Destroyed House | ![]() |
Separated | Yes | * 4-5 Ammo Boxes
* 3 Stim Crates * 0-3 Common samples * 1-3 Grenade Case |
|||
House | ![]() |
Yard | Yes | * 1-3 Ammo Boxes
* 0-1 Stim Crates * 0-1 Grenade Case * 0-2 Common Samples |
Communications Device | ||
Destroyed House | ![]() |
Destroyed Mini Base | Yes | * 5-9 Ammo Boxes
* 0-1 Stim Crates * 0-3 Common Samples |
Communications Device | In higher difficulties the pod is sometimes replaced with a broken hellbomb. | |
Farm / Greenhouse | ![]() |
Sometimes | * 2-3 Ammo Boxes
* 1 Stim Crates * 0-1 Grenade Cases * 0-2 Common Samples |
When the hole of not flooded, will spawn one of these: Supplies, Rare Sample mine, or Special Loot Cargo Container | |||
Corn Farm | ![]() |
Yes | Nothing | ||||
Crashed Ship | ![]() |
Yes | * 0-2 Ammo Boxes
* 0-2 Stim Crates * 0-2 Grenade Cases * 0-2 Common Samples |
Communications Device | In higher difficulties the pod is sometimes replaced by 1 or more Rare Samples. | ||
Junkyard | ![]() |
No | * 4 Ammo Boxes
* 1 Grenade Cases * 0-3 Common Samples * 0-1 Rare Samples |
Beer Case
or Captain Log | |||
Bunker | ![]() |
Small Ditch | Yes | * 0-1 Ammo Boxes
* 0-2 Stim Crates * 0-1 Grenade Cases * 0-2 Common Samples |
Bloodied Library Card | ||
Bunker | ![]() |
Medium Ditch | Yes | *0-2 Ammo Boxes
*0-1 Stim Crates *0-2 Common Samples |
Communications Device | ||
Bunker | ![]() |
Large Ditch with House | Yes | * 0-1 Grenade Cases
* 0-2 Common Samples |
|||
Bunker | ![]() |
Elevated | Yes | Tool Rack | |||
Underground Cache | ![]() |
Yes | * 4-7 Ammo Boxes
* 1-2 Stim Crates * 1-2 Grenade Cases * 0-3 Common Samples |
Handwritten Note | Rarely the cargo container isn't there. | ||
Entrenchment | Sometimes | * 4-6 Ammo Boxes
* 2 Stim Crates * 2-3 Grenade Cases * 0-3 Common Samples |
Communications Device | When there isn't a cargo container, there may be 1 or more Rare Samples. | |||
Checkpoint | ![]() |
||||||
Valley | ![]() |
||||||
Vehicle Repair Shop | ![]() |
* 3 Ammo Boxes
* 2 Stim Crates * 1 Grenade Case * 0-2 Common Samples * 0-3 Rare Samples |
Rare samples are always in the rubble that has the fire. |