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    The Division 2 News & Guides

    The Division 2 Guide - Pro Tips for Completing Zero Hour Puzzle and Kill All Bosses
    Recently, I saw all the big names getting The Division 2 Zero Hour done on consoles with all the advantages that that confers. As someone who's done zero hour heroic several times to help others get their catalyst or complete the configuration puzzle, here are some tips for those who are going to give it a shot.
     
    First off, please be 700. The enemies are 690 light and will shred you, especially snipers. If you've run SotP, put on a piece of Fallen Barrier to take 20% less damage from all enemies in the mission for 10s. You can unlock Fallen Barrier in the in-game shop fast with Cheap The Division 2 Credits at 5mmo.com. With a coupon code “ 5MMO”, you can enjoy 3% off.
     
    For the weapon set up, my weapons are as follows:
     
    Curated Threat Level
    Recluse + Luna's Howl + Curated Nation of Beasts + Rapid Hit+Kill Clip No Feelings (vital for the second room)
    Thunderlord/Whisper
     
    On the armor side, I've got sniper reserves on my helmet, a few special ammo finders, a few mobility mods and Fallen Armaments/Absorption/Barrier. You can see the armaments/absorption hard at work in the first three rooms so that I can have near 100% uptime of Thunderlord while popping all shields. Some people have recommended Hammerhead to rely on the void singe for extra damage, but I found that matching shields is just much easier and quicker, and only needs one weapon swap for the third room if you're running a void subclass that can regenerate grenades.
     
    My Orpheus Rig has a Boss Resist mod on it alongside handcannon dexterity, which is helpful since I'm using HCs almost throughout. The Stompees have Traction and a mobility mod on it which is actually useless on this run, since I'm over 10 mobility with the armour pieces I have on, but I didn't want to change it over just for this one activity!


     

    As far as both the jump puzzles, I don't really have too much to say. Jump puzzles just took a bit of practice to get familiar and build up slight muscle memory.
     
    In term of boss encounters, the boss encounter is, luckily, incredibly formulaic. It'll take running a few times to figure out what is and isn't safe but it otherwise mostly sticks to a script. The only wrench are the marauders in the spider tank phase. Sometimes they're aggressive and do stupid things, other times they'll just chill behind boxes until the boss is dead and they're the only thing left to clear. Here's a strat to clear everything easier:
     
    Clear snipers and the turrets before attacking the boss. This prevents the first servitor from spawning with the shanks and prevents him from teleporting to the sides. Clear all red bars and snipers before initiating his main fight.
     
    Void Servitor- shanks are void for this spawn and will only be void here. Nuke the servitor down and take down the shanks and new snipers before moving on. Always make sure more things are dead than alive before moving the boss.
     
    Solar Servitor- solar shanks now. Same strat, nuke servitor or tether it to take everything out quickly. The boss will continue to spawn arc shanks, so take those out as they spawn.
     
    Tank Phase- focus the right tank first, then the left
     
    Killing the Boss- have one person focus the arc shanks he spawns (2 at a time), while the other two dps the boss from one of the tank box spawns. The boss will never teleport over and will simply shoot his launcher at you, so a Well/Healing rift and rally barricade is perfect here. Whisper is optional. Repeat until dead.
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