The Severance Campaign Mission in Warhammer 40k: Space Marine 2 is the second mission players face when they enter the game mode. This mission entails extracting Archmagos Nozick from the overrun planet. It is an interesting quest where players take on the role of Lieutenant Titus after he turns on the orbital guns and returns from Kadaku.
Here's how you can complete the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Everything you need to know to complete the Severance Campaign Mission in Warhammer 40k: Space Marine 2
The second campaign mission in Warhammer 40k: Space Marine 2 has several objectives. Here's a breakdown:
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- Reach the Adeptus Mechanicus Facility
- Aid the Astra Militarum
- Defeat the Lictor
- Reach the Adeptus Mechanicus Facility
- Locate the Transmitter
- Restore Power
- Locate the Transmitter
- Activate the First Generator
- Hold Position at the Terminal
- Activate the Second Generator
- Hold Position at the Terminal
- Transmit the Data
- Proceed to the Rooftop
- Reach the Crash Site
- Place Melta Charges
- Detonate the Charges
We have prepared a step-by-step guide to every objective and combat strategy to help you complete the Severance Campaign Mission in Warhammer 40k: Space Marine 2:
Reach the Adeptus Mechanicus Facility
Make your way through the jungle and reach the yellow marker. Interact with it to take down the wall of flowers and proceed further inside, where Titus and his squad come across deceased marines. Your objective is to eliminate all the Tyranids and push forward.
Titus warns the squad that Lictors are nearby. Lictors are one of the most dangerous enemies in Warhammer 40k: Space Marine 2 and you must proceed cautiously. You will be met with a sudden wave of green toxins in the air.
These tyranids can be easily defeated by tracking their patterns and making sure you dodge their lunge attacks. Use rapid-firing weapons like the Plasma Pistol to easily eliminate this opponent. Eliminate all opponents despite the reduced visibility and use your medicae stim as and when needed.
After defeating the Tyranids, follow the yellow marker to the next stage. Interact with the marker and let Titus destroy the wall with his sheer strength, blessed by the Emperor. Keep eliminating all the hordes you see and clear the area. You will also find a host of ammo boxes that you can use to replenish your stock.
After fighting your way through to the front, interact with the yellow marker to remove the boulder obstructing the way. Follow the yellow marker to the assembly point and wait for your squad to arrive. Interact with the control unit to open the door to the next section of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
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Aid the Astra Militarum
After opening the door, you reach the next section where the Astra Militarum are fighting the Tyranids. Your objective is to lend aid to them to eliminate all the Tyranid scum and progress with the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
You will have a swarm of Lictors ambush you, so be ready with your weapons and ammunition. Krak grenades are extremely effective against Lictors and are a good way to stun them while using your weapon to mount an attack. Hit the Lictors at the weak points on their body to make it easier to dispatch them. You will find many ammo boxes and caches which will help replenish your inventory.
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Defeat the Lictor
After defeating the hordes, take your right and proceed towards the way under the bridge. Walk for a while and reach the large area where you will find multiple ammo boxes and caches, a classic signal that you're about to face something huge. Immediately after, a cutscene takes place where you are introduced to the Lictor, a dangerous Xeno that can camouflage itself.
You must vanquish this foe before proceeding to the next level of the Severance Campaign Mission in Warhammer 40k: Space Marine 2. You can easily defeat this Tyranid by tracking its movements, listening to its sounds, and noticing any ripples in your surroundings.
Use weapons with a high rate of fire to inflict damage faster. It will be one of the most difficult opponents you face in-game so play tactically to avoid being eliminated. Make sure to utilize the QTE or the quick time event to deliver damage to the Lictor.
After a while of repeated attacks, you will finally eliminate the foe and reach the following stage of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Reach the Adeptus Mechanicus Facility
After defeating the Lictor, follow the yellow marker to the flower and interact with it to open the way to proceeding further. You will gradually reach the Adeptus Mechanicus Facility where your task is to eliminate all the Tyranids that have overrun the place and proceed to the next stage of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Head to the big door and wait for Archmagos Nozick to send the authorization code to unlock it. After the doors are opened, head inside and reach the next level of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
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Locate the Transmitter
Head inside the Adeptus Mechanicus Facility, follow the yellow marker to the assembly point, and wait for Chairon and Gadriel to join you. Once they have reached, you must interact with the elevator control unit to activate it. The lift will take you down to the lower levels of the facility.
