HELLDIVERS™ 2 all achievements: complete achievements guide

ガイド: HELLDIVERS™ 2 · 公開日 · 3,532 文字 · 約 19 分

HELLDIVERS™ 2 in-game screenshot
Steam CDN · shared.akamai.steamstatic.com

Quick Answer: HELLDIVERS™ 2 all achievements means collecting 38 trophies total, including 3 hidden ones, with the rarest Steam unlock sitting at 10.7% completion and the full grind usually landing around completionist territory.

Achievement overview

HELLDIVERS™ 2 gives you 38 collectible achievements to work through, and that count includes 3 hidden achievements that stay spoiler-light until you trigger them in play. On PlayStation, the set is split into 3 gold, 10 silver, and 22 bronze trophies, with a platinum waiting at the end for clearing everything else. On Xbox, the full set adds up to 1,000 Gamerscore. That is a tidy stack for a cooperative shooter, and it means the achievement list is more about varied combat goals than one giant campaign checklist.

The structure matters because Helldivers 2 is not a story-driven game where you can simply follow chapter markers and mop up later. Most trophies are tied to mission performance, tactical chaos, and specific interactions with enemies, stratagems, or your own equipment. In practice, that makes the list feel like a mix of skill checks, funny accident-based unlocks, and a few deliberately weird objectives that sound like the game is laughing at you while you play. Fair enough, it often is.

For a broader completion path, the useful thing to know early is that there are no currently unobtainable achievements in the Steam tracking data, so the list is still fully finishable in normal play. SteamHunters also tracks 38 achievements with 0 unobtainable, which is a good sign if you are planning a long-term cleanup run rather than a fresh start sprint. The current Steam global rarest achievement sits at 10.7% completion, so the top end of the list is not absurdly locked behind esports-tier execution, but it still expects coordination and some self-inflicted nonsense.

A good way to think about the trophy list is to split it into three buckets:

  • mission-clear achievements that care about difficulty, extraction, or team survival
  • combat interaction achievements that ask for specific kills or status effects
  • progression achievements that sit behind ship modules, levels, or broad account growth

If you are also chasing the platinum, related guide cross-linking from a general progression route works well, because several trophies can be bundled efficiently instead of being hunted one by one like a lost supply drop.

Rarest achievements table

The rarest achievements in HELLDIVERS™ 2 are the ones that combine strict mission conditions with awkward execution, and the Steam global stats make that pretty obvious. Valve’s global achievement data shows the rarest tracked achievement is unlocked by only 10.7% of players. The list below uses the provided Steam percentage data so you can see which trophies are actually giving people trouble instead of just sounding dramatic in the menu.

Achievement Rarity % How to earn
Hold my primary, I'm going in! 10.7% Complete a full Hard difficulty mission or higher without anyone firing their primary or support weapon.
Gone in 360 seconds! 10.8% Complete a full Extreme difficulty Blitz mission and extract in under 6 minutes.
Caught them by Supplies! 11.5% Kill a Charger with a resupply pod.
It's the only way to be sure... 13% Have 6 orbital barrage stratagems in the same place at the same time.
Let's call it a draw 24.7% Shoot off both arms on a Hulk and then extract while it is still alive.
Fully operational 25.3% Reach max level on one ship module.
Hold My Liber-tea! 26.1% While using a jump pack, knock yourself into a ragdoll state.
That which does not kill you... 26.7% Be injured in all limbs at the same time.
Ship it! 31.7% Upgrade all ship modules at least 1 level.
Hell Dive 32.2% Complete an Extreme difficulty mission or higher without anyone dying.

The top of the rarity ladder is a good snapshot of what Helldivers 2 expects from players who want HELLDIVERS™ 2 all achievements. The hardest-looking entries are not just about raw aim. They lean on coordination, planning, and the ability to keep your squad from doing something unpredictable at the worst possible moment, which in this game is usually one second after “we’ve got this.”

A few of these deserve special attention. Hold my primary, I'm going in! is the purest team discipline challenge on the list, because you are locking out primary and support weapons across a full Hard-or-higher mission. That means stratagem usage, environment control, and patience matter more than your favorite gun. Gone in 360 seconds! is much more routing-driven: Blitz missions can be moved through quickly when the squad knows the objective flow, but the extraction timer forces everyone to stop treating every patrol like it insulted their family. Caught them by Supplies! sounds like comedy, but it still needs setup because a Charger needs to be under a resupply pod at the exact right moment.

