You remember the first time you saw that red, siva-infused pulse rifle in the original Destiny? Outbreak Prime was a legend. When Bungie brought it back as Outbreak Perfected in Destiny 2, they didn't just hand it to us. They built a gauntlet. The Destiny 2 Zero Hour guide you're reading isn't about some walk in the park; it’s about navigating a chaotic, timed sprint through the ruins of the Old Tower while a giant robotic spider tries to turn you into a pancake. Honestly, if you aren't sweating by the time you reach the vault, you’re probably doing it wrong.
Zero Hour isn't just a mission. It's a test of whether you can jump, shoot, and communicate at the same time. Most people fail because they panic at the timer. Or they get lost in the vents. We’ve all been there, staring at a wall while the countdown hits zero.
The Loadout Reality Check
Don't bring your favorite meme build here. You need efficiency. Since the mission was brought back into the Legends rotator, the elemental shields are predictable but punishing. You’ll see a lot of Void and Solar.
Arbalest is still a king for a reason. It pops shields regardless of the flavor. If you're running a Hunter, Tether is almost non-negotiable for the final room because of the sheer density of Fallen Captains and those annoying Brigs. Titans? Throw on a Pyrogale or a Ward of Dawn if you’re feeling defensive, though crashing through mobs with Strand is arguably more fun and effective for clearing the path. Warlocks should stick to Well of Radiance for the boss fight, but honestly, Sunbracer builds can clear the entire hangar section in seconds if you know where the spawns are.
The mission is split. You have the combat, the platforming, and the boss. If you spend too much time swapping gear in your menu, you're dead. Use a loadout manager. Have a "Path" build and a "Boss" build ready to go.
💡 You might also like: Beating the Pokemon League Pokemon Diamond: Why This Elite Four is Still Infuriating
Navigating the Maze Without Losing Your Mind
The first ten minutes are a blur. You’re clearing the courtyard, then diving into the basement. The most important thing to remember in this Destiny 2 Zero Hour guide is that speed comes from movement, not just killing. If you can bypass a dreg, do it.
Once you hit the ventilation shafts, the game changes. This is where most solo runs die. You're looking for that one specific grate. It’s tucked away, easy to miss. If you find yourself in a room with a bunch of yellow pipes and no exit, you’ve gone too far. Back up. Look for the red light. Red usually means "go" in the world of SIVA.
Trevor is Still Terrifying
Let’s talk about TR3-VR. The sub-basement security bot. He’s a giant, electrified wall of death that patrols a square corridor. There is no "beating" Trevor. You just hide in the little alcoves and pray he doesn't see your toes sticking out.
The trick here is the switches. You need to hit four of them to lower the barriers to the exit. Split up. If you’re in a fireteam, have one person go left and one go right. The third person can just stay near the entrance and cry, or help whoever gets cornered. If you see the red glow of his lights reflecting off the walls, run. Do not try to jump over him. You will die. It is funny for your friends, but bad for the timer.
The Cryptarch’s Vault Puzzle
Once you’re past the murder-bot, you hit the vault. In the original version, this was a nightmare of spreadsheets and coordinate reading. In the updated version, it’s a bit more streamlined but still requires you to keep your head on straight.
You’re looking for consoles. There are three rooms. If you’re doing the heroic (Legend) version for the catalyst or the intrinsic upgrades, you have to deal with the floor tiles. Step on the wrong one? You're crispy. The pattern changes, so don’t rely on a two-year-old screenshot you found on Reddit. Look at the monitors in the side rooms; they actually tell you the path. It’s a simple grid system, but when the timer is at 2:00, simple becomes impossible.
Beating Siriks and the Brigs
The final boss fight is a mess of fire and scrap metal. Siriks, Loyal to Eramis, isn't actually the problem. The problem is the two Brigs that spawn in the back and the tanks that drop in later.
Focus the snipers first. Seriously. They will flinch you out of your Super and ruin your day. Once the snipers are down, melt the Brigs. If you have a person running Gjallarhorn and two others with legendary rockets, the Brigs go down fast. Save your heavy for them and the tanks. Siriks himself teleports around like a coward, but he has a relatively small health pool compared to modern dungeon bosses.
Pro tip: Use the pillars. The arena has these massive structures that provide 100% cover from the boss's main cannon. Move in a triangle. Shoot, cover, rotate. If you stay in one spot, the Fallen will flank you with shrapnel launchers.
Secret Switches and the Catalyst
You aren't just here for the gun, right? You want the craftable version and the perks like Rewind Rounds or Outlaw. To get these, you have to find the hidden switches scattered throughout the mission.
- The First Switch: Located in the early courtyard behind a crate. It’s easy to miss if you’re rushing.
- The Vent Switch: Right before you drop down into the "ship" jumping puzzle area.
- The Vault Switch: Tucked behind a pillar in the room before the final boss.
Activating these triggers a sequence that allows you to collect "Inert SIVA" or whatever the current seasonal currency is called to unlock the upgrades. It adds time to your run, too, which is a nice bonus if you’re struggling with the clock.
What Most People Get Wrong
People think they need to kill everything. You don't. This isn't a Strike. This is a heist. Every bullet you fire that doesn't clear a path is a second wasted.
Also, jumping puzzles. If you’re a Warlock and you hate the "manto-jump" sections, use Icarus Dash. If you’re a Titan, Lion Rampants are your best friend. Hunters, just put on St0mp-EE5 and try not to overshoot the platforms. The outside section of the Tower, where you’re jumping on the small ledges hanging over the abyss, is purely about rhythm. Don’t double jump too early. Let the gravity work a bit before you engage your lift.
Moving Forward with Outbreak Perfected
Once you clear it, the mission stays in your Legends tab. You’ll need to run it multiple times on Legend difficulty to fully unlock the crafting potential of the gun.
Grab a team. This mission is infinitely easier with three people who know the jumping puzzle. If you’re soloing it, hats off to you, but expect to spend a few hours learning the exact timing of the floor traps in the vault.
Get your rewards. Go to the Enclave. Shape that gun. Outbreak Perfected with Rewind Rounds is a monster in Grandmaster Nightfalls because the SIVA nanites count as hits, constantly refilling your magazine. It’s one of the few Primary weapons that actually feels like a Heavy when the nanites start stacking on a boss.
Start by practicing the jumping puzzle in a solo private instance if you have to. There's no shame in it. Knowing exactly where that one hidden vent is will save you three minutes, and in Zero Hour, three minutes is the difference between a New Exotic and a trip back to Orbit.
Actionable Next Steps
- Audit your Vault: Pull out a high-impact Sniper or Arbalest. You'll need the range for the hangar snipers.
- Check the Rotator: Ensure Zero Hour is the active Exotic Mission or available in the Legends tab before gathering a group.
- Practice the "Trevor" Route: Watch a 30-second clip of the pathing so you don't get trapped in a dead end.
- LFG with Specifics: If you need the catalyst, specify "Legend Run + Puzzles" in your post to avoid confusion.