This page of the Mutant Year Zero: Road to Eden atlas offers a detailed walkthrough for Lair of the Horned Devil. It's an optional location in which you can take part in a large battle against Szara - one of the mini-bosses found in the game. Our guide contains information about what types of opponents can be encountered in Lair of the Horned Devil and what treasure can be found in the area.
Lair of the Horned Devil - basic data
Opponents - Shaman (level 35), Marauder (level 35), Tank (level 45), Chief Grey One (level 45), MIMIR Z600 (level 45), Hunter (level 45), Marauder (level 45), Pyro (level 45),.
Suggested level - 45.
Connected to - The Rot Warren (always available).
Unique loot - Rambino - a versatile semi-automatic rifle with medium damage. Borg Band - a headpiece that increases the range of movement by 4 squares. Ghoul Armor - a heavy armor that offers 4 health and 3 armor points.
Loot - Artifact - El Generator. Pick up the generator to receive 4 artifact points (instead of one). You can spend the points on new permanent upgrades.
Note x2 - Mimir Z600 Manual - Page 319, Extreme Survival Weekends.
Lair of the Horned Devil - combat and unique locations
Along the way to the main enemy base you'll encounter a smaller encampment that is shown in the screenshot above. The location contains a Shaman and a Marauder (both level 35). The best way to proceed is to order all team members to fire at the Shaman from the first turn and kill him so that he won't summon any reinforcements.
The neighborhood contains a damaged machine and a billboard to investigate, as well as unique loot - a chest (with the rifle) and two notes.
The main base can be approached from two different ways. First variant involves crossing the main bridge. The area should be inhabited by a Tank - consider using Puppeteer to take control of him.
The battle for the bridge continues, as there are new enemies approaching your location. The game will enable you to engage them from a distance. Consider placing one of the team members behind the tree nearby and firing at the opponents using grenades and Molotov cocktails. You need to control the battle so that the opponents won't be able to come close to our heroes. If that happens, the battle will be much harder.
Aside from the aforementioned Tank, the area is inhabited by other elite opponents. You'll encounter a mini-boss - Chief Grey One. Chief Grey One is equipped with a sniper rifle, so be sure to use covers. The boss has 38 health and 4 armor points. Consider mind controlling the Tank and engage the boss using his abilities, or take control of the boss himself and wait for him to be hit by the remaining opponents.
You'll also encounter Mimir Z600 - a second elite opponent. You'll encounter him in the main building, from where he slowly approaches the party. Mimir can cross the main bridge, but the side bridge is too narrow for him to cross. The boss is equipped with a flamethrower that can set a large portion of the map on fire.
You can engage the mech on your own or use mind control. Moreover, make use of skills such as Circuit Breaker and weapons such as EMP grenades. Remember that the mech explodes once you get rid of his health points. Avoid placing your team members near him.
Alternatively, you can approach the main base by utilizing a second, smaller bridge. This path has two main applications. The first one is to attack enemies from the other side. In that case, it is best to place your heroes behind covers before the bridge and fire a shot from a distance to attract opponents. The area does not contain many covers, but the size of the bridge makes it difficult for opponents to approach the party (a gigantic mech taking part in the combat won't be able to even cross it).
The second application is the ability to sneak into a building with a mech in order to reprogram it. In this case, you have to sneak in and walk towards the building bypassing the red circles surrounding enemies (picture 1). After reaching a large building, find a ladder to get to the upper balconies. Reach the control console shown in picture 2. Interacting with it will reset the Mimir Z600 mech.
You can set up your people behind the covers and start the battle. The main difference is that the reprogrammed mech will attack everyone without exception. It's best to keep the team away from it and attack only those enemies who come close to the heroes. Allow Grey, Tank or other strong mutants to be busy exchanging fire with mech. You can weaken them without risk and/or divert their attention for a while.
Regardless of what variants of the battle you have chosen, after the fights are, search the whole base thoroughly. You'll find El-Generator, an artifact that offers 4 artifact points (instead of standard one). Moreover, you'll also find a new note and two chests with unique loot.