Lost Sentry

Last updated: X.15.1.0
Lost SentryModerately Damaged Lost SentryDamaged Lost SentryHeavily Damaged Lost SentryCritically Damaged Lost Sentry

The Lost Sentry is an Event Boss that can drop a portal to the Lost Halls. Up to one Lost Sentry can spawn per realm.

Contents

Stats

HP: 125,000 (+10% [12,500 HP] per player in Realm)
DEF: 40
EXP: 10,000
Location: Lost Sentry Setpiece

Immune to Stun
Immune to Dazed
Immune to Stasis
Counts towards God Kills


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Combat

Attacks

Aesthetics
Damage
Condition effects
Speed (tiles/sec)
Range (tiles)
Comments
Cultist Malus Shot
100
Armor Broken for 3s
9
21.6
Pierces through players
Cultist Basaran Shot
140
Slowed for 2s
9
21.6
Pierces through players
Cultist Dirge Shot
120
Quiet for 3s
3
15
Pierces through players
Amplitude: 1.5
Frequency: 2
Cultist Malus Shot
100
Armor Broken for 3s
3
13.2
Pierces through players
Cultist Argus Shot
150
Unstable for 2s
7
28
Pierces through players
Cultist Dirge Shot
130
Quiet for 2s
7
28
Pierces through players
Cultist Basaran Shot
140
Slowed for 2s
7
28
Pierces through players
Cultist Gaius Shot
110
Paralyzed for 2s
10
18
Pierces through players
Cultist Valus Shot
120
Darkness for 2s
4
18
Pierces through players
Amplitude: 2
Frequency: 1.3
Cultist Phaedra Shot
90
Sick for 3s
10
23
Pierces through players
Cultist Phaedra Shot
90
Sick for 2s
8
23.2
Pierces through players
Boomerangs
Cultist Dirge Shot
130
Quiet for 2s
8
23.2
Pierces through players
Boomerangs
Cultist Argus Shot
150
Unstable for 2s
5
15
Pierces through players
Amplitude: 0.5
Frequency: 8
Cultist Valus Shot
120
Darkness for 1s
5
15
Pierces through players
Amplitude: 0.5
Frequency: 8
Cultist Gaius Shot
110
Paralyzed for 0.75s
5
15
Pierces through players
Amplitude: 0.5
Frequency: 8
Cultist Malus Shot
100
Armor Broken for 2s
7
42
Pierces through players
Parametric
Magnitude: 3
Cultist Malus Shot
100
Armor Broken for 2s
7
42
Pierces through players
Parametric
Magnitude: 6
Cultist Malus Shot
100
Armor Broken for 2s
7
42
Pierces through players
Parametric
Magnitude: 9
Cultist Basaran Shot
140
Slowed for 2s
3
20.001
Pierces through players
Cultist Phaedra Shot
90
Sick for 3s
5
20
Pierces through players
Cultist Basaran Shot
140
Slowed for 2s
8
20
Pierces through players
Cultist Phaedra Shot
90
Sick for 3s
11
19.998
Pierces through players
Cultist Gaius Shot
110
Paralyzed for 0.4s
10
18
Pierces through players
Cultist Valus Shot
120
Darkness for 1s
10
18
Pierces through players
Red Bomb
180
Radius: 3
White Bomb
150
Petrify for 1s
Radius: 3

Behavior

The Lost Sentry is located in a large setpiece resembling a courtyard, with several walls to provide cover. Throughout his fight, the Spectral Sentry, an invincible enemy, will fly around the edges of the arena while taking shots at targets and occasionally dashing through the middle of the arena.

Uniquely, while he is an Event Boss and has a minimap marker, he has no Quest Arrow and is not required to close the realm.

The Lost Sentry cannot move and uses a wide variety of randomized attacks, which he will switch through more rapidly as he loses health. In addtion, the the Spectral Sentry will move faster as his health lowers. Right before the Sentry switches its attacks, it will flash red for about one second as a warning.

His attacks are as follows (names are unofficial):

Paralyze Spiral Attack

The Lost Sentry fires a 4-armed spiral of Paralyzing yellow bullets that rotates clockwise. While this is happening, it will throw highly damaging Red Bombs in groups of 8, alternating between throwing them in a tight ring around itself and throwing them in a wider ring to hit faraway targets.

Red Rings Attack

The Lost Sentry fires several dense, slow rings of red bullets that Armor Break, with a small opening on one side of each ring where players can dodge through. He will also be throwing Petrifying White Bombs in groups of 4, alternating between throwing them in a plus-shaped (+) or X-shaped formation.

