
Metal Pt. I: False Idols is a tier 9 8-player operation in the Metal Part I episode. It is also available as elite version.
- Combat Rating: 264 or better
- For the Event Version – look for Metal Pt. I: False Idols (Event) in the On Duty Menu under the Events Tab.
- Minimum Level: 15.
Story[]
The Merciless has arrived on Olympus, searching for something. He defeated the gods that tried to stop him. Hades fled to his nether realm while Ares traveled to Themyscira, searching for the Sunblade. Ares believes it can hurt The Merciless. Heroes and villains alike join Wonder Woman in her own search for the Sunblade.
Characters[]
|
|
The enemy combat rating is 281.
Locations[]
Map[]
Walkthrough[]
You start the raid by going through Themyscira - you can choose to aid Amazons fighting Typhon's monsters on the way. At the end of the road, you face Ares, who has taken the Sunblade. He claims he would use it against The Merciless, but Wonder Woman states Ares would then become a bigger threat.
First boss: Add Waves + Cerberus[]
A relatively straightforward boss encounter in the regular version. The elite version is much more tricky and one of the more difficult regular elite boss encounters in DC Universe Online.
Recommended roles for elite: 3-4 DPS, 1-2 Heal, 1 Controller, 2 Tank
It is possible to solo tank this boss encounter in the elite version but this requires a very competent group. Otherwise 2 tanks are preferred.
Ares is not attackable throughout. Instead, he hides behind a barrier. During both the first two phases there will be onscreen text stating: "Ares has summoned monstrous enemies!"
First phase: Survive Incoming Waves (1)[]
First, he summons various monsters of Typhon to attack, including Hell Hound Mongrel, Spotted Gorgon, Impudent Harpy, Lumbering Cyclops, and Satyr Conscript. These will continue to spawn throughout the battle.
- Note that the Spotted Gorgon can turn a player to stone if they are looking at a Gorgon directly during/after it has a red skull icon above their head.
- Harpy adds can fly and swoop down on players. In the elite version try to evade and/or block this or it will do heavy damage and knockback, perhaps KO. Preferably KO Harpy adds as soon as possible, especially in the elite version.
Second phase: Survive Incoming Waves (2)[]
Overarching mechanics for this boss encounter:
- Sunblade: From midway through the second phase onwards, the Sunblade mechanic will commence and continue on and off for the remainder of the boss encounter. There will be onscreen text when this occurs stating: "Avoid the Sunblade beams!". Fire lasers will spawn around the map, moving towards and tracking random group members. If a player is hit directly a fire AOE will spawn on that player (Sunspot), and if players stand on that fire AOE they will take damage over time. In the elite version this is heavy damage over time and may cause KO's if a player is exposed to this for too long.
Survive Incoming Waves (2) (Regular version)[]
After the first wave of adds are defeated, he summons a Minotaur and a Phoenix along with other monsters. The Minotaur makes all nearby enemies take greatly reduced damage, and it always spawn on Ares' side while the rest spawn on the other side, so a tank should go to Ares' side and keep the Minotaur there, allowing everyone else to kill the rest (or focus on the Minotaur and kill it first, as it always takes normal damage). The Phoenix must be interacted when KO'ed, or it will revive with half health (it is KO'ed regardless if KO'ed the second time).
Survive Incoming Waves (2) (Elite version)[]
This phase is significantly more difficult than in the regular version. Voice chat may be recommended for best results.
- Position wise, you will want most of the group in the southwest OR southeast of the room near the entrance, with one tank on the opposite side of the main group and also near the entrance, and the other tank in the north of the room. It is very possible with a competent group to run with 1 tank, however for better and more reliable results 2 tanks will be preferred for most groups.
- Make sure to block when this phase starts, due to all the different adds that spawn - while the tanks are organising this.
- Note: The Phoenix Flamekeeper and Minotaur Bulwark will spawn in a similar area. The Phoenix Flamekeeper will heal nearby enemies and the Minotaur Bulwark will shield nearby enemies. It is imperative that the tanks separate these two adds/subbosses as soon as possible, with the group focusing on defeating the Phoenix Flamekeeper first. The tank near the entrance will pull and keep aggro of the Phoenix Flamekeeper, while the tank on the north side of the room will attempt to aggro and pull the Minotaur Bulwark along with the other adds.
