
Metal Pt. II: Damage Control is a tier 5 4 player operation in the Metal Part II episode.
- Combat Rating: 210 or better
Story[]

- "A Dark Knight called Dawnbreaker has been freeing prisoners to build an army. If we stop him here, we cut off his supply of cannon fodder. Be ready. He's me with a power ring - and that's just as dangerous as it sounds." — Batman
The Dark Knights are attacking the Oan Sciencells, extracting criminals there and metalizing them, using them as shock troops against Thanagar!
Characters[]
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The enemy combat rating is 293.
Locations[]
Map[]
Walkthrough[]
Oan Sciencells
The operation begins with you and your group meeting Hal Jordan and Commander T'Larto at Oa, where Dawnbreaker awaits you.
First boss: Dawnbreaker[]
Should be doable for most groups if players are adhering to mechanics.
Note: Although this boss encounter involves Dawnbreaker, you will only fight him directly for a very small portion of the fight.
After Dawnbreaker has been attacked by the group, he will immediately shield, and the first phase of the fight will begin.
Overarching mechanics:
Throughout all phases of this boss encounter, Dawnbreaker will be attacking the group with his abilities, and there are several mechanics to watch out for:
- Pool of Metal: If a player walks into a metal AOE they will take moderate damage over time while affected. There will be on-screen text stating: "Pools of Metal will damage you!".
- Dawnbreaker may spawn a Beast Construct on the map, which will look at a targeted player. It will have a red skull icon above its head along with a brief arrow tell indicating where it is going to move to, before doing a Charge Slam attack across the map. If a player is hit directly by this they will take significant damage and be knocked back.
- Bat Swarm: Dawnbreaker may hard stun his target and lift them in the air, dealing considerable damage. The affected player may need to spam a button (Square on PS) in order to break out.
- Strafing Run: Dawnbreaker may spawn an orbital strike near group members in the room, which group members should avoid. If players are hit directly they will take significant damage, and the orbital will leave a green AOE which will deal moderate damage over time to affected players. This may sometimes coincide timing wise with Bat Swarm.
First phase: Stop Escaping Metalized Lanterns, and Dispel Metal on Defeated Lanterns[]
Various lantern adds (Metal Sinestro Corps Intimidator, Metal Sinestro Corps Agitator, Metal Sinestro Corps Tormentor, Metal Red Lantern Stalker, Metal Red Lantern Hunter) will spawn from the left, center and right cells and try to walk towards Boom Tubes on the northwest and northeast of the room, which lead to Thanagar. The group should try to keep these adds away from the Boom Tubes, defeat them and activate their cog before the timer runs out on it to spawn an Orbital Strike which will dispel the metal from them. Once three adds from each cell respectively have been defeated and interacted with, the fight will progress to the next phase.
There will be onscreen text at the start of the boss encounter referencing the above: "Tag fallen Metalized Lanterns for Orbital Strike!".
Second phase: Defeat Nightmare Constructs and confront Dawnbreaker[]
In this phase several Constructs will spawn, including adds such as Man-Bat Construct and Bat Construct. Defeat these to progress the phase.
Also be mindful that group members can get swept up and stunned by the swarm of bat constructs around the map (Bat Swarm). There is a feat related to this.
If any group members enter a part of the room with a particularly focused group of bat constructs, they will take damage over time. (Swarm of Construct Bats).
Once adds are defeated Dawnbreaker will join the fight. Alongside his overarching mechanics, he will have tentacle constructs around the edge of the room, as well as various types of Construct and Skeleton Construct, which will spawn to assist him in battle.
- Dawnbreaker may do a red skull icon before punching the ground, knocking players in range back.
Once Dawnbreaker is down to approximately 75% health a cutscene will start, with Dawnbreaker using his will to construct a Metal Construct out of the Pools of Metal around the room.
Third phase: Metal Construct[]
Remember that overarching mechanics for the boss encounter will still be active.
Mechanics:
- Knockback Attack: Metal Construct will have a red skull icon above its head before rolling/charging, dealing damage and knockback to affected players.
- Resonating Smash: Metal Construct will have a red skull icon above its head before punching its arms/hands forward in front of it. Players in front of the Metal Construct will take moderate damage and be knocked back.
- Shrapnel Bomb: Metal Construct will have a red skull icon above its head, before forming its body into a round shape, causing a shockwave and dealing damage to nearby players.