The mid-tier rarest trophies show the game’s more playful cruelty. It's the only way to be sure... wants six orbital barrage stratagems stacked together, which means either a coordinated squad or a deliberate chaos session with everyone committing to the bit. That which does not kill you... and Hold My Liber-tea! are both the kind of achievements that happen naturally only if you are already living dangerously. Let's call it a draw is rarer because it involves surviving a very specific Hulk state long enough to extract, which is less a victory lap and more a hostage negotiation.

If you are building a completion route, these rarity leaders are the trophies to schedule early rather than leaving for the end when your patience is already scraped thin. They are also the ones most likely to benefit from a pre-made group, because random squads have a charming but deeply unreliable relationship with precision.

HELLDIVERS™ 2 gameplay screenshot
In-game screenshot

Missable achievements list

Helldivers 2 does not have a traditional story campaign with a hard “point of no return,” so the missable achievements are mostly mission-state misses rather than chapter misses. In other words, you are not racing a narrative deadline; you are racing mission conditions, squad behavior, and your own tendency to accidentally delete the wrong thing with friendly fire. That said, there are still achievements that are functionally missable if you pass the relevant setup, finish the mission, or fail to bring the right tools.

The cleanest way to handle missable targets is to group them by what must happen before the mission ends, before extraction, or before you move on from a specific difficulty tier. Here is the practical list:

  • Gone in 360 seconds!: you must clear a full Extreme difficulty Blitz mission and extract in under 6 minutes. If the mission runs long, the attempt is gone.
  • Hell Dive: you must finish an Extreme difficulty mission or higher without anyone dying. One fatality and the run is over for this trophy.
  • Hold my primary, I'm going in!: you must complete a full Hard difficulty mission or higher while nobody fires a primary or support weapon. If someone shoots the wrong weapon during that run, the attempt is dead.
  • Caught them by Supplies!: you must kill a Charger with a resupply pod. If you complete the mission without making that kill happen, the opportunity is gone.
  • It's the only way to be sure...: you need six orbital barrage stratagems in the same place at the same time. If the squad disperses or you finish the mission without clustering them, no dice.
  • Let's call it a draw: you must shoot off both arms on a Hulk and still extract while it is alive. Killing the Hulk too early or ending the mission before extraction removes the chance.
  • That which does not kill you...: you must be injured in all limbs at the same time. If you fully recover or fail to trigger limb damage during the run, you need another setup.

There is no formal story beat in Helldivers 2 that shuts these off permanently, which is the good news. The less good news is that many of them are “soft missable” because the mission will end before the right condition happens, or because your squadmate decides that the achievement hunt looks boring and throws a cluster bomb into the plan. Classic Helldivers energy.

The useful way to avoid misses is to bundle these conditions into dedicated runs rather than trying to force them during normal progression. For example, Gone in 360 seconds! should be done in a squad that already understands Blitz pathing. Hold my primary, I'm going in! is best treated as a challenge mission with a pre-agreed weapon lockout. Caught them by Supplies! is easier when someone is specifically baiting Chargers instead of casually playing the objective and hoping a miracle happens.

For players grinding HELLDIVERS™ 2 all achievements on a fresh account, this is the section to keep in mind before you power through difficulty unlocks. Once you move on from a mission without the condition in place, the game does not politely save your “almost” progress. It just sends you back into the fire.

Hidden achievements

Three achievements are hidden until they unlock, and they are the ones most worth tagging as spoilers if you are trying to keep the list clean. The hidden status does not mean they are mechanically exotic, just that the game withholds their names until you earn them. Since spoilers are allowed here, the goal is to identify them clearly so you know which ones may stay opaque in your trophy list.

Hidden achievements, spoiler-marked

  • Caught them by Supplies! - Kill a Charger with a resupply pod.
  • Get some! - Fire at least 150 rounds in one burst, killing at least 10 enemies.
  • That which does not kill you... - Be injured in all limbs at the same time.

These hidden trophies are useful examples of how Helldivers 2 likes to hide the obvious in plain sight. None of them are story spoilers, but they are better treated as surprise objectives because the names do not help much until you already know what they are pointing at. Get some! is especially on-brand for the game, because it turns an oversized bullet hose into a little performance art piece: dump a huge burst, actually secure kills, and do not let the mission turn into a private fireworks accident.

