Disney’s first Donald Duck short in 60 years shouldn’t be the last


Donald Duck, arguably tied with Goofy as the second most recognizable Disney character after Mickey Mouse, starred in over 150 short films throughout the 1930, ’40s, ’50s, and ’60s. 2024 marks the 90th anniversary of the pantsless Pekin, who persisted through the second half of the 20th century thanks to Disney Channel replays of his shorts, appearances in DuckTales, and the Kingdom Hearts games.

Disney is celebrating the duck’s birthday with the usual merch drops and theme park shenanigans, but its best gift to fans is a brand-new short: DIY Duck, Donald’s first solo short outing since 1961’s The Litterbug. Directed by veteran Mark Henn, who has remained on Disney’s hand-drawn animation team throughout the quarter-century pivot to 3D CG, DIY Duck checks all the boxes of a classic Donald short, starting with a mundane day-in-the-life problem that puts the character through the cartoon wringer.

Donald was always my favorite cartoon character: Landing between the more wholesome Disney gang and Tex Avery and Chuck Jones’ elastic, ecstatic WB cast, Donald was just… some dude… trying to learn how the world works and get by. His temper could run hot, but he was solutions-oriented. He wanted to make a buck, but wasn’t anything like Scrooge McDuck. His curiosity and zest for life meant Disney could drop him into a PSA every now and then — Donald wanted to learn, and we wanted to learn with him. I will dig up what might be his greatest adventure, Donald in Mathmagic Land, once a year just to remind myself that, yeah, math rules.

These days, Donald’s mostly a relic, playing second fiddle to Mickey in the rare instances when Disney approves its mascot character for media use. That’s a bummer, and DIY Duck is a great reminder. Today’s more sophisticated toons are often fantastical and larger than life even when speaking to nuanced human experiences. So it’s kinda nice to have a modern short, simple yet stylish in its cartooning, that is about fixing a crack in a wall — something that I, like Donald, would be absolutely terrible at. In a neat throwback, DIY Duck also pays tribute to Donald’s classic rage voice by using archive clips of Clarence “Ducky” Nash, who voiced the character for 50 years.

While Disney maintains a hand-drawn department, the company mostly deploys it for stunts (like DIY Disney and last year’s Once Upon a Studio short) and skeletal work on 3D CG features. During a visit to Walt Disney Animation for 2014’s Big Hero 6, I was fortunate to watch Henn in action, cartooning by hand for a scene that would later be painted over and rendered with the finished CG art. Whether Disney will ever make a new hand-drawn feature — or, heck, a steady stream of Donald shorts! — is unclear, but by keeping Henn and the team on board, the studio implicitly understands the soul of the medium, whether it’s breathing life into 3D characters or reviving a legacy for an act of tribute. I’m just hoping this isn’t the last time we see Donald in this form over the next 60 years.

Where to unlock all custom deliveries in FFXIV


If you’re looking to level up your crafters and gatherers in Final Fantasy 14, completing weekly custom deliveries to eager clients is a great way to amass both EXP and scrips (the crafting/gathering currency).

Below, we explain how custom deliveries work in FFXIV and how to unlock them all.


Custom deliveries in FFXIV, explained

Custom deliveries are weekly quests you can complete to earn lots of crafting and gathering EXP and scrips. You’ll also gain satisfaction for each character you do deliveries for and their satisfaction levels will rise, teaching you more about the character. You can only complete a total of 12 custom deliveries per week and six per specific NPC. Deliveries reset every Tuesday morning.

Every week the clients will ask for a list of items that you can either craft or gather. You can check what items they want without even talking to them via opening the “duty” menu, selecting “timers,” and then selecting “custom deliveries.” (It’ll only show you the clients if you have them unlocked, though.)

The custom delivery menu in-game, showing what Ameliance wants this week in FFXIV

Image: Square Enix via Polygon

You can buy all the materials needed for crafting from nearby merchants. For example, Zhloe and Adkiragh’s materials are bought from the Scrap Salvager in Idyllshire and Kurenai’s materials can be purchased from the Blue Merchant across from her in Tamamizu.