On the way down, Archmagos Nozick states that your objective is to locate the primary transmitter, laying forth the primary directive of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
The lift leads to the section where you will find the remains of Decius, another Ultramarine. Stand next to him and pick up the Pyreblaster, a potent weapon that can help you quickly thin herds like Rippers. Interact with the yellow marker to open the door to the next section.
Head inside and use the Pyreblaster to rain fire upon the swarming mass of Rippers on the floor. Use ranged attacks only and keep them as far away from yourself as possible. After clearing the herd, head to the yellow marker and interact with the door to access the next section. You reach the next section of the facility.
Head straight to the large door where you stand in front of a vast area swarming with Rippers. Collect enough Pyreblaster ammo unless you wish to book a meeting with Grandfather Nurgle. Use a circular motion to spray fire on the Rippers and make sure they do not get close to you.
Restore Power
After clearing the Rippers, head to the yellow marker and interact with the control unit to restore power to the facility. You must wait for the System Power Level to reach 100% before continuing with the Severance Campaign Mission in Warhammer 40k: Space Marine 2. You will be ambushed by a horde of Tyranids which must be defeated while the System Power Level climbs.
Scour to the room to stock up on Pyreblaster ammo as well as medicae and regular ammo and replenish your stock. Wait for the Machine spirit to restore power while you rid the area of the Xenos.
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Locate the Transmitter
Once power is restored, go back to locating the transmitter. Follow the yellow marker to the next level but before proceeding ahead, you will be met with a dangerous swarm of Rippers and other Tyranids that must be defeated.
Once vanquished, interact with the door to open up the next section of the facility and march one step closer to completing the Severance Campaign Mission in Warhammer 40k: Space Marine 2. Turn to the other side and interact with the new control unit to open the door to the other side.
Enter the new area and you will be met with more mobs that must be eliminated in the name of the Emperor, allowing you to reach the next section of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Look around to the left side for the control panel and interact with it to open the door that leads toward the transmitter. Before opening the door, be prepared as you will unleash a horde of angry Tyranids. Your task is to clear the room and proceed further inside the facility.
Proceed through the facility till a yellow marker appears on the screen. Follow the marker to the next area of interest. Interact with the control unit to open the door. Head inside and replenish your inventory with the frag grenades and ammo boxes before proceeding further into the Severance Campaign Mission in Warhammer 40k: Space Marine 2. Open the next door and reach the transmitter section of the facility.
You will be faced with more Rippers and other Tyranids you must obliterate. Once done, follow the yellow marker to the next point. Interact with the door to open it and wait for Chairon and Gadriel to enter the room. Interact with the control unit to open the next blast door. Clear the mobs and reach the assembly point. Walk past the lab and open the next door to finally reach the transmitter.
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Activate the First Generator
After reaching the transmitter room, you are faced with a large area filled with Rippers and other Tyranids. Your primary objective is to activate the first generator, which is located in the middle of the room. Pray to the Emperor and jump into the cesspit of Xenos armed with your Pyreblasters.
Head to the control unit of the first generator and interact with it to begin the activation sequence. Once the sequence is activated, a blue outline appears on the floor, unlocking the next part of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Hold Position at the Terminal
After the generator sequence is activated, hold your position within the blue lines and defend the area while Archmagos Nozick remotely repairs and reboots the network. Stay within the area to prevent disruption to the repair, which is key to the next stage of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Your Pyreblaster is the best bet to keep the Rippers and the mobs at bay. Circularly swing the Pyreblaster to create a large ring of fire that will make short work of the Rippers.
You will face a massive mob that will test your patience, based on the difficulties in Warhammer 40k: Space Marine 2 you have selected. Keep stocking up on Pyreblater ammo that you will find near the generator and burn those Xenos to a crisp.