Living metal mechanic[]
- A Living Metal add will be spawned to assist Metal Construct in battle.
- There will be onscreen text stating: "Defeat Living Metal before it controls you!".
- The Living Metal add will follow a targeted player, and the player will have a red arrow above their head.
- If Living Metal isn't defeated quickly by the group, and is too close in range to the targeted player for too long they will have a red skull icon and disappear from the fight, however the targeted player will be mind controlled. While the affected player is mind controlled they will be covered in metal and will attack other group members. The group will then need to damage the mind controlled player for a time in order to free them from the mind control effect.
After the Metal Construct is defeated, there will be a cutscene where one of the group members will climb up green construct panels and do a wire fu technique to finish off the Metal Construct, before Dawnbreaker summons a Boom Tube and escapes to Thanagar. T'Larto will then spawn a portal for the group so that the group can travel to the Silent School in Atlantis.
The Silent School
The group meet with Aquaman at the Silent School, where it has been invaded by Dead Water adds. The group proceed through the Silent School and defeat more Dead Water adds.
Eventually the group enter a Taurus themed test, overseen by a Zodiac Magus. The group will defeat Silent School Acolyte adds among others, before defeating the Zodiac Magus. There is an optional mechanic where Taurus Guardian coral constructs will spawn and try to charge towards the group (Raging Bull), however if the group direct the charges towards golden tablets successfully this should break the tablets and defeat the Taurus Guardians (there is a feat related to this).
Once the Zodiac Magus is defeated the group can go through a portal to the tomb of Arion, where they find the Key of Atlan.......and The Drowned, another of the Dark Knights.
Last boss: The Drowned[]
A relatively straightforward fight, however a healer is recommended especially for the last phase.
First phase:[]
Mechanics:
- Aqualance: The Drowned will have a red skull icon above her head, before doing a launching motion and spawning dark trident constructs on all players. This will deal multiple ticks of considerable damage and stun and ground affected players.
- The Drowned may spawn a Greater Dead Water to assist her in battle.
- Shortly after the second mirror phase, The Drowned will have a red skull icon, before firing a red laser around her 360 degrees. Players affected will take moderate damage.
- Call of the Deep: The Drowned may have a red skull icon before clapping her hands in the air, causing a Call of the Deep animation to occur on all players. This will stun, ground and deal moderate damage.
- Bubble: The Drowned may spawn a shield around her, buffing her own defence. If players attack her the shield will reflect mild damage over time back to those players. (The Drowned is more likely to use this during the second phase of the fight)
- Spinning Cyclone: The Drowned will have a red skull icon above her head, before launching up and spinning in the water. This deals moderate damage and knockback to players in melee/mid range. (The Drowned is more likely to use this during the second phase of the fight)
Mirror mechanic[]
- After The Drowned is down to approximately 75%/55% health, she will blink to the middle, creating a splash animation and shield, and will knockback all players. This may also deal mild damage (Seismic Emission).
- The Drowned will say in VoiceOver: "Come to me, my warriors! Drown these fools in your dark water!". Aquaman will then say in VoiceOver: "The Drowned hates bright lights. Use Arion's gem to focus the light into a beam of energy! It's on the sarcophagus!".
- The sarcophagus to the south of the room will then have an icon a player will need to interact with in order to progress the phase. There will be onscreen text stating: "Use Arion's Gem to generate concentrated light!".
- Dead Swarmling adds will spawn to assist The Drowned in battle.
- Dead Water's Pool of Metal: Dark AOEs may spawn around the map. Players affected by these will take considerable damage over time, be grounded and will be heal debuffed. There will be three of these spawned next to each interactable mirror.
- After the sarcophagus has been interacted with, there will be three mirrors around the room that players will need to interact with several times each in order to direct the light at the Drowned. There will be onscreen text stating: "Lock mirrors into place to configure light beams!". Once the mirrors have been interacted with enough times, the phase will end and The Drowned will lose her shield, becoming active in the fight once again.
- There will also be onscreen text stating: "Beams of light cleanses Dead Water!". Once the phase is complete any Dead water adds or AOEs will disappear.
- The Drowned will have a timer icon above her head during this phase. If the mirrors aren't interacted in time or players don't do the mechanics, The Drowned will do a Ground Pound attack, dealing massive damage and knockback to all players in the fight.