For gathering, you can check where the gathering nodes are by opening the custom delivery menu for that client, selecting the fish or gatherable, and selecting “display location” or “search for item by gathering method” respectively.

The higher collectability your crafted or gathered turn-in has, the more EXP and scrips you’ll get in return. Scrips can be used to purchase important crafting materials, materia, décor, and other useful loot from Scrip Exchange NPCs. Notably, you can use scrips to get some of the materials you need for your Heavensward Anima relic weapon.

Also, once you max out the client’s satisfaction, you can glamour them, dressing them up in whatever outfit you want. You can do this for all the clients except M’naago and Ehll Tou.


Rewards from custom deliveries

While EXP and scrips is a bountiful enough reward, some of the custom deliveries give out special rewards that are worth grabbing:

To get the above rewards, you’ll need to reach max satisfaction with these clients and complete a quest (given by the client) after doing so.

You’ll also get two titles from each client after reaching max satisfaction with them and after delivering 150 collectables to them.


Where to unlock all custom deliveries in FFXIV

Before you unlock custom deliveries, you need to unlock collectables, if you haven’t already. You can do this by completing the quest “Inscrutable Tastes” from Morgayne in the Foundation (Ishgard). You will also need to be at least level 50 in a crafting or gathering job to unlock collectables, but the first custom delivery client is available starting at level 55.

You will also have to complete these short conversation quests to unlock scrip exchanges and vendors for each expansion:

  • Heavensward: “Go West, Craftsman” from Lydirlona in Mor Dhona
  • Stormblood: “Reach Long and Prosper” from Galiena in Rhalgr’s Reach
  • Shadowbringers: “The Boutique Always Wins” from Mowen in Eulmore
  • Endwalker: “Expanding House of Splendors” from Ofpilona in Radz-at-Han

Two of the clients require you to unlock The Firmament, the hub for Ishgard Restoration. You can do this by completing the quest “Towards the Firmament” via the Recruitment Notice flyer near the Ishgard Aetheryte. You’ll need to complete most of this questline to unlock Ehll Tou and you’ll actually need all of it to unlock Charlemend, so you might as well do it all (unless you hate Charlemend for some reason).

a blue quest marker on a “Recruitment Notice” NPC flyer on a wall in FFXIV

Image: Square Enix via Polygon

As usual, these quests (and the ones to unlock the actual deliveries) are marked with a blue quest marker with a plus sign, so you should be able to find it just by opening your map and seeking out that icon.

Below, you can see where to unlock all of the custom deliveries in FFXIV.

FFXIV custom delivery quests and requirements

NPC name NPC location Level Unlock quest Quest NPC Quest location Other requirements
NPC name NPC location Level Unlock quest Quest NPC Quest location Other requirements
Zhloe Aliapoh Idyllshire 55 Arms Wide Open Geimlona Idyllshire (5.7, 6.9) Requires Heavensward expansion
M’naago Rhalgr’s Reach 60 None Forgotten, None Forsaken Galiena Rhalgr’s Reach (9.8, 12.5) Requires Stormblood expansion, “Return of the Bull” MSQ completed
Kurenai The Ruby Sea 62 The Seaweed is Always Greener Kojin Hireling Kugane (10.1, 9.9) Requires Stormblood expansion, M’naago’s deliveries unlocked, side quest line for “The Palace of Lost Souls” completed
Adkiragh Idyllshire 66 Between a Rock and the Hard Place Geimlona Idyllshire (5.7, 6.9) Requires Stormblood expansion, Zhloe’s deliveries unlocked, “Stormblood” MSQ completed, “Purbol Rain” side quest completed
Kai-Shirr Eulmore 70 Oh, Beehive Yourself Kai-Shirr Eulmore (11.7, 11.7) Requires Shadowbringers expansion, “Moving Forward” MSQ completed
Ehll Tou The Firmament 70 O Crafter, My Crafter Ehll Tou The Firmament (13.5, 11.2) Requires Stormblood expansion, The Firmament unlocked via “Towards the Firmament” side quest, side quest line for Ishgard Restoration completed up until at least Ehll Tou appears, Ehll Tou side quest “If Songs had Wings” completed
Charlemend The Firmament 70 You Can Count on It Francel The Firmament (11, 14.5) Requires Stormblood expansion, side quest line for Ishgard Restoration completed, Charlemend side quest “The Brume Lifts” completed
Ameliance Old Sharlayan 80 Of Mothers and Merchants Well-dressed Attendant Old Sharlayan (12.6, 9.7) Requires Endwalker expansion, “Endwalker” MSQ completed
Anden Il Mheg 80 That’s So Anden Supplicant Sheep The Crystarium (9.3, 11.3) Requires Endwalker expansion, “Endwalker” MSQ completed
Margrat Labryinthos 80 A Request of One’s Own Theopauldin Old Sharlayan (13.8, 15) Requires Endwalker expansion, “Going Haam” MSQ completed