Rapid Spiral Attack

The Lost Sentry fires 3 different 2-armed spirals of shots, consisting of purple, blue, and grey bullets. These spirals will rotate in different directions at a fast speed.

Rapid Spiral Attack 2

The Lost Sentry will fire 2-armed spirals of both red and blue shots, rotating in opposite directions. While doing this, he will also fire radial bursts of grey shots that move in a wavy pattern.

Crossing Streams Attack

The Lost Sentry will fire streams of black bullets in several directions that will curve into helical streams. In the meantime, he will target the nearest player with a highly damaging spread of green bullets.

Wavy Streams Attack

The Lost Sentry will fire wiggly streams of shots in all directions, alternating between black, purple, and yellow bullets. Beware especially of the yellow bullets: tanking one will result in being Paralyzed and being forced to eat the rest of the stream, causing immense damage and likely death.

Boomerang Spread Attack

The Lost Sentry fires several 3-round shotguns of green bullets along with pairs of grey bullets aimed in the opposite direction, all of which have a Boomerang property. His aim is not targeted, instead being aimed in a set direction before rotating clockwise.

Sweeping Bullets Attack

The Lost Sentry rapidly fires small spreads of purple bullets aimed at the nearest player. While doing this, he will fire “beams” of red bullets that extend outwards and sweep an aimed area in front of him before retracting.

Grenade Row Attack

The Lost Sentry rapidly fires rings of black bullets and aimed yellow bullets. In the meantime, he will be firing dense lines of red bombs along the cardinal/intermediate directions, choosing one direction at a time. The lines of explosions extend a fair distance from both sides of the Sentry.

Wide Shotgun Attack

The Lost Sentry fires enormous, aimed shotguns of green and blue bullets. The bullets have different velocities, making dodging the shotgun difficult since the next one will be fired before all the bullets clear out. In addition, he will be firing the same shotgun in the opposite direction of his aim.

Uniquely for a boss, the Lost Sentry visually begins breaking down as he loses health, the first change occuring at about 75% HP, the second at about 50%, the third at about 25% and the final at about 10%. Every time he breaks down more, he gains several seconds of invulnerabilty.

Reproduction

Protected by:
Spectral Sentry (Event)Spectral Sentry (Event)

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Drops

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Tips and Strategies

General Tips

While the Lost Sentry has enormous health and huge amounts of firepower, the Spectral Sentry defending him is arguably the most dangerous part of the fight due to its invincibility and armor-piercing shotguns. Avoiding the Spectral Sentry should be your highest priority. Beware, as the Spectral Sentry will sometimes fly through the middle of the arena without warning.

Most of the Sentry’s attacks are not aimed and tend to be heavily patterned. If one takes the time to learn its bullet patterns, avoiding the extremely damaging bullet-hell it pumps out becomes much easier. However, be ready for anything, lest the Sentry suddenly switch to an aimed pattern.
Additionally, should the Sentry’s life end during a phase with returning projectiles, wait until they are completely gone lest you wish for a swift death by greed.

If the Sentry spawns with the setpiece connected to a setpiece (that contains obstacles such as walls) of another boss, like the Cyclops God castle, it is possible that the Spectral Sentry will become stuck and unable to move. This lowers the danger level of the fight by an immense amount. However, should another setpiece evnet such as a Pentaract spawn on top of the Sentry, it may destroy the walls protecting the players from the Spectral Sentry, making the fight even more dangerous than before.

Most of the fight will take place in the corners of the Sentry’s setpiece. All of the phase tips are assuming that the players are fighting the sentry from this location.

Phase Tips

Paralyze spiral attack: Generally the streams are easy to avoid, and it is not difficult to weave between the shots. The red bombs are a little more problematic, but can be easily avoided as well by backing away. If a paralyze bullet hits a player, they probably won’t have to nexus because they should be able to move again by the time the next stream comes around.

Red rings attack: Ranged classes own this phase. They can stand back and weave between the shots, stepping left and rigt to avoid the petrify bombs. Melee and dagger classes have a much harder time with this phase as the projectiles in the ring are very close together. They can run out if they see the opening, but this is not recommended as the spectral sentry can pay you a surprise visit while flying through the middle of the arena. It is very possible to take one of the shots from the ring and run in and deal damage before the next ring is fired, but petrify bombs should be avoided because they freeze you in place, possibly causing you to take unwanted damage. Planewakler rogues and tricksters can teleport over the rings giving them an advantage.

