The Devils' Lair (strike)

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Devils Lair.png

"The Fallen will continue to claw at the walls of our city unless we strike them down. Beneath the ruins of the Cosmodrome, in the shadow of an old colony ship, we've located the House of Devils' lair, and the High Servitor, feeding them their strength. We must destroy this machine god, and send their souls screaming back to Hell."
Commander Zavala, mission briefing

The Devils' Lair is a level 8 Strike that sends Guardians deep into the lair of the Fallen House of Devils to eliminate Sepiks Prime. Some Hive forces are located in this area, fighting the Fallen occupants. Guardians who are not on a strike cannot reach the Lair itself, as they will be unable to advance any farther than the Refinery.

As the Prime Servitor of the House of Devils, Sepiks Prime is guarded by some of the Devil's best troops. Guardians on The Devil's Lair strike mission must fight all the way inside the lair and defeat Sepiks in order to smash the House of Devil's morale, and weaken their attacks against the Last City.[1]

Enemies

Fallen

Hive

Walkthrough

Rocketyard

Players will begin in the Rocketyard, a public area. Ahead of them will be Hive and Fallen forces fighting each other; while there are mostly dregs and acolytes exchanging fire, there is at least one Knight and one Servitor in the immediate area. Several more enemies are up ahead, including two Knights armed with boomers in the pond near the entrance to the refinery. Players can choose to avoid all of these enemies and head directly into the Refinery.

Refinery

Objective: Hack the Mesh Generator while defending against 3 enemy waves.

Upon entering the refinery, players will now be in a darkness zone; from this point on, no other Guardians will appear. After clearing the refinery of enemies, the players will be prompted by Ghost to start hacking the mesh generator in order to proceed. Before activating, a Dead Ghost can be found in a small room near the entrance to The Grottos (the Hive spawn in that area). Three waves of enemies will start attacking the guardians; be on the lookout for multiple stealth vandals equipped with snipers up in the rafters, as well as on the ground. Multiple high-ranking enemies will start to appear, including several captains, wizards, and Naksis. Once all enemies have been dispatched, the mesh generator will be deactivated and players can enter The Blast.

The Blast

Miniboss: Devil Walker

This large open area contains multiple fallen enemies, including a single Devil Walker. To proceed, the players must destroy the walker. While it generally doesn't stray from its position, it has taken up a formidable position at the top of a hill, with multiple fallen supporting it at the base and sides of the hill. A building in the center provides some cover from the walker, but there are also a few vandal snipers in the ruined building to the walker's right. It is possible to flank the tank on the left and right edges of the of the area, though there is slightly less cover on the left than on the right. Players should try to take opposite sides of the map so that the walker has to rotate whenever it is being aggroed, and concentrate all their firepower on one leg at a time.

It is crucial to be mindful of the Walker's attacks, which are easy enough to avoid if the proper precautions are taken. The missile launcher will charge up before it fires, and the cannon's laser will show where it is being aimed; use both as a signal to retreat to adequate cover. The nose-mounted minigun is easy enough to avoid if a Guardian is far enough away, or is moving quickly enough. The bouncing mines can be avoided, though generally they tend to roll down the hill, so it's best not to camp below there. Lastly, the walker has a short-range melee attack in the form of a shockwave, which it will do every time it gets back up from being staggered, as well as whenever a Guardian gets too close.

If the players didn't bring any ammo consumables, there's a possibility of running out of ammo. Killing the shanks that the walker deploys, or any of the fallen that appear, can yield ammo, but be advised that the walker may target players out in the open collecting ammo if the walker isn't currently being distracted. Be advised, even if you kill all the other fallen enemies, more may appear so long as the walker is still alive. Before leaving, there is another Dead Ghost to the left of the walker, up a set of stairs and on a table.

The Devils' Lair

Boss: Sepiks Prime

After defeating the walker, players will now enter the lair proper. Sepiks Prime will be in the center of the area, shielded but immobile. Killing all of the fallen around Sepiks Prime will cause it to lower its shield and begin attacking. Using the crates for cover will help, but Sepiks will teleport randomly around the area, including behind the guardians. Furthermore, more waves of fallen will appear periodically via skiffs.

Sepiks Prime has two attacks: One is a Void Blast, similar to normal servitors except that it can fire three at a time and have a wider blast radius. The second is the Void Beam, a short-range attack that rapidly does damage over time to any target that is close enough. Sepiks' weakspot is its eye, so concentrating fire on it will bring it down more quickly.

The scaffold to the left of the entrance can be climbed and is normally inaccessible to enemies (except for shanks), so an alternative strategy is to place everyone up there and focus all firepower on Sepiks Prime, killing shanks when necessary and avoiding potential blasts from the skiff.

Before the mission ends, be sure to pick up the Golden Chest beneath the ramp on the right, for extra loot and working towards unlocking an Uncommon Sparrow.

List of appearances

References

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