A step by step guide to the concluding encounter in Zero Hour D2
Zero Hour is a brutal mission , and if you thought the boss fight at the end would be gentle , you ’re in for a nasty surprisal . Here ’s how to beat Siriks of House Salvation in Zero Hour Exotic Mission in Destiny 2 .
How to beat the Final Boss of the Zero Hour Exotic Mission
Siriks has a ton of lethal attack and force you to separate your care between multiple threat . lease ’s blab weapon first . I strongly recommend a Scout Rifle , as most engagement will be fought at chain of mountains . ThePolaris Lance , in particular , is phenomenal in this battle as its Solar constituent can bump out Shank Shields .
As for your heavy pick , I used the Xenophage , which is like a sniper rifle on steroids . AGrenade Launcher or Rocket Launcher will do just fineif you may land your striking . This fight goes on for a while , so you ’ll belike fall back on your principal option for the second form of the battle .
Phase One
When you embark the sports stadium , it ’s tempting to focus on Siriks , but there are a lot of reinforcements to apportion with around the sports stadium ’s edges . Most of the mobs have long - range weapons , so it ’s a good estimate to deal with them first .
Siriks likes to teleport all over the place , but once you ’ve knocked his health down enough , he will spawn a brace of Servitors .
Defeat the Servitors
The Servitors are grievous as they each have an ground forces of Sniper Shanks surrounding them . This is wherethat long - range arm I recommended will come in handy . Poke at each Servitor from afar , then pulverise the Shanks .
Once both servitor are defeated , Siriks will render to the arena . The next wave of reenforcement will come along once you knock Siriks below half - health .
Defeat the Walkers
Siriks will teleport away , and a duo of Walkers will spawn at the back of the arena . If you stomach near the middle , both walker can target you , soI recommend using the box for covering belowand focusing on one at a time .
Fortunately , these Walkers are the same as usual , but they have mint of health . Once you ’ve defeated both walkers , you ’ve made ithalfway through the conflict .
Phase Two
You ’re in all probability hurting for fourth dimension at this point , butyou still have a bit of a slog ahead of you . Siriks returns to the battle in an armored Brig skirt by a ton of reinforcements . consider with the syndicate first , but you must stay on the move to avoid the Orbital Lasers .
If you notice firey effects around you , it ’s metre to move , as the surface area will be bombed shortly after . I foundthe safest place to stand up was in the Hangar at the backof the area . Siriks does n’t move much , and I could easily set ashore critical hit with my Polaris Lance from a distance .
The Hanger is fairly safe , so you should n’t have to recede for cover too often . end the space to practice your Super Ability , but you should be able toknock Siriks out from afar .

I beat Siriks as a duo injust over 10 bit with suboptimal gear . I swapped to the Polaris Lance mid - fight , which was much more effective than the Handcannon I used before .
As long as youkeep your distance and prioritise mobs , you should easily be capable to beat Siriks faster than I could . I ’ve babble out the Polaris Lance ’s extolment in this guide , butany hefty Exotic weaponis well than nothing .

Screenshot: PC Invasion

Screenshot: PC Invasion

Screenshot: PC Invasion

Screenshot: PC Invasion