Rapid spiral attack: This is one of the easiest phases. There are very large gaps that a projectile will never fly through in the bottom left grassy area. Melee classes can even stand in these gaps and fire upon the sentry without fear of being hit by a projectile.

Rapid spiral attack 2: Ironically, this is arguably the toughest phase of the entire fight. The streams of grey shots inflict quiet which can render a priest and necromancer useless, combined with armor broken and slowed that you will run into while trying do evade the quiet shots. Many classes should back out during this phase. However, if there is a priest and the group is confident, there is an extremely small safe spot in which no projectiles will ever hit the player. Unfortunately, this spot is very close to the path of the spectral sentry and if he flies through the middle he will deal massive damage.
The safe spot is in the location indicated by the red marker in this image:
https://imgur.com/gallery/yzugv

Crossing streams attack: If rapid spiral attack 2 is not the most difficult phase, this one is. There are two parts to this phase; the part where the crossing streams are to the left and right, and the part where the stream is directly in the middle of the fight. When the streams are to the left and right, avioding the sick shots should be hightst priority, but other than that there isn’t much danger. However, when the streams are coming into the direction of the fight, they are extremely deadly. There are a couple of ways to do this part of the phase. If a player feels very confident, they can stand in the small area between the streams. This is extremely dangerous because a small miscalculation can lead to the player getting hit by both of the streams at the cross, which is a very quick death. Along with being in between the streams, there will also be sick bullets flying out fast and there is not much room to run. Rather than standing in the small space between streams, players could also step left and right of the incoming stream while dodging the sick shots. This is much safer than being between streams, but it requires players to be much closer to the spectral sentry. As always, if players feel overwhelmed, they could always exit the fight for this phase.

Wavy streams attack: This one is not very difficult if done the proper way. Take note that if a player stands within range of one bullet and not the other, they will still be hit with everything because the shots alternate and “wave” from side to side. This means if a player gets hit with a single paralyze projectile during this phase, they will tank the full stream and either die or lose massive amounts of HP. The way to avoid these involves the slight variation of the source of the projectiles. The sentry will not fire all the streams from the exact spot, rotating clockwise very slightly every time. This means that stepping left will make it nice and easy to avoid taking a hit, but stepping right poses a much higher risk of taking damage. The most effective way to do this phase is to step right after the first stream is fired so that it is safe to step left and avoid the stream of paralyze very easily. The reason always stepping left is dangerous is because it puts players very close to the spectral sentry. Basically, just avoid getting hit by the yellow stream and this phase is a piece of cake.

Boomerang spread attack: An extremely easy phase with a very wide safe spot. standing between two of the sick bullets will allow you do evade every single shot of this phase without ever taking any damage. However, the spectral sentry is still a threat, but there is a lot of room to run during this phase so it is possibly the easiest one.

Individual Class Tips

Wizard: A good choice with a good group. Lots of damage from the spellbomb plus his high dexterity make him a class that can can evade shots and deal damage from afar. However, he is very squishy, so he can’t take too much damage or else the player will die or have to nexus.

Priest: Without a doubt the best class for the Sentry. If a priest has a Tome of Holy Protection, he will take a lot less damage than normal (still a lot from the Spectral Sentry due to armor piercing) and can heal players along with himself. A tiered tome will provide a massive health boost, but the two best tomes are the Tome of Purification and the Book of Geb because they both remove negative effects. The Tome of Purification might be a better choice due to not having the speedy effect because speedy can cause the player to accidentally run into projectiles. Overall a great class for this fight with extremely long range and the vital healing ability to combat his low defense.

Archer: A good class with the Doom or Leaf bow. Other bows work fine but both the Doom and Leaf bow have a very high DPS and it is easy to aim your shots at the stationary Sentry. The quiver is not too useful for anything other than damage because he is either immune to all the debuffs that the archer can deal, or they are obsolete because the Sentry is a stationary enemy. He takes less damage than robe classes, but like all classes he will still take a lot of damage anyway. Not the best class, but good in a large group.

Rogue: If a player is looking to solo the Sentry and does not have a priest, rogue is the way to go. Cloaking will make the threat of the Spectral Sentry go away, meaning the player only has to dodge the Lost Sentry’s attacks. He can also teleport over the rings in the red rings phase. Unfortunately, the rogue has to get uncomfortably close to the sentry to deal damage, so this class is mainly used in large groups when the player is looking to complete the Lost Halls dungeon that drops after the Sentry is defeated.

