The Devils' Lair (strike): Difference between revisions

From Destinypedia, the Destiny wiki

No edit summary
No edit summary
Tags: Manual revert Mobile edit
 
(52 intermediate revisions by 20 users not shown)
Line 1: Line 1:
{{New content}}
{{about|the [[Strike]] on [[Earth]]|the [[Fallen]] lair|The Devils' Lair (location)}}
{{Level infobox
{{Level infobox
|prev=  
|prev=
|next=  
|next=[[The Summoning Pits]]
|game= ''[[Destiny]]'' [[Story|Base Game]]
|game= ''[[Destiny]]'' [[Story|Base Game]] <br> ''[[Rise of Iron]]'' <br> ''[[Season of the Chosen]]''
|name= The Devil's Lair (strike)
|name= The Devil's Lair (strike)
|image=  
|image=  
Line 12: Line 12:
|objective=
|objective=
}}
}}
{{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 [[Sepiks Prime|machine god]], and send their souls screaming back to Hell.|[[Commander Zavala]], mission briefing}}


'''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 Blast]].
'''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]].


As the [[Prime Servitor]] of the House of Devils, Sepiks Prime is guarded by some of the Devils' 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 Devils' 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>
As the [[Prime Servitor]] of the House of Devils, Sepiks Prime is guarded by some of the Devils' 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 Devils' 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==
In the [[Rise of Iron]] expansion, the Strike was revamped with new [[Splicer]] enemies and the boss being [[Sepiks Perfected]].


===Hive===
==Objectives==
*[[Acolyte]]
*The Devils' Lair
*[[Knight]]
**Enter the [[Devils' Lair]]
*[[Thrall]]
**Fight into the Lair
*[[Wizard]]
**Take back the [[Refinery]]
**Hack the Mesh Generator
**Secure the Refinery
**Infiltrate Devils' Lair
**Cut through the [[Fallen]]
**Find Sepiks Prime
**Decimate the Fallen
**Destroy Sepiks Prime


===Fallen===
==The Devils' Lair transcript==
*[[Shank]]
{Loading screen}
*[[Dreg]]
*[[Vandal]]
**[[Stealth Vandal]]
*[[Captain]]
**[[Naksis, Devil Baron]]
*[[Servitor]]


==Bosses==
*'''[[Commander Zavala|COMMANDER ZAVALA]]:''' 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.
 
{Gameplay}
 
The fireteam enters the complex.
 
*'''[[Ghost|GHOST]]:''' Fallen and Hive. Let's hope we can avoid the crossfire.
 
The fireteam clears out the refinery and deploys a Ghost to hack the Fallen Shield Mesh Generator.
 
*'''GHOST:''' Pretty complex. I'll need time.
 
The fireteam defeats the first wave of enemies.
 
*'''GHOST:''' The Fallen are getting smarter. It's like the entire system is wired to a...
 
An alarm sounds.
 
*'''GHOST:''' I'll work faster.
 
The fireteam defeats the second wave of enemies.
 
*'''GHOST:''' I'm close. But, just so you know, there's more Fallen and Hive on the way.
 
The fireteam defeats Naksis, Devil Baron during the third wave of enemies.
 
*'''GHOST:''' Barrier is down. We can move now.
 
The fireteam moves through the next area and into a clearing.
 
*'''GHOST:''' The Lair is up ahead, under that Colony Ship. Just on the other side of all those Devils.
 
A Devil Walker is deployed in front of the fireteam. The fireteam destroys the Devil Walker and continues into the Devils' Lair.
 
*'''GHOST:''' So, this is the Devils' Lair...
 
After entering Devils' Lair, the fireteam encounters and destroys Sepiks Prime.
 
*'''ZAVALA:''' Sepiks Prime cast a great shadow over our City. With its destruction, the Fallen Devils will grow weaker. But we must stay vigilant. The Fallen are crafty. They'll find ways to survive. They always do.
 