Caught them by Supplies! is the one that sounds easiest and then turns into a timing puzzle. The fact that hellpods can track a thrown stratagem ball if it moves is the clue that makes this achievable, but it still requires an intentional setup around a Charger. That which does not kill you... is less about damage output and more about damage distribution, which is exactly the sort of thing that makes Helldivers feel like a parody of tactical competence in the best way.

Because these are hidden, they can be easy to ignore until the endgame cleanup phase. That is normal. The smart move is to keep them in mind while you are doing routine operations so that you can opportunistically finish them when the right enemy type or equipment setup appears. No need to force every run around them, but it helps to recognize the conditions as soon as they show up.

If you are building a checklist for HELLDIVERS™ 2 all achievements, these three hidden ones belong in a “watch for this naturally” bucket rather than a “clear this right now” bucket. They are easier to pick up during planned routes for chargers, explosions, or damage tests than during a clean fast-clear session.

100% completion route

The most efficient 100% route is to front-load progression trophies, then fold the rare mission-condition trophies into targeted squad runs, and only afterward clean up the awkward combat and injury-based unlocks. A practical completionist path for HELLDIVERS™ 2 usually lands around completionist length territory, and the provided HowLongToBeat data puts that at 89.29 hours for completion. That is a useful planning number because this achievement list is not tiny busywork, but it is also not a six-month diary entry if you stay organized. Source

The route below assumes you want to reduce wasted attempts, not just roam around collecting whatever pops first.

  1. Build the foundation first. Start by progressing normally until you have enough gear variety, ship modules, and squad familiarity to support the mission-based trophies. Ship it! and Fully operational both reward module progression, so you want those happening in the background rather than as a last-minute grind. This is also the phase where you learn which stratagems your group actually trusts, because the game has a talent for turning “surely this will work” into a crater.

  2. Clear the easy mission-condition trophies with a planned squad. Target Hell Dive, Gone in 360 seconds!, and Hold my primary, I'm going in! in dedicated runs. These are the trophies where random behavior hurts most, so coordination pays off immediately. Use a squad that agrees on difficulty, loadout rules, and the mission goal before drop-in. For Gone in 360 seconds!, route knowledge matters. For Hold my primary, I'm going in!, the run is basically a discipline test with explosions.

  3. Handle the hidden and funny-but-annoying combat achievements together. Work on Caught them by Supplies!, Get some!, Hold My Liber-tea!, and That which does not kill you... in sessions where you can deliberately create the right conditions. This is where the game’s absurd side really shows up: a Charger, a jump pack, a resupply pod, and a full-limb injury state are all easier when someone on the squad is specifically playing achievement wrangler instead of trying to speed through objectives.

  4. Finish the high-risk enemy-state trophies. Let's call it a draw and It's the only way to be sure... are best left until you have a group that understands enemy control and stratagem timing. Hulk limb targeting is much easier when the squad can isolate a heavy enemy instead of panic-firing at everything that moves. Likewise, six orbital barrages in one place need deliberate stacking, not hopeful chaos.

  5. Use normal progression to mop up the rest. Anything that remains after the special runs should be cleaned up while playing naturally. The easiest route is to keep checking your list after each session and mark achievements that can be paired with whatever mission type you are already running. That avoids turning the last ten percent into a slog.

A speed-oriented completion plan can be faster than the broad completionist estimate if your squad is organized. The fastest tracked completion in the provided data is 590 seconds, which shows how dramatically the game can compress when everything goes right. Source That is not a realistic solo benchmark for most players, but it is a reminder that route quality matters more than raw grind volume in this game.

For article planning, the cleanest internal structure is:

  • first pass: unlock gear and ship upgrades
  • second pass: mission-condition achievements
  • third pass: hidden and enemy-specific cleanups
  • final pass: anything left on a relaxed co-op rotation

That order keeps your squad from repeating the same awkward setup more than necessary, which is the real enemy of completion here. The bugs are manageable. The calendar is not.

Achievement-by-achievement notes

The achievement list in HELLDIVERS™ 2 is broad enough that the smartest way to think about it is by objective type rather than by rarity alone. Some trophies are obviously intended to happen during ordinary play, while others are designed to be more like practical jokes the devs left in the combat sandbox. This section groups the notable requirements into the kind of targets you can actually route around, which is the useful way to finish HELLDIVERS™ 2 all achievements without spending half the night wondering why a Charger is suddenly part of a science experiment.