- You will need competent tanks for this boss encounter in the elite version - especially the tank on the north side with most of the adds. This is the case even years after release.
- There are several adds/subbosses to watch out for, including the following:
Preferred order of KO: Phoenix Flamekeeper > Satyr Bard > Satyr Bard > Minotaur Bulwark
Phoenix Flamekeeper
- This will heal any nearby enemies in range.
- Dive Attack: Phoenix Flamekeeper may fly up into the air while looking at its target, before swooping down and charging on that target. Does heavy damage (and knock back) and may KO if the player isn't blocking.
- While in close range of the Phoenix Flamekeeper, players may take mild damage from Flame Trail.
- Again like with the regular version, The Phoenix Flamekeeper must be interacted when KO'ed (there will be a red flame icon with a timer), or it will revive with half health (it is KO'ed regardless if KO'ed the second time).
- The group should KO this first due to its healing abilities and risk to the group.
Minotaur Bulwark
- This will shield any nearby enemies in range, mitigating incoming damage towards them by the raid group.
- Boulder: Minotaur Bulwark may have a red skull icon above his head before picking up and throwing a boulder at its target. Does moderate damage and some knock back on impact.
- Raging Roar: Minotaur Bulwark may launch into the air, dealing a mighty roar at its target. Deals heavy damage.
- Minotaur Bulwark may have a red skull icon above his head before smashing the ground. Does heavy damage at melee range and some knockback.
- The group should prioritise defeating this after the Satyr Bards have been defeated.
2x Satyr Bard
- Joyous Musical Balls: Satyr Bard will have a red skull icon above his head before playing his flute. While he plays his flute white music orbs will move away from him around the map. Try to avoid these if possible. If a player is hit directly by this they will take heavy damage (it may KO), and be trapped and stunned, however if other players are nearby to the initial affected player they may take considerable damage. It is also best practice that if you are stunned by this not to breakout close to other players. (More info needed)
- Satyr Bards may have a chance of hard stunning a player, where they will be dancing and will take damage over time. The affected player will not be able to use most abilities during this time, save for Shield superpowers. There will be a musical ring AOE around that player. If other players go into that musical ring AOE they will take considerable damage over time. (More info needed)
- Preferably the group should prioritise KOing these adds after the Phoenix Flamekeeper has fallen and been interacted with. The tank at the entrance should pull one (or both) of these adds away from the other tank so the group can focus on KOing one or both of these near the entrance. It may be preferred for some groups to focus on one at a time.
Gorgon Snake Charmer
- This may spawn Snake adds to assist it in battle.
- Gorgon Snake Charmer may have a red skull icon while facing in a particular direction. It is crucial that all players are not facing this add directly when this occurs. Shortly after this add will do a beam that will hard stun any players looking at it and turn them to stone. While a player is stone they will not be able to use their powers and will take mild damage over time. They will eventually be freed, or another player can pick them up and smash them on the ground and free them from the Stone effect. It is imperative that the tank on the north side of the room does their best NOT to get turned to stone by this mechanic. If this occurs the tank in the north of the room may lose aggro of their adds, leading to potentially chaotic situations for the group. (More info needed)
- If this add is left to last (which it should preferably be), it will disappear when Cerberus spawns after the other adds/subbosses have been defeated by the group.
Third phase: Cerberus[]
In the third phase, he summons Cerberus.
In the elite version, it is generally best practice to stay max range of Cerberus.
Mechanics:
- Remember that overarching mechanics for this boss encounter will still be present intermittently throughout.
- Cerberus may spawn adds to assist it in battle. (Including Satyr Conscript, Hell Hound Mongrel, Satyr Mercenary)
- Infernal Breath: Cerberus breathes fire in front of it towards targeted players. Does damage over time if affected. In the elite version this can do heavy damage over time and may KO.
- Intimidating Bellow: Cerberus will have a red skull icon above its head, before doing a roar and cone attack in the area in front of it. Does moderate damage and may stun affected players.