{Mission ends}
 
==The Devils' Lair enemies==
===Enemies===
*'''[[Fallen]] - [[House of Devils]]'''
**[[Dreg]]
**[[Shank|Noble Shank]]
**[[Vandal|Noble Vandal]]
**[[Reaver Vandal]]
**[[Captain|Noble Captain]]
**[[Reaver Captain]]
**[[Servitor]]
*'''[[Hive]] - [[Hidden Swarm]]'''
**[[Thrall|Ascendant Thrall]]
**[[Acolyte|Ascendant Acolyte]]
**[[Knight|Ascendant Knight]]
**[[Wizard|Ascendant Wizard]]
 
===Bosses===
*[[Naksis, Devil Baron]]
*[[Devil Walker]]
*[[Devil Walker]]
*[[Sepiks Prime]]
*[[Sepiks Prime]]


==Walkthrough==
==Objectives (Sepiks Perfected)==
*Fight To The Devils' Lair
Fight your way to the Devils' Lair and take out the resurrected Prime Servitor, Sepiks Perfected.
*Fight Into The Lair
Cut through hostile territory in the launch facility to find the Devils' Lair.
*Take Back The Refinery
Eliminate all hostiles in the Refinery.
*Hack Laser Grid
Defend the Ghost as it hacks the Devil Splicers' laser grid.
*Secure The Refinery
*Infiltrate The Devils' Lair
Push deeper into Splicer-held territory to find the lair of Sepiks Perfected.
*Cut Through The Hostiles
Eliminate all hostiles at the entrance to the Devils' Lair
*Find Sepiks Perfected
Enter the Devils' Lair to face the reborn Prime Servitor, Sepiks Perfected.
*Defeat The Fallen
Defeat the Devil Splicers guarding Sepiks Perfected.
*Destroy Sepiks Perfected
Destroy the resurrected Prime Servitor, Sepiks Perfected.


===Rocketyard===
==Sepiks Perfected transcript==
Players will begin in the [[Rocketyard]], a public area. Ahead of them will be [[Hive]] and [[Fallen]] forces battling each other; while there are mostly Dregs and Acolytes exchanging fire, there is at least one Knight and one Servitor in the immediate area that must be destroyed. 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 or to dispatch them first.
{Loading Screen}


===Refinery===
*'''[[Shiro-4|SHIRO-4]]''': The House of Devils marked you as public enemy number one after you trashed their Prime Servitor, but your old friend Sepiks Prime is back, and better than ever thanks to the Devil Splicers and SIVA. Zavala's not too happy about the idea of the Splicers playing god-maker, and I can't blame him.
'''Objective: Hack the Mesh Generator while defending against 3 enemy waves.'''


Upon entering the Refinery, players will enter a [[Darkness Zone]]; from this point on, no other Guardians will spawn. After clearing the Refinery of all surrounding enemies, the players will be prompted by [[Ghost]] to start hacking the [[mesh generator]] in order to proceed. Before it's deactivation, 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, as well as [[Naksis, Devil Baron]]. Once all enemies have been dispatched, the mesh generator will be deactivated and players can enter The Blast.
*'''[[Ghost|GHOST]]''': So what you're saying is it's time we return to the scene of the crime! I'm sure the Fallen will be happy to see us.


===The Blast===
{Gameplay}
'''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 so be on your guard. It is possible to flank it 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.  
*'''SHIRO''': The new and improved Sepiks is holed up in the Devils' Lair. You know what to do.


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 or to dodge fire. The nose-mounted minigun is easy enough to avoid if a Guardian is sufficiently far 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 down below. 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.
The fireteam heads inside the building.


If the players didn't bring any ammo consumables, there is a possibility of running out of ammunition. 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 it isn't currently being distracted. Moreover, 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.
*'''GHOST''': Hmm. The Hive are still holding ground in the Refinery, but I'm also tracking multiple SIVA energy signatures.
The fireteam reaches the Refinery. A large portion of the wall in the hallway has been cut out.


===The Devils' Lair===
*'''GHOST''': Well, that's new.
'''Boss: Sepiks Prime'''


After defeating the Devil 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 [[Fallen Skiff|Skiffs]].  
Either the hole is open and the hallway gate is locked, or the hole is blocked by a laser grid and the hallway gate is open. The fireteam continues deeper into the refinery and eliminates all Fallen and Hive in the area.


