Zero Hour Walkthrough - Destiny 2 Guide - IGN (2024)

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As part of the Destiny 2: Into the Light mini-season leading directly into The Final Shape in June 2024, developer Bungie has reintroduced Outbreak Perfected as a craftable weapon with new traits, but that also means the return of the iconic Zero Hour mission.

Follow our walkthrough to complete the new version of Zero Hour to earn Outbreak Perfected. We'll also provide information about the various secrets you'll need to uncover.

How to Start Asset Protection

With the May 14 update, Zero Hour and Outbreak Perfected were added back to the game, and starting the Asset Protection quest is as simple as visiting Ada-1 in the Annex of the Tower. If you happen to be on the hunt for Archie as part of that series of quests, you'll likely have a chance to begin the quest without making an extra trip.

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The reprised version is technically a simulation of the original, but after picking up Asset Protection, Zero Hour becomes launchable from the Into the Light section of the Destinations menu.

Zero Hour Walkthrough

For weapons, you'll be contending with potent Arc, Void, and Solar shields at different points in this mission. Consider bringing Graviton Lance, Sunshot/Polaris Lance, and your favorite secondary Arc exotic of choice so you can swap between these weapons depending on the situation.

Drop into the mission and head into the alleyway just to the right. You'll see Mithrax take down an enemy and then teleport away. Proceed past him towards a closed doorway. Look for a small blue light near the ground to the right and enter the vent there.

Follow the path to the courtyard, where you must eliminate the Fallen forces to unlock the blue force field blocking your progress. The Shanks have Void shields here, so be sure to use a weapon that can handle those. There are also some invisible sword Vandals and two sniper shanks on the far side.

Follow the pathway that opens into the Tower Plaza, and emerge from beneath a crumbled staircase. Yet again, you'll have to wipe out all of the enemies to progress. Watch out for the snipers on elevated platforms. The Shanks here have Arc shields, so it's time to whip out your favored Arc weapon.

The Fallen Brig on the right side of this area will put up the biggest fight. Once everything is eliminated, proceed to the ledge on the far right corner of the area. You don't have to go too far before you can turn right through some more rubble.

You'll wind up in the Hangar Bay with tons of enemies. Go for the sniper pairs first, then turn left and target the two Servitors. Otherwise, they'll just shield the horde of Shanks down there. Those Shanks have Solar shields, so this is a great area for Polaris Lance or Sunshot.

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In the docking area below the snipers is a Fallen Walker you'll need to take out, along with two Servitors. Behind where you first see the Walker is a staircase leading up. Enter the hallway at the top of the stairs to the left. Inside, you'll face more enemies, including a Heavy Shank. There's another doorway on the far side blocked by a force field that opens once everything is wiped out.

When the door opens, follow the path ahead. When you see a large "04" on the wall, make a hard left into a hallway through Tower Watch. Follow the stairs up and to the left, continuing on until you reach an exterior platform leading to an elevator shaft with a drop down.

At the bottom, keep straight ahead through a vent until you reach the Covert Passage area. There are some dropships far below. Hop down to the ship on the left side of this area and slide into the passage just under the nose of the ship. Drop down the ventilation shaft at the end of this passage on the right.

When you reach what seems like a dead end, look for the grate behind a cabinet that you can destroy to move forward. Turn right once inside, then take another right and destroy the grate there. Ahead, there's another vertical shaft with six small ledges below.

You want to drop down to the ledge directly below where you enter and continue through the passageway until you reach the exterior with a yellow scaffolding platform. (Watch out for three snipers along these exterior platforms.)

If you're a Warlock or Titan, you face the wall you just jumped from, look for a channel etched into the wall, and fall into it. Once you fall far enough, there will be a platform straight ahead to which you can drift. Hunters will have a harder time. Instead, turn right once you leap to the yellow scaffolding and hop across the platforms until you reach the end. (Watch out for the exploding Shanks inside the room connected to the larger platform.) Look far below you for a wiry-looking black platform sticking out. You can hop down to land on this, then proceed over to the right.

There will be more platforms above you. Leap up to them where there's a sniper. Roughly right above that Resilient Vandal, you can jump into another ventilation shaft.