- Rabid Contagion: Cerberus breathes a sickly green mist on a targeted player (usually the player with the most hate), leaving that player with a sickly green aura on them for a time. This does moderate damage to the affected player, however it is best practice for that player to not go near other players in the elite version. (More info needed)
- Seismic Emission (1): Cerberus may do a minor Knockback Attack, knocking back any players or pets in close range. Cerberus will then charge towards a targeted player (usually the furthest player or player with the least hate). Players should avoid this or it will do moderate damage and knock back. In the elite version this will do significant damage and will likely KO a non-tank player if they are directly affected by the charge.
- Infernal Vortex: Cerberus may have a red skull icon above its head, before doing a cone attack. This will do damage to players, stunning them and drawing them towards Cerberus. Cerberus will then follow this with Empowered Maul, targeting players in melee range with heavy damage over time while stunning them.
After defeating Cerberus, Hades appears and threatens Ares, saying he owes the players a debt after they restored him to the throne in Raising Hades. Ares reluctantly hands over the Sunblade to Wonder Woman and disappears after saying he will arrive when it is time.
Fight through Battle-Crazed Olympus to the Forge of Hephaestus. Wonder Woman says The Merciless must have done something to the guardian - Living Forge appears and attacks.
Second boss: Living Forge[]
A tricky boss fight in both regular and elite versions, namely due to the anvil phase.
Recommended roles for elite: 3-5 DPS, 1-2 Heal, 1 Controller, 1-2 Tank
Mechanics:
- Upheaval: Living Forge will have a red skull icon above his head before unleashing magma rock shards in various surrounding areas. Does moderate damage and some knockback to affected players.
- Flame Breath: Living Forge may have a red skull icon above his head, before breathing fire on a targeted player. This can be interrupted by lunging/countering the boss.
- Seismic Emission (2): When Living Forge looks around and shifts its attention to another player, he may deal mild damage and knockback to any players/pets in melee or perhaps midrange of him.
- Boulder Hurl: Warned by Lethal attack icon, he tosses a boulder at a random player, there is sufficient time to see yourself being targeted and blocking it with a Shield Power (More info needed)
- He also has a Spike Wave attack similar to Doomsday in The Death of Superman. (More info needed)
- After losing some health, the Living Forge will go between one of the following three phases below and rotate between them:
Strike anvils phase:[]
- There are three anvils in the room, one on each side other than south, where you came in. During the fight, 4 large pulsating rings may appear on the floor before lava pours onto those spots (Pool of Lava), and you must strike all 3 anvils to stop the Living Forge from covering the entire floor with lava. During this there will be on-screen text stating: "Strike the anvils to distract the Living Forge!"
- Numerous Forged Weapon adds will also appear near the anvils and they can deal heavy continuous damage to anyone attempting to strike the anvils if the tank is too occupied with the Living Forge. When this occurs the first time there will be onscreen text stating: "Defeat the animated weapons guarding the anvils!" These adds have proximity aggro and will focus more towards players who are attempting to activate/strike the anvils. Once the anvils are activated it is best practice for the tank/s to attempt to pull and aggro the Forged Weapon adds, and for the group to damage and KO them as soon as possible. Avoid being too close to the Forged Weapon adds where possible.
- If the group don't react quickly to this mechanic, and/or don't have sufficient shielding to activate the anvils without interruption, all group members will receive considerable/heavy damage over time from both the Forged Weapon adds and Pool of Lava AOE spreading across the map, and is likely to lead to a group wipe. This is possible in both regular and elite versions, but especially elite.
- If the group fail to activate the anvils in time for whatever reason, there will be onscreen text stating: "The Living Forge is filling the room with lava!"
Avoid Lava Eruptions phase:[]
- He pummels the ground (if players are in melee or midrange of Living Forge they may take damage from Rage Rumble, caused by the boss pummelling the ground).
- Lava Strike: This will cause several small volcanic eruptions (warned by the spot burning a second before the eruption). This attack can hit you even if you right outside the boss area (if you were previously KO'ed and fled), so don't stay there. (Sometimes this is displayed as Mass Lava Strike) This may leave a brief AOE that deals damage over time to affected players after the initial Lava Strike.
Avoid Steam Jets phase:[]
- There will be on-screen text stating the following: "Avoid the steam jets!"
- On the floor there are several small holes (Steam Jet) in the ground. During this phase they may emit a Sand Storm.