If you’re just starting out in the massive world of Final Fantasy 14, we have tons of guides to help you. We have a beginner’s guide to get you started, along with guides detailing when you’ll get your mount and which Grand Company you should join.

If you’re starting but are feeling overwhelmed, we have guides to help with picking a job and a guide that explains how long it may take to catch up to current content in FFXIV.

We also have guides on side content, like ocean fishing, relic weapons, and Island Sanctuary, for those who want to take a break from it all.

‘Zero Hour’ quest walkthrough in Destiny 2 to get Outbreak Perfected


“Zero Hour” is the second secret mission to ever come to Destiny 2, and it’s finally back in the game as part of the Into the Light update and the May 14 reset. Much like the reprised “The Whisper” mission and its Whisper of the Worm reward, the updated version of “Zero Hour” rewards a fully craftable version of the Exotic pulse rifle Outbreak Perfected.

In this Destiny 2 guide, I’ll walk you through how to complete “Zero Hour” and get the pattern for Outbreak Perfected. Whether this is your first time experiencing “Zero Hour” or it’s just been too many years for you to remember the path, I’ve got you covered.


How to start ‘Zero Hour’ in Destiny 2

The Guardian in Destiny 2 makes their way to Ada-1 in the Tower

Image: Bungie via Polygon

To start “Zero Hour,” all you need to do now is talk to Ada-1.

Head to the Tower Annex — the landing point over by the Drifter — and head up to Ada-1, the vendor who normally just handles transmog. She’ll give you the “Asset Protection” quest. With the quest in hand, all you need to do is open up the “Into the Light” submenu in the Director and select “Zero Hour.”

Completing the Exotic mission and finishing the quest at Ada-1 will reward you with the pattern for Outbreak Perfected.


‘Zero Hour’ walkthrough in Destiny 2

You have 40 minutes to beat this mission on the Normal difficulty.

Navigating the Destiny 1 Tower in ‘Zero Hour’

“Zero Hour” starts out with a lot of combat as you first adventure through the Destiny 1 Tower. You’ll be dealing with some powerful Fallen here, so make sure to put on your best gear and an assortment of ad-clearing weapons. As with all dense Fallen encounters, the Riskrunner Exotic submachine gun will serve you well if you’re having trouble.

Bungie via Polygon

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, and move through the sweeper bot hallway.

You’ll find yourself in the courtyard, which is filled with enemies of varying type and power. There’s even a Brig here now, an enemy type that didn’t exist when the original mission came out. Take them all down to unlock the rest of the path.

Bungie via Polygon

Continue through the old tower until you reach the flaming scaffolding where the original opening mission of Destiny 2 takes place. Slide under the big door next to the M and drop down the elevator shaft. Climb in the vent and follow it.

Bungie via Polygon

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.

Bungie via Polygon

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 the first player to arrive, you’ll have 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.

Bungie via Polygon

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.

Bungie via Polygon

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.

Bungie via Polygon

Look out toward where the city 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.

Bungie via Polygon

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 on the right and climb through.

