The Devils' Lair (strike)/Walkthrough: Difference between revisions

no edit summary
(Created page with "{{Quest walkthrough infobox |prev= |next= |name= The Devil's Lair/Walkthrough |image= 275px |npcs= |location= Cosmodrome, Old Russi...")
 
No edit summary
Line 3: Line 3:
|next=  
|next=  
|name= The Devil's Lair/Walkthrough
|name= The Devil's Lair/Walkthrough
|image= [[File:Grimoire Devil's Lair.jpg|275px]]
|image= [[File:Grimoire Devils' Lair.jpg|275px]]
|npcs=  
|npcs=  
|location= [[Cosmodrome]], [[Old Russia]], [[Earth]]
|location= [[Cosmodrome]], [[Old Russia]], [[Earth]]
Line 95: Line 95:


[[Sepiks Perfected]] will start out the way he usually does. He is initially immune yet immobile. Kill all the Splicers in the room to awaken Sepiks, who will then start attacking all [[Guardian]]s in sight. He has been refined to be more dangerous than his regular Fallen counterpart, [[Sepiks Prime]]. For one, the new Sepiks' directed energy weapon fires in bursts of five as opposed to one, has greater accuracy and range as well as a faster ballistic velocity, deals more damage, and has a degree of tracking. This potent combination will keep players in cover longer than usual. Also, Sepiks will have planted down [[SIVA Node]]s for area denial, for anyone who walks to close to them will get the SIVA Swarm debuff, which will rapidly eat away at your health until either you die or get out of the way. However, the main mechanic is that it will bring up an elemental shield that can only be brought down by using a [[Shock Cannon]], [[Scorch Cannon]], or a [[Null Cannon]] depending on the type of elemental shield. In order to get these cannons, you must kill [[Shock Captain]]s, [[Splicer Scorch Captain]]s, [[Null Captain]]s. These cannons each have only one shot before they disappear. This means you need to make your shots count because if you don't, then you need to kill the cannon-carrying [[Splicer Captain]]s again. Once all elemental shields have been taken down, Sepiks Perfected will be permanently vulnerable.
[[Sepiks Perfected]] will start out the way he usually does. He is initially immune yet immobile. Kill all the Splicers in the room to awaken Sepiks, who will then start attacking all [[Guardian]]s in sight. He has been refined to be more dangerous than his regular Fallen counterpart, [[Sepiks Prime]]. For one, the new Sepiks' directed energy weapon fires in bursts of five as opposed to one, has greater accuracy and range as well as a faster ballistic velocity, deals more damage, and has a degree of tracking. This potent combination will keep players in cover longer than usual. Also, Sepiks will have planted down [[SIVA Node]]s for area denial, for anyone who walks to close to them will get the SIVA Swarm debuff, which will rapidly eat away at your health until either you die or get out of the way. However, the main mechanic is that it will bring up an elemental shield that can only be brought down by using a [[Shock Cannon]], [[Scorch Cannon]], or a [[Null Cannon]] depending on the type of elemental shield. In order to get these cannons, you must kill [[Shock Captain]]s, [[Splicer Scorch Captain]]s, [[Null Captain]]s. These cannons each have only one shot before they disappear. This means you need to make your shots count because if you don't, then you need to kill the cannon-carrying [[Splicer Captain]]s again. Once all elemental shields have been taken down, Sepiks Perfected will be permanently vulnerable.
{{Succession box
|before=
|title= The Devil's Lair
|after=
}}
[[Category:Walkthrough]]