- On the wall there are also several small holes that will emit fire. These shouldn't affect players unless you are in the air high enough or jump to be affected.
- If players are directly hit by these sand storms they will be briefly hard stunned and lifted into the air, taking mild damage in the regular version and considerable damage in the elite version.
- (Elite only) There will be onscreen text stating: "Magma Creatures emerge from the forge!". It is best practice when these spawn to block while the tank pulls and aggro's Magma Creature adds. It may be considered by some groups to have 2 tanks for this boss encounter, and have one tank keep aggro of these adds. If a Magma Creature is defeated they will explode, dealing considerable damage to players in range. Also note that with subsequent steam jet phases more Magma Creatures will spawn.
Wonder Woman investigates the anvils where energy similar to the Crown of Zeus - which has been destroyed by Typhon at the end of the God of Monsters raid - can be seen. Wonder Woman says she would be able to feel it if it is fixed, and The Merciless did something else.
Fight through the rest of Olympus to confront The Merciless. Ares appears as an ally, albeit at a range with a bow out of fear of The Merciless' God Killer sword.
Last boss: The Merciless[]
Mechanics:
- Lightning's Electric Burst: Lightning zaps random spots in the arena, stunning and moderately damaging those hit, with rings on the ground giving several seconds of warning (if players are stood directly over this ring they will be grounded). This can hit you even before the fight begins. If players are affected directly they will be transformed into a skeleton for a time, and won't be able to use movement mode abilities. Note also that if you are close to other players you may cause Arc Lightning damage to occur, dealing damage and perhaps knock back to nearby affected players.
- Periodically The Merciless will summon Battle-Crazed adds to assist him in battle. These will enter through the gates on either side of the room. In the elite version Striker adds may spawn also and target random players. If they aren't interrupted or defeated in time they will deal heavy damage to the targeted players and may even cause a KO. Striker add spawns are likely to be one of the bigger challenges of the fight in the elite version as a result.
- Periodically a warning message tells you The Merciless is reflecting damage. Avoid hitting him during this time. If you do attack him you will take damage (Reactive Kinetic Shield).
- Shockwave: The Merciless projects four energy beams in a cone in front of him. The Merciless will have a red skull icon beforehand before doing this. If players are affected they will take considerable damage and be knocked back.
- The Merciless can force all opponents to worship him, and you must spam left mouse button (On PS, spam the Square button) to reduce the duration of the stun. This is followed by Ground Pound: The Merciless slams the ground dealing massive damage to all opponents (Lethal attack). The Ground Pound should be blocked in time especially in the elite version or it may KO affected players. This is most likely to occur in the elite version, but it may occur albeit rarely in the regular version.
- Blade Storm: If a player uses a Supply Drop, The Merciless will have a red skull icon while looking at the player that used the Supply Drop. The Merciless will then lunge over to where that player is stood and do a spinning blade attack. This will do heavy damage or likely KO all affected players in range, especially in the elite version.
- Resentful Prejudice: The Merciless will have a red skull icon above his head before smashing his blade on the ground. This will deal damage and some knockback to players in range. Shortly after there will be onscreen text stating: "Protect Ares from the Merciless!". The Merciless will then try to move towards Ares and may do spinning attacks on the way. This can be body blocked by the tank (who has to block). If The Merciless makes it to Ares, Ares may get knocked out. Ares can be revived but in the elite version Ares has a limit to how many times he can be revived. Have this in mind for the Battle Lust mechanic.
(Elite only) Battle Lust mechanic:[]
- There will be onscreen text stating: "Avoid succumbing to battle-lust!"
- The Merciless can infect players with Battle Lust, a red aura which continuously damages other nearby players and debuffs your powers. Talk to Ares to cleanse it. Make sure players don't go to Ares at once due to the damage over time.
- Note: You can give other players Battle Lust, so be careful where you are positioned when this phase is ongoing. In the combat log it will display the damage over time from Battle Lust as well as the name of the player in the group who gave it to you.
- Prioritise which roles speak to Ares. For example a heal or tank will take priority.
- If Ares dies too many times he will be out for the remainder of the boss attempt. As such there will be no way to cleanse Battle Lust, adding further difficulty for the group.
- When this phase ends, there will be onscreen text stating: "The Merciless has stopped spreading his Battle Lust!"
