How to complete ‘Zero Hour’ and get Outbreak Perfected in Destiny 2

“Zero Hour” is the second secret mission ever to take place Lot 2, and it’s finally back in the game as part of the Into the Light update and the May 14 reset. Like the reprized mission “The Whisper” and its associated Whisper of the Worm reward, the updated version of “Zero Hour” rewards a fully craftable version of the Exotic pulse rifle Breakout perfected.

In this Lot 2 guide, I will guide you through it how to complete “Zero Hour”. and receive the pattern for Outbreak Perfected. Whether this is your first time experiencing ‘Zero Hour’ or it’s just been too long that you can’t remember the path, I can help you.


How to start ‘Zero Hour’ in Destiny 2

To start ‘Zero Hour’, all you need to do is talk to Ada-1.

Go to the Tower Annex – the Drifter landing point – and go to Ada-1, the vendor who normally only handles the transmog. She will give you the “Asset protection” quest. With the quest in hand, all you have to do is open the ‘Into the Light’ submenu in the director and select ‘Zero Hour’.

If you complete the Exotic mission and complete the quest at Ada-1, you will be rewarded with the pattern for Outbreak Perfected.


‘Zero Hour’ walkthrough in Destiny 2

You have 40 minutes to complete this mission on Normal difficulty.

Navigating the Destiny 1 Tower in ‘Zero Hour’

“Zero Hour” starts off with a lot of fighting as you navigate through the Lot 1 Tower. You’ll be dealing with some powerful Fallen here, so make sure you don your best gear and an assortment of promotional weapons. As with all close Fallen encounters, the Risk runner An exotic submachine gun will serve you well if you encounter any problems.

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Make your way through the bazaar and into the small vent. On the other side you are where the Speaker’s chambers once were. Take out the enemies and walk through the hallway of the sweeper bots.

You will find yourself in the courtyard, which is filled with enemies of different nature and power. There’s even a Brig here now, an enemy type that didn’t exist when the original mission came out. Take them all out to unlock the rest of the path.

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Continue through the old tower until you reach the flaming scaffolding where the original opening mission took place Lot 2 occurs. Slide under the large door next to the M and drop down the elevator shaft. Climb into the vent and follow it.

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You arrive at a gigantic shipyard. Immediately turn to the left and you will see a ship below you. Run over and crouch under its nose. Follow the path and enter the vent on the right. Follow the corridor you end up in and take the other vent above you. Go left and enter another vent behind the toolbox.

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Follow the vent and take the first street on the right. There are a few doorways downstairs, but you only need to take the one directly below you. If you’re the first player to arrive, you’ll have a handy metal lip to stand on. If you are following a teammate, it has now been broken off. Step off the edge, turn around and push forward against the wall as you fall. Climb the ledge and follow the vent.

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Jump onto the first piece of yellow scaffolding and then onto the next one. Look towards the tower. There are two drains and a platform to your left. Depending on your class, you can jump directly to the landing or jump to the landing through the drain holes.

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Look at the tower on the landing. You will see a small protrusion. This is your goal. Jump off the landing and head towards the wall. Land on the antenna.

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Look out towards the city and turn left. Jump on the pipes until you reach the next landing. You can flip a switch here to help your friends catch up.

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Jump onto the scaffolding above you and run to the open vent. Jump in and follow the path. You are in a large elevator shaft. Start climbing up a few flights until you’re on the second one from the top. Shoot open the vent on the right and climb through.

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Now you’re surrounded by spinning fans, each with an explosive shaft in the middle. Look for the red lights and jump in. If you hold yourself against the wall, you save yourself from the fans. Be careful when you land: don’t hit the ground too hard or slide into another fan. Repeat this process, carefully removing or maneuvering around the shafts, until you reach the bottom of the shaft. Climb into another vent.

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You are now in a long hallway that looks completely empty. Jump off the edge and onto the silver vents hanging on the wall. These are difficult to get up from, so limit your movement. Jump to the next one and finally through the open door on the other side. Again, there’s a toggle here to help your friends through the puzzle if they fall behind.

How to navigate the ‘Zero Hour’ maze

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Follow the vents until you reach Ventilation. Walk forward and look at the map, which you can see clearly in the image above.

This is the maze part of ‘Zero Hour’ and it looks much scarier than it actually is. The white lines represent the corridors you can walk through, while the red arrows indicate the switches you need to use. You start the map in the middle of the southern white line of the bottom rectangle. Once you’ve gotten a good look at the map, turn around and drop down two floors of vents.

