The Devils' Lair (strike)

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Guardians within the lair

Devils' Lair is a location in Old Russia on Earth, beneath the Cosmodrome. It is located near the center of Old Russia, accessible through the Rocketyard. 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. Players 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 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.[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

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 Grotto (the green 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, two 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.

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' weakspot is its eye, so concentrating fire on it will bring it down more quickly.

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 a new Sparrow.

List of appearances

References