Warrior: With a large group, or a smaller group with a priest, the warrior is a good class to use. The speedy buff will make it difficult to dodge projectiles as they will come very fast, but the berserk buff will make the fight take a significantly smaller amount of time. However, the range on swords makes it extremely dangerous for the warrior to get damage in, so he is not a good chioce for a smaller group. The only exception is the Helm of the Juggernaut, which increases defense by a significant amount for a short time while sacrificing speedy, but this helm is incredibly rare and most people would never take a chance at losing it to the Sentry.

Knight: Not the ideal class choice unless sitting out for the entire fight is what feels safest. Since the damage threshold is very low, knight can run in, get in a couple seconds worth of damage, and run out. Even with the minuscule number of shots, the threshold will still most likely have been reached, guaranteeing a potion. Stuns are obsolete at this boss because both the Spectral Sentry and the Lost Sentry are both immune. The only use for knight would be if he had a Shield of Ogmur, because the armor breaking buff would increase the damage dealt, but since this is a very dangerous fight it is best not to risk losing the Ogmur and just picking a different class.

Assassin: The assassin can be a good class choice due to the poison. The dagger is not an ideal weapon for this fight but certain poisons make up for it. The UT poisons are both very good choices for the fight. Murky Toxin is more hands on and requires the player to be consistently in the action, while plague poison is more background work and the player can spend most of the fight from outside the set piece. If the player has a Murky Toxin, the Lost Sentry is a perfect target as it is always completely stationary, allowing for a very easy throw to hit both bombs. However, the throw has to be aimed right on the sentry for this to happen, which means that they must be close to the action. However, if the player is lucky enough to wield a Plague Poison, they don’t have to do too much work. They can take a few steps into the arena, chuck a poison in the direction of the Sentry and run out. The Sentry doesn’t even have to be on screen, as the range will be long enough to inflict damage. However, the Plague Poison only does 500 damage, so this will have to be done many times, but it isn’t very dangerous.

Necromancer: The necromancer is a good class choice with any skull but the Memento Mori. The healing is very helpful, just like the priest, but the staff deals more damage. Other than that, there isn’t much more about the necromancer that is different from the wizard. He has less del than the wizard, but the healing ability combined with the little bit of damage from the skull greatly makes up for it.

Paladin: Like the warrior, the buff is extremely helpful in a group. It will allow for more damage from everyone and combined with a warrior’s berserk buff, players become killing machines. When warriors, paladins, and priests unite, players become damage dealing, fast shooting, quickly regenerating killing machines. Just like other rare items, the Seal of Blasphemous Prayer gives complete invincibility, but shouldn’t be risked here. Plus, the invincibility only lasts for just over a second, and most of the Sentry’s attacks pierce, so it wouldn’t be very useful anyways.

Huntress: Almost the exact same as the archer, except for the trap. However, generally the quiver is better to use than the trap because if a player misses the trap for some reason, the Sentry will never walk into it. A Trap of the Vile Spirit will deal a lot more damage than other traps and it’s not too risky to use due to bows’ long range, but overall, in this fight, archer reigns supreme.

Mystic: Although not typically a very effective class, the Mystic is the only class with reliable Curse, which can help make the fight go a little faster. Other than that, having more than one Mystic is near obsolete due to the long Curse duration and fast mana regeneration of the Mystic. Additionally, the Berserk buff granted from the Soul of the Bearer and the T5 and 6 Orb are nullified should there be a Warrior; the same goes for the Conflict’s Damaging buff if there is a Paladin.

Sorcerer: A great class with unbeatable range. Obviously not as good as the priest due to the lack of healing buffs, but the scepter can be good for clearing other enemies that are in the way of the fight, especially if the fight is in godlands. The Scepter of Devastation will deal massive damage if there are no other targets, making it a good choice if a player owns one. This fight is not terribly difficult on a sorcerer due to the long range so if the player does not have a priest or there is one already there, sorcerer is the way to go. This is also a great class to learn the phases on, as the player can still deal damage while staying back.

Trickster: Not typically a great class, because of the dagger. Her decoy is somewhat situational in this fight, as there are mostly non-aimed attacks: however, the Trickster does shine should the Sentry enter one aimed phase. The Spectral Sentry can also be tricked, but once he goes around he will just start firing at the group again anyway. The trickster can additionally use her teleportation to get over the rings in the red rings phase, as well as quickly escape tight situations.

Ninja: The ninja is generally not a very good class for this fight. The katana puts the player dangerously close to the Sentry, and that does not work well with leather armor. The speedy buff from the ability doesn’t help, and the ability is okay but isn’t enough to make the ninja a good class to fight the Sentry with. It’s possible to be more safe using a Ray Katana, but players should do themselves a favor and hop on a different class for this fight.