Drachma mechanic:[]
- At approximately 15% health, The Merciless will blink to the middle of the room and will summon a giant metal coin (Drachma), which binds the souls of Amazons. The Merciless will also have greatly increased defence when this phase starts.
- There will be onscreen text stating: "Enslaved Amazon spirits manifest from the Drachma!". Amazon adds (Guard Exemplar, Hoplite Soldier, etc.) will spawn.
- Defeat the first wave of adds that spawn.
- On the second add wave, Wonder Woman will attempt to destroy the Drachma with the Sunblade and you must defend her. Try not to give immunity to any of the adds (Tanks/Controllers are more likely to do this) after the first wave as otherwise it will make it very difficult to defend Wonder Woman from them, especially in the elite version. Then the phase will continue for a prolonged period until either group members are knocked out or somehow successfully finish the fight.
- (Optional) The group can focus on defeating The Merciless while minding his mechanics and letting Wonder Woman be interrupted. This is easier to do in the regular version. Note that The Merciless will have higher defence.
Upon defeat, The Merciless escapes through a boom tube, and you will be informed that he forged metal cards which he gave to Batman rogues to transform Gotham, leading to Metal Pt. I: Monsters of Metal.
Rewards[]
- Source Marks, Loot Items
- 1 Catalyst (Augments)
- Metal Part I: Large Treasure Box (members/owners only)
- Chance for Drachma Aura - Feet, Drachma Aura - Hands, Feet, Drachma Aura - Hands, Head, Feet, Drachma Aura - Hands, Head, Drachma Aura - Hands, Drachma Aura - Head or Drachma Aura - Right Hand
- Chance for Forge Metal Chroma 1 Material
Collectibles[]
Briefings and Investigations[]
- Batwoman's Research (Investigation)
- Precious Metals (Briefings)
- Resistance (Briefings)
- Stacked Deck (Briefings)
Collections[]
- A Simple Machine (boss drop)
- Getting a Reaction (boss drop)
Feats[]
- Amazon Ally: During the False Idols (Event, Normal, or Elite) Raid, in a single run, assist all Amazons in Themyscira. (10 Points), grants title: of Themyscira
- Fire in the Hole!: During the False Idols (Elite) Raid, in a single run, no one can take damage from a destroyed Magma Creature. (25 Points)
- Hey Hammer, Hammer - Swing!: During the False Idols (Normal or Elite) Raid, in a single run, hit all of the anvils fast enough to prevent lava from filling the forge. (25 Points)
- Hot Feet: During the False Idols (Normal or Elite) Raid, no one can become a source of spreading flames by running through the Sunblade Sunspot. (50 Points)
- Life Saver: During the False Idols (Normal or Elite) Raid, in a single run, keep Ares from being knocked out by the Merciless. (25 Points)
- Lightning Never Strikes Twice (Elite): During the False Idols (Elite) Raid, in a single run, no one can get struck more than once by lightning after the Merciless fight begins. (25 Points)
- Lightning Never Strikes Twice: During the False Idols (Normal) Raid, in a single run, no one can get struck more than once by lightning after the Merciless fight begins. (25 Points)
- Merciful Minerva!: During the False Idols (Normal or Elite) Raid, let Wonder Woman destroy the Drachma with the Sunblade without being interrupted by Amazons or the Merciless (50 Points), grants title: Penny Pincher
- Monster (S)Mash: During the False Idols (Normal or Elite) Raid, in a single run, everyone must survive the wave of monsters in the Ares wave event fight. (25 Points)
- War and Peace (Out): During the False Idols (Normal or Elite) Raid, defeat the Merciless before Wonder Woman destroys the Drachma. (25 Points), grants title: God Killer
- Whack-A-Mortal (Elite): During the False Idols (Elite) Raid, in a single run, everyone must avoid being jettisoned into the air from a steam jet. (25 Points)
- Whack-A-Mortal: During the False Idols (Normal) Raid, in a single run, everyone must avoid being jettisoned into the air from a steam jet. (10 Points)
- You Got This: During the False Idols (Event, Normal, or Elite) Raid, in a single run, do not assist every Amazon in Themyscira. (10 Points)











