The Devils' Lair (strike): Difference between revisions

Update
(+)
(Update)
Line 1: Line 1:
{{Location infobox
[[File:Devils Lair.png|right|260px|thumb]]
|image            = Devils Lair.png
|planet          = [[Earth]]
|factions        = [[House of Devils]]
|connecting areas = [[The Blast]]
|area type        = Private
|public events    = N/A
|patrol beacons  = N/A
}}
{{Quote|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}}
{{Quote|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 location near the center of [[Old Russia]], accessible through the [[Rocketyard]], and a level 8 [[strike]].  It is the current location of [[Fallen]] pirates of the [[House of Devils]]. 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.
'''The Devils' Lair''' is a level 8 [[Strike]] that sends [[Guardian]]s deep into [[The Devils' Lair (location)|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]].


[[Sepiks Prime]], high [[servitor]] for the House of Devils, resides deep within the lair. [[Guardians]] on the Devil's Lair strike mission must fight all the way inside and defeat him in order to smash the House of Devil's morale, and weaken their attacks against [[the City]].<ref>[https://www.youtube.com/watch?v=LeDaevD7cEo '''YouTube''' - ''Official Destiny Strike Gameplay: The Devils' Lair'']</ref>
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]].<ref>[https://www.youtube.com/watch?v=LeDaevD7cEo '''YouTube''' - ''Official Destiny Strike Gameplay: The Devils' Lair'']</ref>


==Enemies==
==Enemies==
Line 50: Line 42:
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.
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 consumable]]s, 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.
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===
===The Devils' Lair===
Line 71: Line 63:
{{strike}}
{{strike}}


[[Category:Places]]
[[Category:Earth]]
[[Category:Earth]]
[[Category:Strikes]]
[[Category:Strikes]]