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The strange subversion of photosynthesis that sustains the oddly-hued flora that flourishes on this planet remains an intriguing mystery to the Super Earth's greatest exo-biologists.
~ Official Description

Alairt III is one of the five planets that reside within the Hanzo Sector. Along with Alamak VII, this planet forms part of it's sector's urban core, as well as being one of the first planets to fall to the Illuminate Icon Illuminate after their resurfacing following the Battle of Super Earth.

Topography and Astrography[]

A Pelican shuttle carries a squad of Helldivers back to their  waiting in orbit over Alairt III.

A Pelican shuttle carries a squad of Helldivers back to their Super Destroyers waiting in orbit over Alairt III.

Similar to Genesis Prime, Gemma, Siemnot and Brink-2, Alairt III is a planet with lush jungles perpetually bathed in a sapphire hue and abundant xenoflora that stretches as far as one's voting eyes can witness the beauty of Liberty's creation. The supercontinent that makes up Alairt III spans the entirety of the planet except for 2 oceans, which are both on the opposing north and south poles of the planet. Aside from polar islands that can be found on each of Alairt III's poles, the supercontinental landmass in Alairt III is never broken up significantly, being mostly dotted by scattered lakes and one particularly shaped strait.

The Cerulean Wilderness of Alairt III

The Cerulean Wilderness of Alairt III

Alairt III contains 4 Mega Cities which will be mentioned next by tier. Mega City tiers have no effect on level generation and only serve to determine a city's health pool in the galactic war map. These cities are the towns of Shed, New Storouse, Greater Storouse and the planetary capital Mega City of Free Trade. Combined together, these 4 Mega Cities can bump campaign progress by a staggering 81.93%, making them critical locations to capture during any kind of operation.

Besides these urban centers, Alairt III is also home to multiple, scattered urban settlements that house a significant portion of its rural population. These settlements all possess running water, electricity and are equipped with SEAF logo S.E.A.F. SAM Air Defenses and Artillery batteries for use in the defense of their homes and property. Alairt III is also home to ruins which date back to well before the First Galactic War, which have been preserved for citizen education and enrichment. Even so, standard rules for encounters with such ruins apply for Helldivers Companion Helldivers stationed on the planet: Only a traitor is curious about alien artifacts!

Alairt III is the third planet of the Alairt System and has at least one moon. Besides Alairt III, the Alairt System possesses 4 other astronomical bodies which are a white gas giant, an unknown green rocky planet, an ocean world and another white, rocky planet with odd malformations around its equator.

Along with Alamak VII, Alairt III makes up a significant portion of the Hanzo Sector's urban core. It's multiple cities and FTL connections make it an important trading hub across the Southern Galactic Rim, as well as representing a significant investment by the citizens of the Federation. For this reasons, Alairt III is an important civic, economic and military asset that is to be recovered from the Illuminate Icon Illuminate Cult and defended by any and all means necessary.

History[]

Second Galactic War[]

Return of the Illuminate[]

A Helldiver advances towards an abandoned urban settlement on Alairt III, used by the Illuminate to install a

A Helldiver advances towards an abandoned urban settlement on Alairt III, used by the Illuminate to install a Cognitive Disruptor. October 7th, 2185

Alairt III was, much like all the colonies in its sector, a peaceful planet colony of Super Earth. Despite being discovered during the First Galactic War, it wouldn't be until the end of the conflict when the first colonists began to arrive to the planet. Following its settlements, not many other events worthy of note would occur, while its economy boomed and allowed for the inhabitants of the planet to finance the construction of urbanized settlements. This included the cities of Shed, New Storouse, it's rival Greater Storouse and the planetary capital of Free Trade as well as many smaller settlements.

However, this prosperity and peace would attract the attention of an old, nefarious foe long thought extinct: The Illuminate Icon Illuminate. On January 15th, the Illuminate sent a raid onto Alairt III mere hours after their prior success at Myrium. The Helldivers would have to immediately divert a contingent towards Alairt III in order to contain the invaders and mitigate the damage as they struggled to coordinate between the three fronts while High Command worked on new orders, however they wouldn't be able to succesfully commit their full strength as they were occupied with operations against the Terminids in the Farsight Sector.

