Players have found a new quest in Destiny 2. In the Bad Neighbors Heroic Adventure, there is a secret door that leads to a new Fallen Exotic item. The quest asks you to decipher riddles, and it takes some adventuring to find.
Here’s where to find the Fallen Transponder and all six nodes.
The Fallen Transponder is the start of the new Outbreak Prime quest. To find it, you’ll need to head to Titan. Start the Bad Neighbors Heroic Adventure, and continue until you run into your first Shrieker — the giant purple eye turret floating above a doorway. After you kill the Shrieker, look immediately to your left. There is a door that says “unlocked” if you walk up to it.
If you can’t access Bad Neighbors, you can find the door in the Titan patrol. Head to Tidal Anchor and follow the path until you get past the control room. When you find your pathway blocked by some Hive gunk, walk around and through the doorway. You’ll be in a small, dark room with a door on your left. Unlock the door.
Note: The door is locked until you complete the Enemy of my Enemy quest line on Titan. You unlock this quest after completing the Destiny 2 campaign.
Interact with the door to open it. Walk into the room, down the stairs, and investigate the table. You’ll find the Fallen Transponder.
Head to The Drain Lost Sector in the EDZ. Kill the Metal Captain and walk past the Lost Sector chest. Keep going until you find a giant cavern with Fallen flags adorning the ceiling. Jump into the cavern and look around until you find two boxes covered in purple sheets and a purple tarp over it. Investigate the small SIVA icon between the boxes to pick up Node 1.
Head to the Whispered Falls Lost Sector in the EDZ. Jump down immediately into the pit below. Look to your right, and you’ll see a small nook with a green, glowing light. Walk in, turn so your back is to the skulls, and grab Node 2.
Head to the Atrium Lost Sector in the EDZ. Walk down the stairs in the church and follow the path. Clear the first room of Fallen, walk out the door and take a hard left. There is a small alcove. Walk in, and Node 3 is behind a pillar.
Head to the Widow’s Walk Lost Sector in the EDZ. Clear the Lost Sector of all enemies. Behind the chest, up, and to the right is a small landing inside a broken building. Jump up, and you’ll find Node 4.
Head to The Carrion Pit Lost Sector on Nessus. Complete the Lost Sector, and kill the boss. Walk past the chest, and look to your right. Jump down as far right as you can, and then turn back around. Jump back up behind a hidden wall, and you’ll find Node 5.
Head to The Rift Lost Sector on Nessus. Find the giant, red light in the middle of the Lost Sector arena. From that position, look toward the left of the chest. You’ll see a storage container hanging off the ledge. Node 6 is in there. Run up to the platform, and jump around until you make it into the open side. Grab the final Node.
When you have all six nodes, you’ll find a long message in the Fallen Transponder. Head back to The Farm (there’s a node for it in the EDZ map).
When you land in the old social space, turn right. Attached to the big barn, you’ll see an open cellar. Walk down the stairs and follow the path until you find Mithrax, the Fallen captain. Gather a Fireteam of high-level players and talk to him.
You have 20 minutes to beat this mission. With a full team of 690+ players, we were able to take it down relatively easily, although we wouldn’t recommend trying it until you’re 680 or higher. When you take down the final boss, you’ll earn Outbreak Perfected.
Unlike The Whisper, Zero Hour starts out with mostly combat. We recommend at least one member of your team take Arbalest with you, as it makes quick work of the shielded Fallen. Your other slots should encompass all elements to deal with other enemy shields. In all of these combat sections, you need to kill every enemy or the door won’t open.
Make your way through the bazaar and into the small vent. On the other side, you’ll be where the Speaker’s chambers once were. Clear the enemies with your Fireteam, and move through the sweeper bot hallway.
You’ll find yourself in the courtyard, which is filled with Shanks of varying size and power. Take out the shielded ones and the Tracer Shanks first. When you’re done, move into the Hangar. This time you have a Walker to deal with. Kill the snipers and all the Servitors first, then focus on the tank.
Continue along the path of the old tower until you reach the flaming scaffolding where you first started Destiny 2. Slide under the big door next to the M and drop down the elevator shaft. Climb in the vent and follow it.
You’ll emerge in a giant shipyard. Turn immediately left, and you’ll see a ship sitting below you. Run up to it and crouch under its nose. Follow the path and take a right into the vent. Follow the hallway you drop into and take the other vent above you. Take a left and enter another vent behind the toolbox.
Follow the vent and take your first right. There are a few doorways below, but you only need to take the one directly under you. If you’re first, you’ll get a handy metal lip to stand on. If you’re following a teammate, it’ll have broken off by now. Step off the ledge, turn around, and push forward against the wall as you fall. Climb into the ledge and follow the vent.
You’re now outside the Tower. Jump onto the first piece of yellow scaffolding and then onto the next. Look toward the tower. There are two drain openings and a platform to your left. Depending on your class, you can either jump straight to the landing or hop your way to the landing through the drain openings.