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' weak spot is its eye, so concentrating fire on it will bring it down more quickly.  
*'''GHOST''': The Splicers have a laser grid blocking the way. I should be able to disable it. In the meantime, do not touch the lasers, and watch my back.


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 reinforcing Skiffs.
Either Fallen or Hive enemies will attack the fireteam. If the enemies are Fallen, then after killing off the first wave:


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]].
*'''GHOST:''' Halfway through, but we've got major Hive reinforcements inbound! Good luck!
If the enemies are Hive, then after killing off the first wave:


==Walkthrough (''Rise of Iron'' version)==
*'''GHOST:''' The Splicers really know how to encrypt their systems! But I got this. Halfway through.
 
The fireteam defends against another wave of enemy reinforcements.
 
*'''GHOST:''' Got it! Grid's clear. Let's get out of here.
 
The fireteam moves through the opening and continues to The Blast. If Hive are present:
 
*'''SHIRO:''' Guardian, I've got reports of Hive activity near the Devils' Lair. You seeing anything?
 
GHOST: Uh, yeah. We've definitely got Hive. And apparently they hold a grudge because they're mad. And I think they're letting the Fallen know it.
 
If Fallen are present:
 
*'''GHOST:''' Déjà vu. Me, you, a sea of Devils, and an angry machine-god waiting on the other side. I'd say "lock and load," but I'm sure you already did.
 
The fireteam kills all enemies in the area and continues into the building.
 
*'''GHOST:''' Why would the Splicers rebuild Sepiks? They already have SIVA.
 
*'''SHIRO:''' I can make a guess. Maybe an offer to the other Devils? A show of power? You know, "in SIVA we trust" and "in SIVA, all things are possible"? Get in there and show them that their "god" is nothing but metal and tech.
 
The fireteam enters the Devils' Lair. Sepiks Perfected is protected by a shield and surrounded by Dregs.
 
*'''GHOST:''' Sepiks Perfected, in all his glory.
 
The fireteam eliminates the Dregs, and Sepiks' shield disappears. The fireteam engages Sepiks. After weakening Sepiks a little, it gains an elemental shield. A Captain appears with a matching cannon, and the fireteam kills the Captain, takes its cannon, and fires it at Sepiks to take down his shield. The fireteam repeats this twice more as Sepiks changes to a different elemental shield. Once all three elemental shields have been destroyed, Sepiks becomes permanently vulnerable.
 
*'''SHIRO:''' Nowhere for Sepiks to run this time!
 
The fireteam destroy Sepiks Perfected.
 
*'''SHIRO:''' Sepiks was the Splicers' next big play: present a god for all to worship, then control the flow of ether to control the House.
 
*'''GHOST:''' I guess they didn't factor us into the plan.
 
*'''SHIRO:''' Any wrench we can throw in their works is a good thing. And Guardian, you make one hell of a wrench.
 
{Mission Ends}  <ref>[https://youtu.be/Xrqy4xPbqt0 '''YouTube''' - ''Destiny Strike Gameplay: Sepiks Perfected'']</ref>
 
==Sepkis Perfected enemies==
===Enemies===
===Enemies===
'''[[Splicer]]s'''
*'''[[Fallen]] - [[Devil Splicers]]'''
*[[Splicer Dreg]]
**[[Splicer Dreg]]
**Splicer Reaver Dreg
**[[Splicer Shank]]
*[[Splicer Vandal]]
**[[Splicer Vandal]]
**Splicer Reaver Vandal
**[[Splicer Captain]]
**Splicer [[Stealth Vandal]]
**[[Scorch Captain]]
*[[Splicer Captain]]
**[[Shock Captain]]  
**Splicer Reaver Captain
**[[Null Captain]]
*[[Splicer Servitor]]
**Splicer High Servitor


'''[[Hive]]'''
*'''[[Hive]] - [[Hidden Swarm]]'''
*[[Thrall]]
**[[Thrall|Ascendant Thrall]]
**[[Acolyte|Ascendant Acolyte]]
**[[Knight|Ascendant Knight]]
**[[Wizard|Ascendant Wizard]]  
**[[Cursed Thrall]]
**[[Cursed Thrall]]
*[[Acolyte]]
**[[Knight|Hallowed Knight]]
**Hallowed Acolyte
**[[Hallowed Ogre]]
*[[Knight]]
**Hallowed Knight
*[[Wizard]]
**Hallowed Wizard