- This phase will occur twice in a single boss encounter. On the second phase The Drowned will say the following in VoiceOver: "What's wrong? Feeling lethargic? Your heart no longer in it? Don't fight. Succumb to the Dead Water, and slip into the murky depths!".
Once The Drowned is down to approximately 40% health, a cutscene will be initiated, where she will summon water into the room. For the remainder of the boss encounter players will be in swimming movement mode.
Second phase: Underwater[]
Throughout this phase, all players will receive a mild damage over time (Drowning). There will be air bubbles with timer icons that players can move to, which will heal players but suppress their powers. There will be onscreen text for this stating: "Standing in air pockets to catch breath will heal you but suppress your powers!".
- The Drowned may spawn various adds (Greater Dead Water, Controlled Giant Seahorse, Controlled Giant Starfish, Controlled Adolescent Trench Creature, Controlled Jellyfish, Controlled Brine Hulk) to assist her in battle. There will be on-screen text for this, stating: "The Drowned has summoned Dead Water covered sea life!".
- Seismic Emission: The Drowned will blink to the middle, creating a splash animation, and will knockback all players. This may also deal mild damage.
- Maelstrom: The Drowned will swim around in a circle, dealing mild damage and crowd controlling nearby affected players. This may spawn Whirlwind AOEs around the room, and they will move around. If players are affected by these directly they will deal some damage and may crowd control.
- Dead Water's Pool of Metal: Dark AOEs may spawn around the map. Players affected by these will take considerable damage over time, be grounded and will be heal debuffed. These are much more frequent around the map than during the mirror phase.
- There may be onscreen text for the group if a player has been fully covered in Dead Water, stating: "Someone has been fully covered in Dead Water!". This player will have further debuffs compared with the AOE (More info needed)
Once The Drowned is defeated she will escape the Silent School, leaving you and Aquaman with the Key of Atlan. The operation will be complete.
Rewards[]
- 3 Source Marks, Loot Items
- 1 Catalyst (Augments)
- Metal Part II: Small Treasure Box (members/owners only)
Collectibles[]
Briefings and Investigations[]
Collections[]
- n/a
Feats[]
- Bats, Bats, and... Bats - Oh My!: During the Metal Pt. II: Damage Control (Normal or Event) Alert, no one can enter the Bat Vortex in a single run of the Dawnbreaker fight. (25 Points)
- Dead Water Derby: During the Metal Pt. II: Damage Control (Normal or Event) Alert, defeat 100 Controlled Giant Seahorses over multiple runs. (10 Points), grants title: the Wave Rider
- Don't Muddy the Waters: During the Metal Pt. II: Damage Control (Normal) Alert, no one can become fully covered in Dead Water in a single run of the Drowned fight. (25 Points)
- Metal Mayhem: During the Metal Pt. II: Damage Control (Normal) Alert, in a single run, defeat the Metal Construct without defeating any of the Living Metals that it spawns throughout the fight. (50 Points)
- Mirror, Mirror: During the Metal Pt. II: Damage Control (Normal) Alert, in a single run, successfully complete the mirror configuration to blind the Drowned twice. (25 Points)
- Udder Chaos: During the Metal Pt. II: Damage Control (Normal) Alert, complete the following: (50 Points), grants title: the Bullheaded
- In a single run, defeat the Zodiac Magus without defeating any of the charging Taurus Guardians
- In a single run, defeat each of the Taurus Guardian before the next Taurus Guardian spawns.
- Warden Woes: During the Metal Pt. II: Damage Control (Normal) Alert, prevent all Metalized Lanterns from escaping to Thanagar in a single run of the Dawnbreaker fight. (25 Points), grants title: Warden
Trivia[]
- After defeating The Drowned, the song "Sea Shanty", about Aquawoman and The Drowned, automatically plays. It is possibly the first song with lyrics in the game.
- Metal Pt. II: Damage Control revisits the Oan Sciencells, an alert from Fight for the Light, the very first episode.
- The second part of Metal Pt. II: Damage Control takes part in The Silent School and refers to the events in the alert Atlantis: The Silent School in Atlantis (Episode); The Faceless One, ally of Corum Rath, was in control of The Silent School until deposed by the players in the previous alert, although his power still lingers over it and a dying faction of Corum Rath loyalists still remain.