A second raid would be launched on January 27th by the Illuminate, as the Helldivers were occupied with sample collection endeavors at the Gloom-adjacent planets of Erata Prime and Gacrux. As a result, the Illuminate would sadly plunder Alairt III as they pleased, abducting even more citizens and causing even more chaos and destruction. Another subsequent raid would take place on January 30th, and much like the preceding attack, it would result in a defeat for the Helldivers, as they were unable to arrest the alien invaders in time.

Operation Martyr's Calling[]

A Helldiver stationed at Alairt III, readying himself to defend  against an incoming Illuminate raid. October 7th, 2185.

A Helldiver stationed at Alairt III, readying himself to defend High Value Assets against an incoming Illuminate raid. October 7th, 2185.

Amidst the appearance of the Incineration Corps Icon Incineration Corps, the Illuminate Icon Illuminate raid campaigns continued across the Southern Sectors, as the squids continued to illegally acquire Dark Energy in order to power the Orb Icon Meridian Black Hole with one nefarious goal: Using its power to destroy Super Earth. To this end, the Illuminate would launch a raid on Alair III on March 26th. Given the ongoing Automatons Icon Automaton offensive in the Xzar Sector, very few Helldivers Companion Helldivers were able to assist with Alairt's defense, and as a result, the Illuminate aggressors would get away unscathed 12 hours later.

Operation Squid Eviction[]

Following the Illuminate Icon Illuminate raids, Alairt III would be left in ruins, with the cities of Shed, Free Trade, New Storouse and Greater Storouse all being left in very bad condition. However, its colonists remained strong, as their sacrifices and losses would all be avenged once the Orb Icon Meridian Black Hole was brought to a definitive halt on April 29th, 2185, when the Singularity was brought to a halt. The citizens of Alairt III would celebrate alongside the rest of the Federation as the Illuminate had apparently been defeated once again. However, the celebration would turn to anger when, on May 13th, the Squ'ith illegally renounced their extinction and launched a terrorist invasion on Super Earth itself.

A Helldiver descends from a nearby hill onto an urban settlement occupied by the Illuminate

A Helldiver descends from a nearby hill onto an urban settlement occupied by the Illuminate. October 7th, 2185

For 10 days, the entire Federation watched anxious as the Helldivers battled The Great Host of the Illuminate. When victory came on May 30th, 2185, joy was in high demand, as the Helldivers had unequivocally triumphed in the Battle for Managed Democracy's very heart.

For 2 weeks, the citizens of Alairt III continued with their lives as they had once done before. Toiling happily as they worked hard to restore their ravaged home planet to its once glorious shape. However, the appendages of Tyranny were apparently still unsatisfied with their yield from Alairt III. On June 13th, after a series of sabotage incidents against the Super Earth Satellite Observation Network deep-space satellite arrays around the Southern Sectors, Super Earth High Command was unable to monitor the status of Alairt III. By the time that technicians managed to repair the satellites and brought them back online on June 17th, the horror of Alairt's fate was revealed: The malevolent squids had erected their nefarious xeno-structures on top of the ruins of all of Alairt's mega cities.

The Helldivers were immediately issued a major order to retake Alamak VII and Alairt III, their cities being crucial targets within them, so as to disabuse the Illuminate from their newly constructed totalitarian strongholds. However, given the difficulties with the retaking of the mega cities on Alamak VII, Alairt III was left mostly to its own devices for a great part of the operation. Only until June 19th, when Alamak VII was liberated, did the Helldiver Fleet and the DSS arrive onto Alairt's orbit and commence operations in full.

Two Helldivers scout ahead of their position as they watch an Illuminate  flyby. October 7th, 2185.

Two Helldivers scout ahead of their position as they watch an Illuminate Stingray flyby. October 7th, 2185.

