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ZERO HOUR NORMAL

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Jul 12th, 2019
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  1. OUTBREAK PERFECTED/ZERO HOUR NORMAL
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  3. SUBCLASS RECOMMENDATIONS
  4. Hunter - Top tree tether with vortex/voidwall grenades. Orpheus rigs is nice, but not really required. Second best bet would be a 3 shot golden gun with celestial nighthawk. Stompees would be good to swap to after falling down the initial elevator shaft and starting the jumping puzzle, but remember to swap back to your main exotic after getting through the vault.
  5. Titan - Middle tree sentinel with voidwall grenades, armamentarium or doom fangs are both nice. Lion rampant makes the jumping a lot easier, just remember to switch back once you're done with the puzzle. Second best bet would be top tree sunbreaker with hallowfire heart and thermite grenades.
  6. Warlock - Top tree voidwalker with vortex grenades and contraverse hold. Other subclasses are not as effective due to nova bomb being incredibly valuable throughout to deal with servitors. Transversive steps can be used to help with the jumping, but isn't as impactful as stompees and lion rampants for the other classes.
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  8. WEAPONS
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  10. Kinetic - Snipers (with triple tap) or arbalest work well. Shotguns can be used too. I usually use a supremacy with triple tap. These are mainly going to be for taking out vandals and sniper shanks, as well as for destroying walker tanks in the boss room quickly. Longer range primaries such as scouts and 4 burst pulses can be used, but you'll suffer a little with the tanks. All the other enemies present are shielded, so your kinetic won't see too much use outside of these.
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  12. Energy - Mid/long range primaries are ideal here - bows, scout rifles, pulse rifles, and hand cannons as long as some member of your team has a longer ranged option to deal with snipers. Jotunn can also be used to take out most shields quickly, however ammo does become an issue. Hard light is also not a bad option.
  13. If you use a void subclass, an arc/solar weapon is ideal. Void appears the least out of the three elements, being right at the start with the shanks, the hangar with the void servitors, and then the first large servitor in the boss room summons void shanks. Meanwhile, all the shanks in the room following the initial room have arc shields, with the larger shanks having solar, and all the ones in the hangar have solar shields with 3 void servitors. In the boss room the shanks spawned by first servitor are void, the shanks present on the sides of the room are always arc, and the shanks in the back summoned by second servitor are solar. I personally start off with a void bow, then swap to an arc bow for the second room, then swap to a solar bow for hangar, then swap to recluse for the area following hangar, then stay on an arc bow for the rest of the encounter. Swapping weapons constantly like I do isn't by any means required as long as you cover solar and arc and have adequate range.
  14. Heavy - Machine guns are ideal here, being able to clear adds with high efficiency. I usually recommend thunderlord (which is what i use) or 21% delirium due to the amount of arc present in the mission, and their damage lets you take out solar/void shields if you really need to and can't match elements for some reason or another.
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  16. THE MISSION - WALKTHROUGH
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  18. ---INITIAL ADD ROOMS---
  19. Start off by heading forwards past the doorway. Mithrax will appear to assassinate a dreg, so ignore him and keep going forwards. You'll see a vent in the wall ahead off to the right a little, head through there and you'll drop into the first room of adds. There are 2 arc captains, 2 groups of void shanks, sniper shanks in the back, and a few marauders that will rush you down pretty quickly. Throw void grenades at the groups of shanks, use arc damage - heavy or otherwise - to take off the captains shields, and then deal with the rest of the room. The door to the next room should open with about 19 minutes on the clock. //This is usually when i swap from a void bow to an arc bow.//
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  21. This next room has 3 large solar shanks with adds next to them - sniper shanks or vandals, 3 groups of arc shanks, and multiple sniper shanks far in the back. Kill the arc shanks first to give yourselves some breathing room, and then work on the snipers. //This is usually when i swap from an arc bow to a solar bow// Take out the solar shanks and head to the far right of the room, following the path round the corner to the hangar.
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  23. The hangar consists of two levels, upper and lower, and has yellow platforms in the back. The yellow platforms have snipers sitting on them. The upper layer has 2 void servitors, many solar shanks, and a few marauders. The lower layer has 2 void servitors, 3 solar shanks, and a walker tank. Someone should take out the snipers in the back with long range weapons, while the other two start working on the upper level of the room. Supers should be used to clear the upper layer, aiming in particular for the servitors. If the servitors are allowed to live for long enough, they will eventually come down to the bottom layer, where they will shield each other. Supers is the only way to break this, and can potentially waste minutes.
  24. After the top layer and snipers are clear, the shanks on the bottom layer should be targeted, leaving the 2 void servitors and the tanks. Titans should throw voidwall grenades aiming to land them underneath the tank. With middle tree sentinel, your grenades will come back in a matter of seconds, and this should be repeated until the tank is down. Warlocks can also do something similar by overcharging their vortex grenade, and with contraverse hold should get it back relatively soon. Likewise, repeat until dead. While grenades are being used to kill the tank, focus on the servitors. Follow the path past the tanks forwards. //This is usually when i swap from a solar bow to recluse.//
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  26. This room has an initial room with marauders, and a major captain. The room after has 1 solar large shank, sniper vandals, and dregs. Supers should be used at this point to clear this room quickly, as well as grenades and any other abilities. They won't be needed. I look to clear this room with 15:30 on the clock. Progress forwards, being careful to kill all the fallen present. Once the barrier goes down, you'll be at the start of the jumping puzzle. Swap to any mobility-enhancing exotics you want.
