I ran out of grenades with the Exospire’s shield humming like a distant storm. You feel your heartbeat sync with the generator’s pulse as enemies swarm the base. I’ll take you through the exact moves that turn that panic into a clean extraction.
You can spot the Exospire from orbit — it’s the massive purple structure that dominates Seasse’s skyline

You accept the mission at the terminal, drop onto Seasse, and the Exospire is impossible to miss. Its base is ringed by a glowing shield that blocks the main entrance — that shield is your first objective.
Step one: hunt the Shield Generator. It sits close to the Exospire and will be flagged as a sub-objective. Suppress the generator’s barrier by shooting at its shield projection until the field collapses. When the shield drops, call the Data Jack stratagem to rip control of the generator and finish it off.

Expect immediate counterattacks when the Data Jack goes live. Enemies will spawn on your position — that’s the game’s way of punishing slow teams. I’ve run this on Steam and PS5 servers; the pattern is the same: clear fast, control space, and keep an eye on spawn lanes.
Once the generator is down and enemy waves are under control, initiate the power surge to bring the main shield down. That opens the pathway into the Exospire’s interior.
Inside, the objective is focused and frantic: destroy 148 Dark Fluid Cells mounted on the walls. They’re small, clustered, and require continuous fire. Treat them like fuel tanks — one missed group will keep the core stable and force a repeat of the entire push.

How do I complete Destroy Exospire mission in Helldivers 2?
You complete it by destroying the shield generator, calling the Data Jack, clearing the enemy waves, bringing the shield down with a power surge, then destroying the 148 Dark Fluid Cells inside the Exospire. Use a mix of concentrated fire and area denial stratagems (auto-turrets or orbital support on Steam work well) to hold choke points while teammates pick off cells.
How many Dark Fluid Cells do I need to destroy?
All 148 cells—every single one. They’re small, so assign players to sectors of the chamber and call out the ones you’ve cleared. I ran this with coordinated squads in Arrowhead’s recommended loadouts and the time-to-complete drops dramatically when each player has a target zone.
Tactical notes: bring ammo resupply stratagems if you expect long firefights, and stagger revives so someone always pushes forward. Treat the interior like a sprint relay; one person suppresses while the next rips cells off the walls. The core will destabilize when the last cell is gone, and then the base detonates — move away quickly because the explosion will wipe you if you’re still nearby, even though the objective will be marked as complete.
There are two ways to feel clever here: a clean run with minimal wipes, or a chaotic run where you barely make it out alive — which would you rather tell your squad about next time?