This guide provides the most detailed overview of the Disarm objective in classic Helldivers so far. Featuring maps with all possible ordnance spots and info not found elsewhere, it can be useful to inexperienced players and veterans alike.
» Navigation «
To make use of the maps, first take note of the red markers used to mark all possible locations of unexploded ordnance in a layout. Furthermore, see how each map is divided into quarters using yellow lines. This is done to help you orient yourself upon reaching the objective zone in a mission, because a layout may be rotated differently than what is displayed on the maps. In addition, splitting the maps can help with remembering where each of the spots are in a specific layout.
Make sure to have these maps prepared and readily accessible prior to the start of a mission. While the host decides on a place to drop in, take note of the mission’s terrain type and difficulty level – these will determine which map you should refer to for Disarm objectives. Refer to the Objective Characteristics section for information about difficulty levels.
If you have a multi-monitor setup (i.e. more than one computer screen) prepare the map on one of the secondary screens. Alternatively, you can use a smartphone or a tablet, bring up the Steam overlay, or simply [Alt+Tab] out of the game to check the map as needed. Be advised that enemies will swarm the objective zone, and some of these methods may be dangerous due to reducing your situational awareness, especially on the higher difficulty levels. Your survival is top priority.
Many layouts have distinct landmarks which can help with navigation, so taking a close look at the maps and the landmarks therein is sure to be helpful. Some examples include:
- the roots on the ground in the Forest (Advanced) layout
- the wrecked vehicle facing one side of the City (Advanced) layout
- the boxes and sand-bag barricades in many other layouts
A few of the landmarks found in specific layouts are not reliable for navigation because they are not always in the same place, which may lead to disorientation. Fortunately, we’ve only found two such cases, and only one of those is likely to be an issue:
- the wrecked APC in the Snow (Basic) layout
- the mushrooms on the side of a tall rock in the Desert (Advanced) layout
Map A1 – Snow (Advanced)
Map A2 – Forest (Advanced)
Map A3 – Volcanic (Advanced)
Map A4 – Desert (Advanced)
Map A5 – City (Advanced)
Map B1 – Snow (Basic)
Map B2 – Forest (Basic)
Map B3 – Volcanic (Basic)
Map B4 – Desert (Basic)
Map B5 – City (Basic)
» Objective Characteristics «
- The location of a Disarm objective is never Hidden.
- It is not possible to fail a Disarm objective.
- A mission can feature up to 2 separate Disarm objectives.
- Each terrain type has 2 different layouts, so there are 10 unique layouts in total, each with its own landmarks and UXO spots.
- For each of the terrains and their two specific layouts, a mission’s difficulty level decides the type of layout that will appear in the mission. For instance, two separate objective sites on the same mission will have the same layout.
- For missions with a difficulty level of 7 or lower, sites will generate with Basic layouts. These always feature 3 spots of UXO to find and disarm.
- For missions with a difficulty level of 8 or higher, sites will generate with Advanced layouts. These always feature 5 spots of UXO to find and disarm.
- There are 4 possible rotations for each of the Basic and Advanced layouts, selected randomly. The differences between these orientations are only visual, because all of a site’s elements (landmarks, pre-defined spots, etc.) are rotated together.
- An objective site’s layout rotation is fixed to the mission and will not change if the mission is restarted.
- An objective site’s UXO spots are selected at random each time a mission is restarted.
» Mechanics & Instructions «
When equipped, the Sniffer will occupy a player’s support weapon slot, which is empty by default and reserved for heavy equipment such as machine guns, missile launchers, and other gear acquired from supply Stratagems.
The Sniffer has no upgrades. It can only be called in when there is an unfinished Disarm objective in a mission. It will despawn after 60 seconds if left in its pod after dropping it into the mission, otherwise it will never disappear if picked up and dropped. It has no uses aside from locating UXO.
________________________________________________________________
There are three main issues that may occur when using the Sniffer:
- NO DETECTION – Despite finding nearby signal as indicated by rapid beeping, the Sniffer will not uncover the UXO even if held directly over the expected location. This may happen due to desync (lag) and can be fixed by switching to another weapon then back to the Sniffer.