Once you're in, head directly away from the outside to enter the bottom of what seems to be an elevator shaft. Hop up on the platforms lining this shaft until you almost reach the top, then shoot open one of the grates l yet another vent. Head through to shoot another two grates until you reach a narrow bridge.

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Your goal here is to drop down several levels, avoiding the large fans by falling down the red-lit nooks. But first, aim down and eliminate the shanks along the way. You'll have to drop one level, land without dying, and then hop on the center of the next fan to identify the next nook to drop down.

At the bottom, there's a platform leading to another grate you need to destroy to progress. When you reach a large diagonal area ahead, you must jump to the thin ledge directly ahead on the right side. Then, continue to drop to the similar ledge on the lower left side. From the very end of that ledge, leap directly head to land in the lit area ahead.

You'll drop down to the right into a new room where you can turn left into another ventilation shaft. Keep moving forward and down until you hit the Arc Subsystem.

You'll reach a terminal with a diagram of the area ahead with six rectangles and four red lights on the outer edges. This is essentially a map, and each of the red lights indicates a switch your fireteam needs to flip in order to proceed out a door to the top-center.

Memorize the map, then turn around and drop down two vents directly into that area at the center-bottom. If you have a fireteam, split up your team on either side.

If you run into an Arc wall, it won't last forever, so just wait for it to fade and pass through. A robot in this maze called TR3-VR wanders around, and a red alarm indicates its appearance. It can only move along the path, however, so make good use of alcoves and platforms off the main path.

In the vertical shaft beyond the exit, there are two elevator platforms on either side.

Flip the switch to ride either one up. They'll stop at every level, but keep going until you see the central bridge above. Jump to it, then shoot out the yellow grate at one end to drop down a hallway, but make sure you stay in the middle (and jump towards the end, or you'll die from the impact). Once you land, turn around, then turn right into the hallway.

Before you descend the stairs, look for the ventilation shaft on the right at the top of the staircase.

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Follow that through until you drop into the Vanguard Vault.

After you drop down, turn around and look for a spot on the wall where the pipes curl down and move left. To the right of it is a square with the Cryptarch symbol. As you approach the wall, a "secret" door opens up.

In the next large room, go to the room in the far right corner. There, you'll find a small hole cut into the floor, which you can drop down to proceed.

You'll eventually reach a room with a 6x5 grid where if you take the wrong route through, it'll kill you.

Zero Hour Floor Puzzle Solution

In order to progress, you'll need to figure out the correct path across the floor. The solution to this puzzle varies depending on the current elemental threat modifier and whether you're running Zero Hour on Normal or Legend.

We've included maps indicating the correct paths below, which always start at the bottom.

Arc Threat Paths

Zero Hour Normal

Start Here

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Zero Hour Legend

Start Here

Solar Threat Paths

Zero Hour Normal

Start Here

Zero Hour Legend

Start Here

Void Threat Paths

Zero Hour Normal

Start Here

Zero Hour Legend

Enter Here

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After that, move forward until you reach the Tower Ruins where you face Siriks, of House Salvation.

Siriks Boss Fight Guide

Siriks himself isn't all that dangerous, but he will spawn additional enemies pretty frequently, culminating in an overwhelming final stand where he pilots a giant Brig. Here's a rundown of the phases:

  1. A Servitor and squad of Shanks spawns in the center
  2. A group of Shanks spawns near the stairs
  3. Another Servitor and squad of shanks in the hangar bay
  4. Another group of Shanks on the opposite set of stairs
  5. At 20% health, Siriks retreats and summons two Fallen Walkers
  6. When those fall, he'll come back piloting a massive Brig and spawn another Servitor

Take him down, then return to Ada-1 to claim Outbreak Perfected and pick up the Asset Protection quest series to enhance the weapon.

Up Next: New Light Kits

PreviousThe Whisper WalkthroughNextNew Light Kits

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Zero Hour Walkthrough - Destiny 2 Guide - IGN (1)

Destiny 2

Bungie

ESRB: Teen
Xbox Series X|SPlayStation 5StadiaPlayStation 4

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Zero Hour Walkthrough - Destiny 2 Guide - IGN (2024)

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