Bungie via Polygon

Now you’ll be surrounded by spinning fans, each of which have an Explosive Shank in the middle. 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, carefully taking out or maneuvering around the Shanks, until you’re at the bottom of the shaft. Climb in another vent.

Bungie via Polygon

You’ll now find yourself 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, so limit your movement. 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 friends through the puzzle if they’re lagging behind.

How to navigate the ‘Zero Hour’ maze

Bungie via Polygon

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. The instructions below are for the right-side player, so left-side players should just mirror my instructions.

Bungie via Polygon

  1. Run forward and take a left. Keep running until you find a split in the hall.
  2. Turn right and into another rectangle.
  3. Follow the path and hit the first switch.
  4. Keep running until you reach the original hallway.

Bungie via Polygon

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.

Bungie via Polygon

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, named TR3-VR by Bungie and the Destiny community. 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.

Bungie via Polygon

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.

Bungie via Polygon

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 elevators to your right or left. Hit the button and wait for them to slowly lift you into the rafters.

Bungie via Polygon

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 of the chute, turn left and then immediately right. Crawl through the vent on the floor.

How to navigate the vault maze in ‘Zero Hour’

Bungie via Polygon

You’ll be in the old Cryptarch Vault now, and the mission is nearly 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 and the secret door will open. Run forward until you reach the section with white floor panels. You’ll need to step on these in the correct order or you’ll get incinerated.

There are six rows of panels, each are five panels across. We’ve numbered the panels below in order, so R1 – 1 is the farthest left panel on the first row, R1 – 2 is the farthest left panel in the second row, R3 – 5 is the farthest right of the third row, and so on.

You’ll start on the second tile from the right on the first row. From there, here’s the order you should follow, with the direction you need to head in in parentheses:

  • R1 – 4 (Start)
  • R2 – 4 (Forward)
  • R2 – 3 (Left)
  • R2 – 2 (Left)
  • R2 – 1 (Left)
  • R3 – 1 (Forward)
  • R4 – 1 (Forward)
  • R5 – 1 (Forward)
  • R5 – 2 (Right)
  • R5 – 3 (Right)
  • R4 – 3 (Back)
  • R4 – 4 (Right)
  • R4 – 5 (Right)
  • R5 – 5 (Forward)
  • R6 – 5 (Forward)

Once you’re through the panels, head to the end of the vault.

Bungie via Polygon

At the broken 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.

How to defeat Siriks in ‘Zero Hour’

Bungie via Polygon

When you drop down, you’ll find a Fallen Captain wielding a Scorch Cannon: Siriks. They’re surrounded by an army of Fallen.

Take out Siriks’ Fallen allies. They’ll summon turrets, big Servitors that grant immune shields to everything (these are very annoying, so kill them first) and a ton of Shanks. Just keep killing everything until Siriks’ health is about one-third full. You’ll get a message on your screen that says “Siriks retreats… for now” and the boss will disappear.

Two Fallen Walker tanks will appear on the raised platforms on your left and right, along with some additional Fallen. Take everything out and you’ll get another ominous message: “Siriks returns… heavily armed.”

Siriks will drop back into the area in a massive Brig mech. This thing has full health, so it’s going to take some time and work to take it out. Once you manage to blast off theshield on the Brig, the boss will start lobbing massive tank and constant airstrikes. Just keep moving to dodge these attacks and you’ll eventually take it down.

With Siriks dead, head up to the chest that spawns, say hi to Mithrax, and grab the Outbreak Perfected schematic. Head back to the Tower and talk to Ada-1. She’ll give you the Outbreak Perfected, complete with the pattern attached. Ada-1 will also give you the “Outbreak Refined 1” quest, which you can complete for some additional crafted perk options on your new Outbreak Perfected.

If you already have the Catalyst for Outbreak Perfected from the original version of “Zero Hour,” you’ll instantly be able to place it on your newly crafted gun. However, if this is your first time running the mission, you’ll need to hop back in on Heroic mode in order to pick up the Catalyst and improve your Outbreak Perfected.