However, by the time they had arrived, a vanguard force had already managed to liberate the city of Shed by June 19th, pushing the liberation campaign a staggering 12% forward. Unfortunately stiff resistance from the Illuminate, particularly in the form of roving Leviathan patrols, which would not only slow down liberation progress -- but also damage the morale of the Helldivers Companion Helldivers. Having reached their breaking point, between 10-20% of Helldivers Companion Helldivers would choose to abandon the major order in order to fight on 'easier' fronts. Those that remained pressed on, first liberating the City of Shed and then the Mega-city of Free Trade on the 22nd of June, increasing the liberation rate of the planet from 36% to 77%.

Unfortunately despite a valiant effort to take Greater Storouse, what should have been a major turning point in the Operation was mitigated by the remaining Helldivers not having the numbers or the time to push this advantage to it's fullest before the major order expired. Disheartened, many Helldivers would leave over the following hours to regroup with their lost comrades over Krakatwo, taking out their frustrations by stomping bugs.

As for Alairt III, its future seemed uncertain, though intelligence from dismantled xeno-structures suggested that the Illuminate were attempting to re-establish their former empire, using our rightfully-owned worlds as its foundation. Perhaps in the coming days the Helldivers will rally once more and liberate the world from the vile tentacles of the Illuminate, though more likely it will be swallowed up by the reborn Squ'ith Empire as it spreads it's tendrils throughout the southern quadrant of the Galaxy.

Ultimately, the beachhead on Alairt III would be destroyed, though it would not go quietly. Despite the support of the Helldivers Companion Helldivers being spotty at best, the SEAF logo Super Earth Armed Forces would maintain their planetary foothold and control over the key cities of Shed and Free Trade for many weeks, until they were finally forced to abandon them on the 11th of July, a full 22 days after the failure of Operation Squid Eviction.

The city of Free Trade under Illuminate Occupation. June 17th, 2185.

The city of Free Trade under Illuminate Occupation. June 17th, 2185.

Operation This Belongs In a Museum[]

Alairt III went on solemnly under the oppressive tendrils of Illuminate Icon Squ'ith occupation. Out of the limelight, as the Illuminate Icon Illuminate would eventually push deep into the Rictus and Cancri Sectors, the planet saw little hope for freedom anytime soon. The brutal defeat of the Helldivers Companion Helldivers in Operation Squid Eviction was painstakingly evident, leaving the cities of Alairt III to be further corrupted by antagonistic xeno-structures for a significant time.

Alairt's citizens (or at least those who managed to avoid having their voting rights stolen from them) would eventually become hopeful once again, watching on as its neighbor, Alamak VII, was re-liberated by the Helldivers Companion Helldivers in an effort to reach Alaraph in late September. With SEAF logo S.E.A.F. forward recon detachments landing on the planet, a newfound hope was spared as it seems that liberty rewarded those who remain patient and optimistic.

Then on the morning of the October 7th, the Ministry of Science Insignia Ministry of Science would identify anomalous phenomena in the vicinity of ancient Illuminate Icon Illuminate xeno-structures found on many planets within the southern galactic rim. It should be noted that these ruins date to well before the First Galactic War, and were previously being preserved for citizen education and enrichment -- at least before many of the planets where they were found came under Illuminate Icon Illuminate occupation.

A Helldiver observes the flight of the DSS Eagle after investigating the  in search of the black box. October 8th, 2185, New Storouse.

A Helldiver observes the flight of the DSS Eagle after investigating the crash site of the recon craft in search of the black box. October 8th, 2185, New Storouse.

These anomalous phenomena are, unsurprisingly, a new and surprising development. The anomalous phenomena include spacetime disruptions similar to those recorded near the Orb Icon Meridian Singularity. Ground-Penetrating Radar scans indicate that these ruins may extend several meters into the ground. Access to the sites is now restricted, as Ministry of Science Insignia Ministry of Science archaeology teams begin careful excavations of the sites.

However, there are similar structures on Alairt III, Herthon Secundus, and Zea Rugosia, planets which the Illuminate Icon Illuminate occupied. Analysts within Super Earth High Command would theorize that the enemy may intend to somehow use these ruins to perpetuate disinformation campaigns, or to create and propagate their own twisted version of history. This could not be allowed to happen.