===Bosses===
===Bosses===
*[[Dresiks, Splicer Baron]]
*[[Räkta, the Mournful]]  
*[[Rakta, the Mournful]]
*[[Dresiks, Splicer Baron]]  
*[[Splicer Walker|Perfected Walker]]
*[[Splicer Walker]]  
*[[Sepiks Perfected]]
*[[Sepiks Perfected]]
*[[Shock Captain]]
*[[Splicer Scorch Captain]]
*[[Null Captain]]
===[[Rocketyard]]===
'''Starting Point'''
In this version, the strike will start off as usual. There will be [[Hive]] and [[Fallen]] fighting each other, but you can simply avoid these enemies and move on to the next objective. Be careful, though. There are [[Hive Traps]] that you need to be aware of. Stepping on them will detain you, similar to the detainment bubbles in the [[Vault of Glass]] [[Raid]], and you will not be able to move. The only way to free yourself is by shooting the actual trap itself. This will prevent it from going off later, and it can also be shot at before it is triggered, allowing you to walk over it without worry.
===[[Refinery]]===
'''Objective: Deactivate Grid Layers'''


This section of the strike is nearly identical to its predecessor. The major differences, though, are that instead of regular Fallen, you will be fighting [[Splicer]]s that come from slightly varied spawn locations than before, and that you only need to deactivate two mesh layers rather than three. Also, instead of [[Naksis, Devil Baron]] there will be a named [[Splicer Captain]] called [[Dresiks, Splicer Baron]]. He is armed with a [[Scorch Cannon]], allowing him to deal enormous damage across the area. He must be killed in order to fully deactivate the mesh layers. Alternatively, on the Hive version of the strike, there will instead be a [[Major]] [[Hive]] [[Wizard]], named [[Rakta, the Mournful]], who will have to be killed to deactivate the grid layers to move on to the next area.
==Sepiks Perfected Unique Loot==
*[[Devil's Dawn]]
*[[Sepiks Deposed Bond]]


===[[The Blast]]===
==Gallery==
'''Boss: Splicer Walker'''
'''The Devils' Lair'''
<gallery perrow=3>
Destiny-E3-2014-5-SepiksPrime.jpg|Sepiks Prime
Destiny-DevilsLairStrike-SepiksPrime-01.jpg|Sepiks immunity shield
Destiny-DevilsLairStrike-SepiksPrime-02.jpg|Sepiks blasting its Servitor Eye
</gallery>


Wherever there would usually be a normal [[Fallen Walker]], a [[Splicer Walker|Perfected Walker]] will now appear. Perfected Walkers are more dangerous than their regular Fallen counterparts in that their weapons have higher ballistic velocity and a higher fire rate, and they all deal [[Solar]] damage. The main changes, however, are now that there will be [[SIVA Node]]s where you would think about standing, and that the Walker now has two upgrades: its main cannon will now fire a cluster of very aggressively tracking missiles, which deals immense damage, and its legs will fire Splicer Seekers at will. Fortunately, like its regular counterpart, it can be staggered by shooting its legs in order to expose the vulnerable core in the head. This core should be focused fire to deal as much damage as possible.
'''Sepiks Perfected'''
<gallery perrow=3>
Sepiksprefected.jpg|Sepiks Perfected
SepiksPerfected4.jpg|Another view of Sepiks Perfected
SepiksPerfected5.jpg|Sepiks Perfected attacking the Guardians
</gallery>


===[[The Devils' Lair (location)|The Devils' Lair]]===
==Trivia==
'''Boss: Sepiks Perfected'''
*The Devils' Lair was one of the few Strikes that was not revamped with the [[The Taken King]] expansion. With the release of [[Rise of Iron]], the Strike was revamped into a brand new Strike accessible at the Light level 320 version and above.
*In [[Destiny 2]], if The Devils’ Lair is in the [[Nightfall]] rotation, the redux Sepiks Perfected theme will play instead of the original theme during the final boss fight.