- NO SIGNAL – Despite being held near a location where UXO has generated, the Sniffer will not uncover it until other UXO spots are revealed. This may occur in solo play and cannot be anticipated.
- ANIMATION GLITCH – If the Sniffer appears to be extended directly in front of a Helldiver when equipped, it has glitched and will not be able to detect UXO. Simply swap to another weapon then back to it. This issue may occur with other weapons as well; it is unrelated to desync and may happen in solo play.
________________________________________________________________
When playing in a team, an effective tactic is to let one player with no Stratagem weapons drop in the Sniffer at the start of a mission. Upon reaching the objective, they should locate the unexploded ordnance while another player follows and protects them, defusing the UXO when uncovered. Any other players in the team should defend the zone from incoming enemies.
________________________________________________________________
To defuse an unexploded ordnance, a code must be entered in a sequence. The sequence consists of 8 inputs and may be different each time, being chosen at random from a list of possible codes. The sequence can be interrupted safely at any time if no incorrect input was made. This can be done by shooting, diving into cover, performing a melee attack, or simply moving away.
Any incorrect input will cause the UXO to detonate, resulting in an explosion that will be fatal to any nearby personnel under ordinary conditions. As with other explosions in the game, its outer radius will not harm the player if they are prone – whether diving for cover or being in a downed state.
Any UXO that detonates is considered disarmed, adding to objective progress. A player may intentionally fail the code sequence to speed up the objective, surviving the resulting blast through various means. It is always good practice to maintain a safe distance from any sapper attempting defusal. If they detonate the UXO, whether intentionally or unintentionally, you will not be caught in the ensuing blast radius. See this guide by Lein for more information:
https://steamcommunity.com/sharedfiles/filedetails/?id=1196851787
If the method above is used along with knowledge of the layouts and other tactics described in the guide, a Disarm objective in difficult missions can be consistently completed in under a minute.
________________________________________________________________
There is a glitch involving code sequence inputs for objectives, and it can affect the UXO defusal process. We’ve called it “input at a distance”.
If a Helldiver is downed while entering a code, they will regain mobility but the sequence may not be cancelled, even after being revived. This allows the input of codes while far away from an objective. UXO will detonate if an incorrect sequence is entered at a distance. See the clip below for an example.
» Miscellaneous & Conclusion «
________________________________________________________________
Disarm objectives may appear in the Proving Grounds and have unique features there:
- They will always appear as 3 distinct objectives in their respective PG mission.
- They have several different layouts, and none of these appear in regular missions. Those PG layouts are not included in this guide.
- Regardless of difficulty level, a PG mission may feature both 3-spot (Basic) and 5-spot (Advanced) zones.
________________________________________________________________
On the topic of City layouts, there are technically two different City environments; one for regular city defense missions and the other for Super Earth defense. Regarding the Disarm objective layouts, these are identical aside from visual differences.
- City (Basic) layout – Super Earth variant
________________________________________________________________
The locations of UXO have been found and marked on the site maps manually with a very high degree of accuracy. The statistical sample sizes for each layout are substantial enough to say that each map is complete, especially Advanced layout maps, which are the most important.
________________________________________________________________
If you’ve found the guide interesting and practical, please leave a positive rating at the top of the page. If you have any feedback and suggestions, let us know in the comments. We are eager to read your opinions.
If you find any incorrect or missing information relevant to the guide, notably any UXO spots not marked in the maps, please leave a comment. You may also contact the project leader in private by sending a friend request on Steam, Discord, or Telegram: @mag8n
PROJECT AUTHORS
- Daegon ~ project leader, writing, mapping
- Owilk ~ layout imaging, data gathering, project advisor
- Krygswyrfer ~ data gathering, writing and mapping assistance, project advisor
SPECIAL THANKS
- Jraphics Interchange Format ~ provided proof of concept for layout imaging
- Silevn Lizard ~ data gathering assistance
- PackthePipe ~ data gathering assistance
And that wraps up our share on HELLDIVERS™: Disarm Unexploded Ordnance – Maps and Data. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Daegon and 2 collaborators, who deserves all the credit. Happy gaming!