Combat and enemy-state targets

These are the achievements that rely on a very specific enemy interaction or damage state:

  • Caught them by Supplies!: bait a Charger under a resupply pod kill.
  • Let's call it a draw: disarm a Hulk by shooting off both arms, then extract while it survives.
  • That which does not kill you...: injure every limb at once.
  • Get some!: dump at least 150 rounds in one burst and secure at least 10 kills.
  • Hold My Liber-tea!: use a jump pack and ragdoll yourself.

The practical lesson here is that these are best handled with intention, not “maybe it happens on its own.” Get some! wants a weapon with enough magazine depth, and the provided achievement note specifically names the MG-43 Machine Gun, M-105 Stalwart, and M-1000 Maxigun as suitable because they have sufficiently large magazines. That is a useful clue if you are deciding what to bring on the run. Hold My Liber-tea! is easier once you stop treating the jump pack like a mobility-only tool and start treating it like a physics prank generator.

Mission performance targets

These trophies care about clean mission execution:

  • Gone in 360 seconds!: finish an Extreme Blitz mission and extract in under 6 minutes.
  • Hell Dive: finish an Extreme difficulty mission or higher with no deaths.
  • Hold my primary, I'm going in!: complete a Hard or higher mission with nobody firing a primary or support weapon.

These are the ones where mission selection matters. Blitz missions are obvious candidates for the speed challenge because the format is already compact, while a survival run for Hell Dive should favor control, restraint, and a squad that can survive without forcing hero moments every thirty seconds. The weapon lockout trophy is almost a mini-ruleset of its own, so it benefits from explicit pre-run communication.

Progression and account growth targets

These are less flashy, but they quietly chew through your completion progress:

  • Ship it!: upgrade all ship modules at least one level.
  • Fully operational: reach max level on one ship module.

These are the kind of trophies that look harmless until you realize they want you to invest broadly in your ship instead of dumping everything into one favorite upgrade line. They fit naturally into normal play because mission farming tends to feed the same economy you need for them. In other words, if you keep running efficient missions, these will eventually stop being background noise and start being done.

Team coordination targets

The game strongly rewards coordination on a few trophies:

  • It's the only way to be sure...: place six orbital barrage stratagems in the same location simultaneously.
  • Hold my primary, I'm going in!: squad discipline around weapon use.
  • Hell Dive: nobody dies, which means everybody has to respect the run.

These are the trophies that most clearly separate public match chaos from planned completion work. You can get lucky in random lobbies, sure, but luck is a terrible project manager. A short pre-run agreement saves more time than brute force attempts ever will.

For players who want a clean checklist, these mechanics can be mapped directly into a co-op schedule. Run your main progression on one set of sessions, then reserve a few dedicated lobbies for the weird stuff. That is the difference between a controlled completion route and a week spent wondering why your squad keeps “helping.”

Rarity, progress, and completion context

The achievement set is rare enough to keep completionists busy, but not so huge that it becomes a second job. Steam’s global achievement data puts the rarest unlock at 10.7%, and the next few achievements remain in a similar low-teens band, which suggests a meaningful number of players stop well before the hardest mission-condition trophies are done. That lines up with the completionist time estimate and with the general shape of Helldivers 2 as a game: it is easy to start, not trivial to finish perfectly. Source

For context beyond achievements, the broader player footprint is still large. The Steam reviews summary currently reads Mostly Positive at 75.1% positive across 1,150,564 reviews, with 28,924 players in game on Steam right now. Source Those are not achievement facts by themselves, but they help explain why the trophy hunt remains active and why squad coordination is usually available if you look for it.

If you are deciding whether to chase the full set now or later, the useful comparison is not “is the list hard?” but “do I have reliable co-op partners?” Helldivers 2’s hardest achievements reward planning more than mechanical perfection. A squad that can agree on weapon restrictions, objective pacing, and enemy setup will clear the list much more efficiently than a mechanically sharper group that keeps improvising at the worst possible moment.

Sources

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専門分野: Editorial team behind HD2 Guides. Content is compiled from official patch notes, community wikis, and playthrough notes, then reviewed and updated on schedule.

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