Campaign

Campaign

Aliens: Fireteam Elite 2 campaign — the 15-mission story across four biomes at Storr Boon’s Mining Facility on LV-558, with difficulty, friendly fire and mission rewards.

15
Campaign Missions
4
Biomes
USS Endeavor
Hub

Introduction

The Aliens: Fireteam Elite 2 campaign drops your four-marine fireteam onto LV-558 at Storr Boon's Mining Facility, where smarter Xenomorphs and hostile synthetic androids swarm in overwhelming numbers. Fifteen missions carry you through four distinct biomes, from industrial corridors to alien-infested depths, with the USS Endeavor serving as the hub between deployments. The story unfolds through mission objectives, environmental storytelling and enemy encounters, and the campaign is built to be replayed — difficulty settings, friendly fire, Challenge Cards and mission rewards all change the experience on a second or third run, giving a full co-op campaign with real progression and a clear reason to keep playing.

Campaign Biome Overview

BiomeSettingThreat ProfileRewards
Industrial CoreRefinery corridors and maintenance tunnelsDrone swarms and early synthetic patrolsStandard weapon and cosmetic unlocks
Foundry DepthsDeep processing chambers with heavy machineryStrikers, Exploders and Crusher pressureAugments and weapon traits
Alien HiveBiological growth overrun facility tunnelsHive swarms, Sirens and HarbingersSignature weapon parts
Surface RuinsExposed mining plateau with open sightlinesWardens, Bulwarks and long-range synth fireEndgame gear and Challenge Cards

Biome Cards

C

Industrial Core

Refinery corridors where new marines learn the ropes

SettingMaintenance tunnels and refinery corridors of Storr Boon’s Mining Facility.
ThreatsDrone swarms and early synthetic patrols — a gentle introduction to the roster.
Best ForThe first missions, learning controls, classes and weapon slots.
First MissionExpect a tutorial-heavy opening that teaches cover, ammo and class abilities before the biome opens up — take it slowly and learn the refinery layout.
B

Foundry Depths

Deep processing chambers with heavy machinery

SettingDeep processing chambers filled with massive mining equipment and tight sightlines.
ThreatsStrikers, Exploders and Crusher pressure that punish slow movement.
Best ForMid-campaign missions where elemental ammo starts to matter.
RecommendedBring a flamethrower or smart gun to Foundry Depths — tight corridors make crowd control weapons the most reliable tool against the mixed packs.
A

Alien Hive

Biological growth overrunning the facility tunnels

SettingFacility tunnels overgrown with alien biological matter and hive structures.
ThreatsHive swarms, Sirens and Harbingers that force prioritization.
Best ForLate-campaign missions where Siren control decides the fight.
Hive TipCarry electric ammo for the Harbingers and keep a stasis option ready for Sirens; the hive biome is where Siren control decides every fight.
B

Surface Ruins

Exposed mining plateau with open sightlines

SettingAn exposed plateau of ruined structures on the surface of LV-558.
ThreatsWardens, Bulwarks and long-range synthetic fire across open ground.
Best ForFinal missions and endgame gear with long sightlines for the railgun.
Surface TipUse the open sightlines with a railgun or precision rifle, and save Signature cooldowns for Wardens that cross the open ground.

Core Mechanics

The campaign is structured around a hub-and-spoke loop. Between missions you return to the USS Endeavor, where vendors sell gear and consumables, cosmetics are equipped and squads are prepared before the next deployment. Each of the 15 missions takes you deeper into one of the four biomes, mixing combat encounters with progression checkpoints. Difficulty scales the enemy AI and, at higher levels, enables friendly fire in exchange for better rewards. Challenge Cards can be slotted before a mission to add perks or debuffs that increase the payout, giving veterans a reason to revisit completed missions and chase higher-difficulty clears and their associated cosmetics and gear unlocks.

Advantages

The 15-mission structure gives a full-length co-op campaign with real progression, so there is always a clear next objective and a reason to keep playing. The four biomes provide strong visual and mechanical variety, ranging from tight industrial corridors to open surface sightlines, and the hub adds a social layer where squads can regroup, restock and gear up between deployments. Replayability is built in through difficulty settings, friendly fire and Challenge Cards, so the campaign remains relevant even after the story is complete and becomes the natural training ground for the harder challenges of horde mode. The campaign section also links each mission to the class, weapon and ammo recommendations that suit its biome, so you always know how to prepare.

Challenges

Because the game has not launched, exact mission layouts, collectibles and boss fights are written from the announced 15-mission, four-biome structure rather than live play. Pre-launch walkthroughs cannot yet include every hidden item or spawn point, and some story details, including the rumored Dagger Company storyline, are still being confirmed by the developer. The campaign is designed for four players, so solo runs with AI squadmates are noticeably harder and require more careful loadouts, ammo discipline and positioning. Mission pages will be updated with confirmed layouts and collectible locations as players verify them in-game. The campaign section will grow as players confirm the exact mission structure in the live game.

Frequently Asked Questions

How long is the Aliens: Fireteam Elite 2 campaign?+
The campaign spans 15 missions across four biomes, which most four-player squads will take roughly 15 to 25 hours to complete on standard difficulty. The length varies with difficulty settings and how many Challenge Cards you equip, and replaying missions for rewards and collectibles extends the total significantly. Solo runs with AI squadmates tend to be slower, so plan for the upper end of that range if you play alone.
Can I play the campaign solo?+
Yes. Solo players are joined by two AI-controlled squadmates that fill the other marine slots. Bring a self-sufficient loadout — the Medic class and fire/cryo ammo are the safest picks — and prioritize targets like Sirens that call reinforcements. Solo runs are harder than four-player runs because AI teammates do not coordinate focus fire.
How do difficulty and friendly fire work in the campaign?+
Difficulty settings scale the enemy AI and damage. At higher difficulties friendly fire is enabled, meaning your own bullets and explosives can hurt teammates, so positioning and careful fire become essential. Higher difficulties and friendly fire missions award better rewards, and Challenge Cards can be added for even greater risk and payout.

Quick Tips

💡

Visit the USS Endeavor vendors between every mission — Challenge Cards and consumables bought there are often the difference between a clean run and a wipe on higher difficulties, and checking the vendors after each mission keeps your loadout fresh for the biome ahead. Planning your loadout for the biome ahead keeps you from getting caught flat-footed mid-mission.

💡

Equip a Challenge Card even on missions you have already beaten; the increased payout is worth the extra risk, and cards teach you how to handle debuffs before you need them in horde mode where mistakes are punished much harder than in the campaign. Planning your loadout for the biome ahead keeps you from getting caught flat-footed mid-mission.

💡

When friendly fire is enabled, call your shots — a misplaced rocket launcher shot can down a teammate, so reserve Signature weapons for enemies that are clearly away from allies and let rifle fire handle targets that are mixed into the squad. Planning your loadout for the biome ahead keeps you from getting caught flat-footed mid-mission.

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