[[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.
==List of appearances==
*''[[Destiny]]'' {{1st}}
**''[[Rise of Iron]]''
*''[[Destiny 2]]: [[Season of the Chosen]]''


== References ==
== References ==
<references/>
<references/>


{{strike}}
{{Strikes}}


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

Latest revision as of 10:00, November 8, 2023

This article is about the Strike on Earth. For the Fallen lair, see The Devils' Lair (location).

Next:

The Summoning Pits

The Devil's Lair (strike)
Grimoire Devils' Lair.jpg

Game:

Destiny Base Game
Rise of Iron
Season of the Chosen

Player(s):

1 - 3

Location:

The Devils' Lair (location), Cosmodrome

Destinypedia has a walkthrough guide for this level; see The Devils' Lair (strike)/Walkthrough.

 

"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.

As the Prime Servitor of the House of Devils, Sepiks Prime is guarded by some of the Devils' 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 Devils' morale, and weaken their attacks against the Last City.[1]

In the Rise of Iron expansion, the Strike was revamped with new Splicer enemies and the boss being Sepiks Perfected.

Objectives[edit]

  • The Devils' Lair
    • Enter the Devils' Lair
    • Fight into the Lair
    • Take back the Refinery
    • Hack the Mesh Generator
    • Secure the Refinery
    • Infiltrate Devils' Lair
    • Cut through the Fallen
    • Find Sepiks Prime
    • Decimate the Fallen
    • Destroy Sepiks Prime

The Devils' Lair transcript[edit]

{Loading screen}

  • COMMANDER ZAVALA: 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.

{Gameplay}

The fireteam enters the complex.

  • GHOST: Fallen and Hive. Let's hope we can avoid the crossfire.

The fireteam clears out the refinery and deploys a Ghost to hack the Fallen Shield Mesh Generator.

  • GHOST: Pretty complex. I'll need time.

The fireteam defeats the first wave of enemies.

  • GHOST: The Fallen are getting smarter. It's like the entire system is wired to a...

An alarm sounds.

  • GHOST: I'll work faster.

The fireteam defeats the second wave of enemies.

  • GHOST: I'm close. But, just so you know, there's more Fallen and Hive on the way.

The fireteam defeats Naksis, Devil Baron during the third wave of enemies.

  • GHOST: Barrier is down. We can move now.

The fireteam moves through the next area and into a clearing.

  • GHOST: The Lair is up ahead, under that Colony Ship. Just on the other side of all those Devils.

A Devil Walker is deployed in front of the fireteam. The fireteam destroys the Devil Walker and continues into the Devils' Lair.

  • GHOST: So, this is the Devils' Lair...

After entering Devils' Lair, the fireteam encounters and destroys Sepiks Prime.

  • ZAVALA: Sepiks Prime cast a great shadow over our City. With its destruction, the Fallen Devils will grow weaker. But we must stay vigilant. The Fallen are crafty. They'll find ways to survive. They always do.

{Mission ends}

The Devils' Lair enemies[edit]

Enemies[edit]

Bosses[edit]

Objectives (Sepiks Perfected)[edit]

  • Fight To The Devils' Lair

Fight your way to the Devils' Lair and take out the resurrected Prime Servitor, Sepiks Perfected.

  • Fight Into The Lair

Cut through hostile territory in the launch facility to find the Devils' Lair.

  • Take Back The Refinery

Eliminate all hostiles in the Refinery.

  • Hack Laser Grid

Defend the Ghost as it hacks the Devil Splicers' laser grid.

  • Secure The Refinery
  • Infiltrate The Devils' Lair

Push deeper into Splicer-held territory to find the lair of Sepiks Perfected.

  • Cut Through The Hostiles

Eliminate all hostiles at the entrance to the Devils' Lair

  • Find Sepiks Perfected

Enter the Devils' Lair to face the reborn Prime Servitor, Sepiks Perfected.

  • Defeat The Fallen

Defeat the Devil Splicers guarding Sepiks Perfected.

  • Destroy Sepiks Perfected

Destroy the resurrected Prime Servitor, Sepiks Perfected.

