Minor Places of Interest

From Helldivers Wiki
(Redirected from Minor Place of Interest)
Jump to navigation Jump to search

Missions are filled with unexplored points of interest. Check them out -- you never know what you might find.

Training Manual Tips


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 Difficulty Icon.pngChallenging and above, enemies can be present at most Minor Places of Interests. On Suicide Difficulty Icon.pngSuicide 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 Difficulty Icon.pngSuper 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

Special Loot Cargo Container Open.jpg

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 Credit.svg Super Credits
  • a slip Requisition Slip.svg 100 Requisition Slips
  • a case of 1-5 Medal.svg Medals
  • one (1) single Rare Sample Logo.svg 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:

Types

Resupply Stratagem Icon.png
This section is missing information about needs additional information for the Types table. 
Please expand the section to include this information. Further details may exist on the talk page.

There are various types of Minor Places of Interests.

Minor Places of Interest
Type Image Variation Special Loot Container Supplies Lore Interactables Notes
Damaged Hellbomb PoI Hellbomb Charger.png 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 Hellbomb POI Helldiver.png Helldiver No * 0-1 Support Weapon Words Scribbled on Bomb
Graves PoI Graves Automaton.png N/A No * 0-1 Ammo Boxes
* 0-3 Common Sample
Communications Device
Burial Grounds
Ground Stash Ground Stash POI Empty.png Empty No Nothing Hastily Written Note
Ground Stash Ground Stash POI Corpse.png Empty + Corpse No Nothing Hastily Written Note
Ground Stash Ground Stash POI Stim Grenade Weapon.png Stim + Grenades + Weapon No * 2 Stim Crates
* 1 Grenade Case
* 1 Support Weapon
Ground Stash Ground Stash POI Ammo Weapon.png Ammo + Weapon No * 4 Ammo Boxes
* 1 Support Weapon
Ground Stash Ground Stash POI Ammo.png Ammo No * 4 Ammo Boxes
Uranium Rock PoI Silvery Rock.png Standalone No * 0-7 Super Samples
Uranium Rock Rock alt POI.png Connected Pit No * 0-7 Super Samples

* 0-2 Ammo Boxes

* 0-1 Stim Crates

* 0-1 Grenade Case

Communications Device
House House POI side view.png 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 House POI.png 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 Destroyed House POI.png Separated Yes * 4-5 Ammo Boxes

* 3 Stim Crates

* 0-3 Common samples

* 1-3 Grenade Case

Destroyed House Destroyed House POI.png Separated Yes * 4-5 Ammo Boxes

* 3 Stim Crates

* 0-3 Common samples

* 1-3 Grenade Case

House House POI Yard.png Yard Yes * 1-3 Ammo Boxes

* 0-1 Stim Crates

* 0-1 Grenade Case

* 0-2 Common Samples

Communications Device
Destroyed House POI mini base.png 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 Greenhouse POI Elevated View.png 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 Corn Farm POI Pod.jpg Yes Nothing
Crashed Ship Crashed Ship PoI.png 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 Junkyard POI.png No * 4 Ammo Boxes

* 1 Grenade Cases

* 0-3 Common Samples

* 0-1 Rare Samples

Beer Case

or Captain Log

Bunker Bunker POI Icon.png Small Ditch Yes * 0-1 Ammo Boxes

* 0-2 Stim Crates

* 0-1 Grenade Cases

* 0-2 Common Samples

Bloodied Library Card
Bunker Large Bunker POI.png Medium Ditch Yes *0-2 Ammo Boxes

*0-1 Stim Crates

*0-2 Common Samples

Communications Device
Bunker Large Bunker and house POI.png Large Ditch with House Yes * 0-1 Grenade Cases

* 0-2 Common Samples

Bunker Elevated Bunker POI.png Elevated Yes Tool Rack
Underground Cache Underground Cache POI.png 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 Farm POI Hole.PNG 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 Checkpoint POI.png
Valley Valley POI.jpg
Vehicle Repair Shop Two Houses POI.png * 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.

Gallery