On the landing, look off and down toward the tower. You’ll see a small protrusion. This is your target. Jump off the landing and move toward the wall. Land on the antenna.
Look out toward the Traveler and turn left. Jump on the pipes until you reach the next landing. You can pull a switch here to help your friends catch up a bit faster.
Jump onto the scaffolding above you and run up to the open vent. Jump in and follow the path. You’ll be in a big elevator shaft. Start climbing up a few flights until you’re at the second from the top. Shoot open the vent in front of you and climb through.
Now you’re surrounded by spinning fans. Look for the red lights and jump into them. If you hold against the wall, you’ll save yourself from the fans. When you land, be careful — don’t hit the ground too hard and skid off into another fan. Repeat this process until you’re at the bottom of the shaft. Climb in another vent.
You’re now in a long hallway that looks completely blank. Jump off the ledge and onto the silver vents hanging off the wall. These are tricky to stand on, but you can do it. Jump to the next one and finally into the open door on the far side. Once again, there is a switch here to help your slower friends through the puzzle.
The Zero Hour maze
Follow the vents until you get to Ventilation. Walk forward and take a look at the map, which you can see clearly in the image above.
This is the maze section of Zero Hour, and it looks much scarier than it actually is. The white lines represent hallways you can walk through, with the red arrows denoting switches you need to hit. You start the map in the center of the bottom-most rectangle’s southern white line. When you’ve had a good look at the map, turn around and drop down two floors of vents.
You’re in the maze now, just like in the picture. We recommend sending one player right and another left, just to speed the process up. We’ll write for the right side player, but the left side is just a mirror of the right.
- Run forward and take a left. Keep running until you find split in the hall.
- Turn right and into another rectangle.
- Follow the path and hit the first switch.
- Keep running until you reach the original hallway.
Here, you’ll likely have to wait for a wall of electricity to pass. If the electricity is just starting to arc, you can run through. Otherwise, you’ll have to sit and brood — Darth Maul style.
When the electricity drops, take a right turn. You should start hearing an unsettling sound about now. An electric shredder is also running the maze with you. There are some alcoves to hide in so it can pass, but just to your left you should see a giant cavern with pipes in it.
Jump on the pipes and wait for the machine to pass. You can tell if the shredder is chasing you by its sound or giant red light.
With the machine gone, jump back over to your hallway and take a left. Follow the path until a hallway opens on the right. Go hit the switch like last time and return to your normal hallway.
Take a right and follow the path until you can take another right. This is the exit. If you’ve hit all four switches, the doors will be open.
Run into the new room and hop on one of the elevator to your right or left. Hit the button and wait for them to slowly lift you into the rafters.
Jump onto the platform and shoot out the vent. Head down the chute and stay in the center of the slide. Jump to slow your momentum, or risk death by splattering against a wall. When you come out the chute, turn left and then immediately right. Crawl through the vent on the floor.
You’re in the old Cryptarch Vault now, and the mission is almost done.
On the opposite side of the Vault’s door, you’ll see some pipes on the wall. Next to the pipe, you’ll see the Cryptarch symbol. Go stand by it — sometimes punching worked for us, too — and the secret door will open. Run forward until you find the burned out case. Someone has stolen something.
At the case, take a right and you’ll see a burned hole in the ground. Drop through it. Run forward and hop into another vent. It’s time to fight.
When you drop down, you’ll find a Fallen Captain wielding a Scorch Cannon — Siriks, Loyal to Eramis. He’s surrounded by an army of Fallen.
First, take out the turrets on his right and left, then clean up the rest of the Fallen. The shielded Shanks that Siriks summons deal very high damage. Have a player with Arbalest take them out as quickly as possible. When everything else is dead, start hitting the boss.
Siriks will spawn a Servitor, surrounded by shielded Shanks. If you have a void weapon like Hammerhead, you can quickly focus on one shank, and the shield explosion will kill them all. You can also use a Hunter Tether for the same effect. Focus down the Servitor and its Shanks. Turn your attention back to Siriks and hit him until he spawns another Servitor grouping. This one is Solar. Use the same method to kill it.
When Siriks is down to two-thirds health, he’ll teleport back to the main area and summon two Walkers on the old turret platforms. This time, focus everything on Siriks and burn him down. One Thousand Voices is excellent for this fight, if you have it.
When Siriks falls, turn your attention to the rest of the enemies in the room. Clear them out and then focus on the Walkers.
If you manage to kill every enemy in the arena before time runs out, Mithrax will pop back up on the center platform. He’ll teleport over to his ship, and a moment later you’ll earn Outbreak Perfected.
Nice job! Go show off your new gun in the new Tower before diving back into the much harder Heroic version Zero Hour to get the Outbreak Perfected Catalyst.