Sepiks Perfected transcript[edit]

{Loading Screen}

  • SHIRO-4: The House of Devils marked you as public enemy number one after you trashed their Prime Servitor, but your old friend Sepiks Prime is back, and better than ever thanks to the Devil Splicers and SIVA. Zavala's not too happy about the idea of the Splicers playing god-maker, and I can't blame him.
  • GHOST: So what you're saying is it's time we return to the scene of the crime! I'm sure the Fallen will be happy to see us.

{Gameplay}

  • SHIRO: The new and improved Sepiks is holed up in the Devils' Lair. You know what to do.

The fireteam heads inside the building.

  • GHOST: Hmm. The Hive are still holding ground in the Refinery, but I'm also tracking multiple SIVA energy signatures.

The fireteam reaches the Refinery. A large portion of the wall in the hallway has been cut out.

  • GHOST: Well, that's new.

Either the hole is open and the hallway gate is locked, or the hole is blocked by a laser grid and the hallway gate is open. The fireteam continues deeper into the refinery and eliminates all Fallen and Hive in the area.

  • GHOST: The Splicers have a laser grid blocking the way. I should be able to disable it. In the meantime, do not touch the lasers, and watch my back.

Either Fallen or Hive enemies will attack the fireteam. If the enemies are Fallen, then after killing off the first wave:

  • GHOST: Halfway through, but we've got major Hive reinforcements inbound! Good luck!

If the enemies are Hive, then after killing off the first wave:

  • GHOST: The Splicers really know how to encrypt their systems! But I got this. Halfway through.

The fireteam defends against another wave of enemy reinforcements.

  • GHOST: Got it! Grid's clear. Let's get out of here.

The fireteam moves through the opening and continues to The Blast. If Hive are present:

  • SHIRO: Guardian, I've got reports of Hive activity near the Devils' Lair. You seeing anything?

GHOST: Uh, yeah. We've definitely got Hive. And apparently they hold a grudge because they're mad. And I think they're letting the Fallen know it.

If Fallen are present:

  • GHOST: Déjà vu. Me, you, a sea of Devils, and an angry machine-god waiting on the other side. I'd say "lock and load," but I'm sure you already did.

The fireteam kills all enemies in the area and continues into the building.

  • GHOST: Why would the Splicers rebuild Sepiks? They already have SIVA.
  • SHIRO: I can make a guess. Maybe an offer to the other Devils? A show of power? You know, "in SIVA we trust" and "in SIVA, all things are possible"? Get in there and show them that their "god" is nothing but metal and tech.

The fireteam enters the Devils' Lair. Sepiks Perfected is protected by a shield and surrounded by Dregs.

  • GHOST: Sepiks Perfected, in all his glory.

The fireteam eliminates the Dregs, and Sepiks' shield disappears. The fireteam engages Sepiks. After weakening Sepiks a little, it gains an elemental shield. A Captain appears with a matching cannon, and the fireteam kills the Captain, takes its cannon, and fires it at Sepiks to take down his shield. The fireteam repeats this twice more as Sepiks changes to a different elemental shield. Once all three elemental shields have been destroyed, Sepiks becomes permanently vulnerable.

  • SHIRO: Nowhere for Sepiks to run this time!

The fireteam destroy Sepiks Perfected.

  • SHIRO: Sepiks was the Splicers' next big play: present a god for all to worship, then control the flow of ether to control the House.
  • GHOST: I guess they didn't factor us into the plan.
  • SHIRO: Any wrench we can throw in their works is a good thing. And Guardian, you make one hell of a wrench.

{Mission Ends} [2]

Sepkis Perfected enemies[edit]

Enemies[edit]

Bosses[edit]

Sepiks Perfected Unique Loot[edit]

Gallery[edit]

The Devils' Lair

Sepiks Perfected

Trivia[edit]

  • The Devils' Lair was one of the few Strikes that was not revamped with the The Taken King expansion. With the release of Rise of Iron, the Strike was revamped into a brand new Strike accessible at the Light level 320 version and above.
  • In Destiny 2, if The Devils’ Lair is in the Nightfall rotation, the redux Sepiks Perfected theme will play instead of the original theme during the final boss fight.

List of appearances[edit]

References[edit]