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  28. ---THE JUMPING PUZZLE---
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  30. Slide down the elevator shaft and crouch into the vent. You want to follow this vent until the end. At the end, take a left and you'll see a ship. You wanna head to the nose of this ship, and head underneath it. Slide into the grate on your right and progress until you drop down. After you drop down, turn left and head forwards. Jump up to reach the vent, and turn left. You'll see a shelf-like thing, destroy the vent behind it. Head inside, and take the first vent that appears on the right. Directly below you will be a platform, and another vent if you turn around. Head inside quickly, since the floor will break underneath you. Progress forwards until you see a yellow platform.
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  32. From this yellow platform, you want to face the direction you came, and walk off, hugging the wall as closely as you can. Platforms will appear after the wall disappears. Use your jumps to land on them. Activate the switch on your right for your teammates. This will cause a platform to extend, making the drop down a lot easier for them. From the switch, head forwards and you'll see a set of stairs. Go up them, and look the way you came and up. You'll see some platforms. Head up there and looking up slightly you'll see a fallen grate, with a box roughly underneath it. Jump onto the box, face the grate, and jump up. Progress forwards until you see some yellow platforms.
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  34. Jump onto the yellow platform. This'll be platform 1. Progress around the room, jumping on the slightly higher yellow platforms. The second will be platform 2, and so on. Keep going until you've made a full rotation around the room, AKA platform 5. From here, jump directly up and you'll see a grate. Destroy it, head in, take a left, and progress forwards.
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  36. At this point you'll reach the fan room. Drop onto the middle of the fan. You'll see hollows in the wall, lit up red. Jump into the red hollow to get past the fan, and then jump into the middle again, not touching the blades in order to avoid death. Keep going until you reach the end. You'll see a yellow vent, head through it and you'll have reached a chasm.
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  38. Get through the chasm by landing on the thin platforms along the sides. Once you get through, activate the switch to put up larger platforms to make it easier for teammates. Wait here for the rest of your team, since progressing past this point will spawn TR3-VR. TR3-VR follows a set path, and so as long as you follow the correct path, you won't be at risk of dying to him. Spawning him early or progressing without your teammates will cause them to be off cycle once they reach the maze, potentially leading to a massive time waste.
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  40. Head through the vents, taking an initial left, going straight until you can't, then take a right. You'll drop down into ventilation. Head forwards and right around the pillar, and fall down the vent. Turn and you'll see another vent, head through and you'll see a drop down. This leads into the TR3-VR maze. https://i.redd.it/y7bdr8h8nww21.jpg will show a map of the room, with you dropping in at the bottom and the exit being at the top. Wait here until TR3-VR passes, and then follow as he turns left and heads around. Hug left and activate the first switch. Keep going forwards, waiting for the electricity to pass, and then take a left onto the main hallway. Hug left again, and activate the second switch. At this point, turn around and go back on yourself, and on your left you'll see a chasm with red pipes along the sides. Use the pipes to jump across to the other side. If you die, just respawn and when you drop down, take a right instead of a left this time. If you made the chasm jump, take a right, hug left, and activate the switch. Turn back on yourself, and join the main hallway. Go the opposite way and then hug right, activating the final switch. Keep going forwards until the game forces a left, hug the right wall and exit the maze. This path will guarantee you will not risk dying to TR3-VR, even if you die making the jump from the left side to right side. With a team of three, you can send one person to the right side to activate the first switch. However, they will have to use either the holes in the main hallways or jump onto a pipe in the chasm between left and right side to avoid dying to tr3-vr.
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  42. Once you get to the exit, you'll see 4 platforms. Choose one, and activate it. It'll act as an elevator taking you to the walkway up ahead. It won't take you all the way, so jump once you can reach it. //this is when i swap from recluse to an arc bow// You'll see a yellow vent, break it and take the middle of the slide, using jumps to slow yourself down. Take the doorway on your left, and take the vent on the right wall, before the stairs. You'll drop down. Turn around and run up against the green cryptarch logo on the wall. It'll open. Head all the way to the back of the room, and take a right at the end, you'll see a hole in the ground with a red outline. Drop down, turn left, and progress forwards into the boss room. You want about 5 minutes on the clock when you get to the boss room.
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  44. ---THE BOSS ROOM---
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  46. Start off by clearing adds, being careful not to damage the boss. The turrets you see on the raised platform don't need to be killed. Once all the adds are down, shoot the boss and a servitor and void shanks will spawn. If a warlock is present, go up and nova bomb the servitor immediately, otherwise either the titan or hunter should pop their super and take it down, as well as the void shanks if any remain. Deal more damage to the boss, and it'll teleport off to the left side of the room. Destroy the arc shanks, and deal more damage to the boss. It'll teleport to the back, summoning another large servitor with solar shanks. The hunter should tether the servitor and then killed. More boss damage, and the boss will teleport to the right side, spawning arc shanks. If possible, just damage the boss so he teleports away, leaving the shanks alive. This is because the shanks will respawn once the boss teleports away. Once he does, he will move back to his initial area, spawning 2 arc shanks and marauders next to him, and 2 sniper vandals. As well as this, arc shanks will spawn on the sides, and 2 walker tanks on the platforms. Take out the arc shanks. Titans and warlocks should use their grenades just like in the hangar to deal with the tanks. You can break a leg of a tank, then go up to it and position yourself in a way to use the tank as cover from the turrets and boss, letting you kill them comfortably. Once both tanks and adds are down, focus the boss. He may spawn more adds close to dying, so kill them. Once everything is dead, the mission ends and you are awarded outbreak perfected.
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