Add Section

This is the first part of the Zero Hour mission. We will talk about what adds are in the rooms and the fastest way to clear them.

Something to note: Normal and Heroic difficulty do not change for the add section or the boss room.

Start

From the very beginning rush straight ahead and through the door. A few adds will spawn here. Just ignore them as they don't attack you and just to the air duct along the wall behind them. Continue through the duct until you reach the first add room.

First Room: Balcony

In the first add room you will encounter void Shanks, tracer Shanks, arc Captains, and Marauders. Have the team first focus the tracer shanks as these can quickly deplete your health. Once they are down you should focus the void Shanks. The Shanks you'll encounter in this mission have low health but strong shields. Just match the element of their shields and they will die quick. After those few Shanks the Marauders might be hassling you, take them out quick with a melee ability or shotgun. Once marauders are down, focus your fire the Captains and they should fall quick.

Now that you are done in this room, go straight across the open area to the now open stairs. Turn right and follow the path, this will then put you under a bridge. This is the start to the second add room.

Second Room: Courtyard

In this room you will face off against arc Shanks, tracer Shanks, solar Heavy Shanks, and Vandals. When under the bridge on the right there is a tool box. A player can crouch here and shoot some adds. Someone with a sniper or long range primary should take this position and aim for the tracer Shanks throughout the courtyard.

The rest of the team can continue on into the room. The arc Shanks are very troublesome and can be taken out easily so clear them first before going after the larger adds. Make sure your team focuses their fire on the larger Heavy Shanks to clear them as fast as possible.

After you are finished clearing the room go across the courtyard the the rubble walkway in the back right side. Follow this pathway around the corner to the left. Jump up the rubble followed by crouching under the collapsed ceiling. Take a right and go under the next part of the collapsed ceiling. You are now in the third add room.

Third Room: Hanger

This is the hardest add room. In the hangers there are a large number of adds which are solar Shanks, tracer Shanks, void Servitors, Vandals, Marauders, and a Walker tank. On a good note your team's super should be fully charged or close to charged by now.

To start allow the sniper on your team to take out the tracer Shanks and Vandals on the cat walks throughout the hanger as they can cause difficulties.

During this another fireteam member should use their super on the adds to your left. Hammer Strike, Nova Bomb, Six Shot Golden Gun, and Tether all work great against these guys since they are all grouped up.

Once snipers and adds on the top floor are gone drop to the bottom floor near where you came in the hanger. Your almost done with this room so don't worry. Down here take out the solar Shanks and void Servitors while one of your teammates with a Whisper is focusing on the Walker tank in the back. As the Whisper at this point is the fastest way to clear this tank.

Once this is done go up the stairs past the tank and turn left.

Transition to Maze

In front of you is a small room with a few Marauders and an arc Captain, these are made trivial with a Nova Bomb or Tether. The very next room houses Dregs, Vandals, and a solar Heavy Shank. Clear the small red bar adds followed by the Heavy Shank.

Behind the Heavy Shank a pathway will have opened once all adds are cleared. From here I suggest equipping Stomp-EE5, Transversive Steps, or Lion Rampant. Go down the hallway a short way and take the first right. Down the stairs and to the left and through the broken door to the hallway with rubble.

Now in this short part you will need to clear some small adds. Take out the two Dregs on the upper walk way. Jump where they were and continue the path to the left. Follow the path of adds till you get to another blue force field. This will go down once all the adds in the hallway are dead.

Go through here and turn right. In the open area straight across and a little to the left there is a cat walk with a noticeable "M" on the wall. Go there and slide into the elevator shaft. Make sure to land gently as the fall can kill you. Turn right and go into the air duct. Follow this and drop into the large open area. This is now the beginning the to maze section.

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