Furthermore the seizure of these sites would allow further excavation, hastening the investigation conducted by the Ministry of Science Insignia Ministry of Science. The Helldivers Companion Helldivers were thus ordered to liberate these planets from the tendrils of the xenophobic Illuminate Icon Illuminate aggressors. The majority of the Helldivers Companion Helldivers, wanting to avenge their horrific failure on Alairt four months prior, immediately began to deploy to the planet to rectify their earlier mishaps with one goal in mind: revenge.

A Helldiver engaging in combat with an Illuminate patrol in one of Alairt III's many colonial settlements. October 8th, 2185.

A Helldiver engaging in combat with an Illuminate patrol in one of Alairt III's many colonial settlements. October 8th, 2185.

The Helldivers would first deploy onto the town of Greater Storouse in hopes of securing a beachhead for the SEAF logo S.E.A.F. to commence planetwide liberation efforts. The lightly defended town would fall merely 8 hours after the issuing of the operation, allowing the Helldivers a head start in the liberation of Alairt III. Planetwide deployments onto the multiple scattered urban settlements across Alairt III's surface continued as the Helldivers pursued the Illuminate forces in hopes of eventually encircling them inside the town of Shed.

By the early hours of October 8th, the SEAF logo S.E.A.F. would start laying siege to the town of Shed, as Helldivers commenced deployments into the city to try and reclaim it back from the Illuminate. Victory at Shed would deal another important blow to the Illuminate, as it contained around 13% of their forces for the entire planet. 8 hours later, Shed would be liberated and the planet's liberation efforts would commence in earnest, as the SEAF was now able to deploy in full force and the Illuminate garrison on Alairt III began to crumble, its grip over the system loosening with every Overseer felled.

With the liberation of Shed, the town of Greater Storouse immediately found itself stuck between the two battling forces. The Illuminate would concentrate what was left of their forces inside the town, while the SEAF logo S.E.A.F. laid siege and the Helldivers Companion Helldivers immediately redeployed to give chase to the fleeing xenophobes. They battled all across the town, purging every street of the odious alien autocrats. At 21:00 SEST, Greater Storouse would be liberated and the Illuminate forces began to fall apart. With 77% of the entire Illuminate Garrison on Alairt III having been eliminated, only the planetary capital Mega City of Free Trade remained as the last stronghold for the Illuminate Cult on the planet.

A Helldiver is attacked by a large group of  while searching for the remains of Illuminate units in the Free Trade megacity. October 10th, 2185.

A Helldiver is attacked by a large group of Voteless while searching for the remains of Illuminate units in the Free Trade megacity. October 10th, 2185.

With the initial fall of Alairt III still fresh in the minds of many veterans from several months ago, the Helldivers immediately moved to engage the Illuminate at Free Trade as the SEAF logo S.E.A.F. made one last push in hopes of finally cleansing Alairt III from any and all Illuminate insanity once and for all, while the rest of Super Earth's forces scoured the remaining urban settlements across Alairt III's surface and expunged whatever scattered Illuminate exclaves remained within them.

A Helldiver guarding an Illuminate device of unknown purpose and properties. October 10th, 2185.

A Helldiver guarding an Illuminate device of unknown purpose and properties. October 10th, 2185.

Sure enough, the Illuminate Icon Illuminate were put to the sword by the next day, with Alairt's surface roughly 90% freed and the Mega City of Free Trade all but secured. By 00:00 SEST on October 10, Free Trade was liberated, and with that, Alairt was back in the comfortable embrace of liberty. Months after the disastrous defeat on the blue yet hellish planet, the Helldivers Companion Helldivers had redeemed themselves with a crucial victory to send nothing but sheer jubilation to the minds of every single civilian. Now, the difficult task of rebuilding the cityscapes that were shamelessly re-engineered by the Illuminate could finally commence.

FTL Lines[]

FTL Timeline[]

Trivia[]

  • Shed is a simple roofed structure used for garden storage, to shelter animals, or as a workshop.
  • Free trade is a trade policy that does not restrict imports or exports.