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Activate the Second Generator
Once the first generator is activated, follow the yellow marker to the second generator to rinse and repeat. Head to the control unit of the second generator and interact with it to begin the activation sequence. Once the sequence is activated, a blue outline appears on the floor. Activating both generators unlocks the next level of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Hold Position at the Terminal
After the generator sequence is activated, hold your position within the blue lines and defend the area while Archmagos Nozick remotely repairs and reboots the network. You must stay within the area to prevent disruption to the repair.
You will be met with a large swarm of Tyranids that must be defeated to hold the position at the generator. Watch the progress bar on the top right of your screen and wait till it reaches 100%. Similar to the previous generator, you will find ammo boxes and ammo caches which can be used to replenish your depleting stock.
Once the second generator is activated, an enormous horde of Tyranids will ambush you. Be ready to fight back and take down all of them before getting to the next level of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
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Transmit the Data
After the horde is cleared, follow the yellow marker to the next objective. Reach the transmission room by crossing the large metal bridge. Once inside, interact with the control unit to begin transmission and complete the level of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Once the transmission is complete, turn to the back of the room and wait for the yellow marker that leads you to the assembly point.
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Proceed to the Rooftop
Once your squad is inside, interact with the elevator and wait for it to take you to the rooftop. After you reach the rooftop, a cutscene ensues where all hell breaks loose, and Nozick's ship nosedives right in the middle of the Tyranids.
Titus and the squad decide to reach there and evacuate Nozick, who is a prized asset and an important scientist of the Empire. This is where they decide to make use of the Jump packs seen in the lab below, leading to the next level of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Reach the Crash Site
This part of the Severance Campaign Mission in Warhammer 40k: Space Marine 2 begins with a tutorial on how to use the Jump Pack. Make note of the keybindings according to your device and proceed further.
You can use the Jump Pack to ascend in the air, use a Ground Pound slam attack that deals splash damage, and shoot opponents while airborne, making it one of the best assets in the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Use your Jump Pack to cover the large distances of the canyon and engage them at the right moment to prevent falling into the crevice. After a while, you will find many Xenos around that must be eliminated to reach the next stage of the Severance Campaign Mission in Warhammer 40k: Space Marine 2. Use your Ground Pound ability to deal mortal splash damage to the mobs and eliminate them instantly.
Keep advancing and clearing all the Tyranids on the way. The Jump Pack is a powerful asset that can make eliminating opponents much easier.
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Place Melta Charges
After defeating the hordes, you will come across a large wall of biomass that prevents you from advancing to the crash site in the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Your objective is to place four Melta charges on strategic weak points to blow up the wall and make way. Interact with the yellow markers and place all the Melta charges. You can use your Jump Pack quite easily to reach some of the locations and place the charges.
You will also notice Spore Mines exploding in the middle of the combat and assailing you with toxins. Use your stim packs to regain health and continue placing the charges. Jump down to the bottom and destroy all the spore stalks to prevent the toxins from being released.
Beware the mobs who will protect their hives as you try to place the charges. Avoid being overrun by the mobs and use your Jump Packs to reach a safe place if you feel overwhelmed. Place all four charges and reach the penultimate level of the Severance Campaign Mission in Warhammer 40k: Space Marine 2.
Detonate the Charges
After the charges are set, head to the yellow marker to reach the assembly point and clear the blast area. After the squad has reached the point, interact with the yellow marker to detonate the Melta charges by shooting an explosive round.
A cutscene ensues where the Ultramarines reach the crash site and notice the mutilated bodies of the soldiers as well as Nozick on a literal pike. Titus realizes that Chaos is here, supported by the heretic symbols adorned on the side of the crashed ship.
The cutscene shifts to Titus' sudden weakness and Nozick being burnt to a crisp. It finally ends with Titus aboard the ship alongside an unknown artifact emanating an evil aura, which recovered from the crashed ship. The artifact will visibly affect Titus. This marks the end of the Severance Campaign Mission in Warhammer 40k: Space Marine.
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