You are now in the maze, just like in the photo. We recommend sending one player to the right and another to the left, just to speed up the process. The instructions below are for the player on the right, so players on the left should simply copy my instructions.

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  1. Run forward and go left. Keep running until you find a split in the hallway.
  2. Turn right and into another rectangle.
  3. Follow the path and press the first switch.
  4. Keep running until you reach the original hallway.

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Here you will probably have to wait until a wall of electricity passes. When the electricity just starts to spark, you can run through it. Otherwise you’ll have to sit around and worry – Darth Maul style.

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When the electricity goes out, turn right. You should now start to hear a disturbing sound. An electric chipper also runs the maze with you, called TR3-VR by Bungie and the Destiny community. There are some alcoves you can hide in so he can pass, but just to your left you should see a giant cave with pipes in it.

Jump on the pipes and wait for the machine to pass. You can tell if the chipper is chasing you by the sound or the giant red light.

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Now that the machine is gone, jump back to your hallway and go left. Follow the path until a corridor opens on the right. Just like last time, press the switch and return to normal.

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Turn right and follow the path until you can turn right again. This is the exit. Once you’ve pressed all four switches, the doors will be open.

Run into the new room and jump onto one of the elevators to your right or left. Press the button and wait for them to slowly lift you into the rafters.

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Jump onto the platform and shoot out the vent. Go down the chute and stay in the middle of the slide. Jump to slow your momentum, or risk death by splashing against a wall. When you come out of the chute, go left and then immediately right. Crawl through the vent on the floor.

How to Navigate the Vault Maze in ‘Zero Hour’

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You are now in the ancient Cryptarch Vault and the mission is almost complete.

On the other side of the vault door you will see some pipes on the wall. Next to the pipe you will see the Cryptarch symbol. Stand near it and the secret door will open. Run forward until you reach the area with white floor panels. You must step on these in the correct order, otherwise you will burn.

There are six rows of panels, each with a cross section of five panels. We have numbered the panels below in order, so R1 – 1 is the leftmost panel in the first row, R1 – 2 is the leftmost panel in the second row, R3 – 5 is the rightmost of the third row, and so on.

You start on the second tile from the right in the first row. From there, the order you should follow, with the direction you should go in brackets:

  • R1 – 4 (Start)
  • R2 – 4 (Forward)
  • R2 – 3 (left)
  • R2 – 2 (left)
  • R2 – 1 (left)
  • R3 – 1 (Forward)
  • R4 – 1 (forward)
  • R5 – 1 (forward)
  • R5 – 2 (right)
  • R5 – 3 (right)
  • R4 – 3 (rear)
  • R4 – 4 (right)
  • R4 – 5 (right)
  • R5 – 5 (forward)
  • R6 – 5 (Forward)

Once you get through the panels, go to the end of the vault.

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At the broken box, go right and you will see a burnt hole in the ground. Fall through it. Run forward and jump into another vent. It’s time to fight.

How to beat Siriks in ‘Zero Hour’

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As you drop down, you will encounter a fallen captain wielding a Scorch Cannon: Siriks. They are surrounded by an army of Fallen.

Eliminate Siriks’ fallen allies. They summon turrets, big Servitors that give immune shields to everything (these are very annoying, so kill them first) and a lot of Shanks. Just keep killing everything until Siriks’ health is about a third full. You will receive a message on your screen that says ‘Siriks retreats… for now‘ and the boss will disappear.

Two Fallen Walker tanks will appear on the raised platforms to the left and right, along with some additional Fallen. Take it all out and you get another ominous message: “Siriks returns… heavily armed.”

Siriks will drop back into the area in a huge Brig mech. This thing is completely healthy, so it will take some time and effort to get it out. Once you manage to shoot off the Brig’s shield, the boss will launch massive tanks and constant air attacks. Just keep moving to avoid these attacks and you will eventually take him down.

Now that Siriks is dead, go to the chest that appears, say hello to Mithrax and grab the Outbreak Perfected schematic. Go back to the tower and talk to Ada-1. She gives you the Outbreak Perfected, complete with the pattern. Ada-1 also gives you the “Outbreak refined 1” quest, which you can complete for some additional crafted perks on your new Outbreak Perfected.

If you already have the Catalyst for Outbreak Perfected from the original version of ‘Zero Hour’, you can immediately place it on your newly crafted weapon. However, if this is your first time doing the mission, you’ll need to jump back into Heroic mode to pick up the Catalyst and level up your Outbreak Perfected.

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