Metiel is Miyazaki’s ultimate troll, and an uphill battle. Well, gloves. But we’ve told you how to deal with this monster of a meaty finger.
shadow of tree Taught us all a valuable lesson about the FromSoftware pathos: never tell them what you like; They will make you regret it later. Everyone loves Jaire Alexander in the main game. We know so much now that every jar in the game—even the carefree ones—is a Cronenbergian nightmare. Yay us.
That said, all the fun “try the finger, but the hole” jokes we’ve had over the years. Hidetaka Miyazaki sat at his desk, nodded solemnly, said, “Okay, let’s bet,” and dropped an exiled genie made of diseased fingers into a gaping hole in the game because this guy doesn’t respect you. , he doesn’t approve of you. The only respite is that thankfully, it’s nothing if you’re prepared.
Metiel’s abilities
Metyr will start far away, and when you enter the arena, he will fire a strafing laser at you. Once you get close enough, it will jump into the air and try to pin you to the ground with its thumbs one to three times. It also allows for faster, low-injury pushing with smaller fingers in front or larger fingers on the side.
Occasionally, Metyr will reach into the mass of creepy, creepy fingers on its chest before it leaps, sprinkling them all over you, sometimes even spawning several creepy, crawling sentient beings the size of German shepherds hand. There’s also a big smash that Metyr uses for rear… finger support? OMG this thing is gross, did I mention that? The really mature arms up front can also get in on the action, either swiping at you twice quickly or trying to crush you one by one before knocking you down with both hands.
At the 50% mark, Metyr experiences a gravitational pull. It creates a black hole in its “tail” that pulses twice before going supernova. After that, it will start pulling gravity attacks out of the ass of any god made of fingers. It will occasionally create mini black holes that explode on contact or five seconds later. It pushes its thumb into the ground and fires lasers that cause a large explosion. It all comes together with two tweaks to Metyr’s basic moveset: the laser attack will now fire three times instead of just one strafing attack, and the big jump attack now adds helicopter spin and hits for more damage.
Best of all is its Desperate Attack, where it floats in the air, charged with magic, and then fires a giant laser toward the ground that spins around the arena.
How to Defeat Metyr – Stage 1
If you’ve been along this way, it should be clear to you that the entire Manus Metir Cathedral quest is heavily focused on rewards for magic users. So the magic users are the ones who have to work the hardest here, while the aggressive, melee-focused ones can basically beat this thing around like the world’s worst piñata. If you have a fully upgraded sword that inflicts bleed, then you’re basically just walking into this fight to collect bodies. No matter how you approach the problem, though, some backup never hurts. When the fight starts, dodge Metyr’s lasers, then you have a moment to summon Soul Ash while Metyr moves towards you. Once within range, it’s show time.
Melee users, your target is the disgusting pile of fingers on Metyr’s chest. Each of its melee attacks has a message that’s easily conveyed, and compared to many enemies in the game, their attacks are powerful and slow. Even its jumping attack, while it does create an area of effect that you won’t enjoy taking the full brunt of, has moments where it’s easy to dodge. However, you don’t necessarily want to fight your way through everything Metyr has to offer, as these attacks drain your stamina and you need to be as aggressive as possible. Choose one hit from each of Metyr’s combos to roll, leaving the shield for smaller finger and side hits. However, this may not matter. This thing bleeds like a trapped pig, and if you can keep enough aggro while it recovers from each combo, especially mixed with Soul Ash, the constant blood loss and staggered damage can take less than a minute End this battle within the time limit. Your biggest concern is to keep an eye out for Metyr’s second-stage starter, back up when you see it start to float, and roll forward in an explosion. After that, it was smooth sailing.
Magic users, on the other hand, actually need to think more about this. All of the previously mentioned defensive strategies still apply, Metyr is still easy to predict and roll, but the trick here is figuring out how to strike effectively. Metiel has considerable magic resistance, meaning most of the fastest spells only deal fragmentation damage. However, due to its massive size, almost any spell/spell that passes through Metyr’s massive hitbox (such as Astorite or Celeste Comet) can instantly melt that sucker. But timing is an issue, and Meltir’s attacks are powerful enough that if you lose the ability to cast spells, you’ll be in danger. Any amulet that can reduce the charging time will help a lot.
For this reason, if you’re carrying Soul Ashes, run with a group of smaller enemies that can harass and distract Metyr enough so that you can run backwards, at about mid-range, and then fire, And won’t catch any strays from anything. If you’re one of those people who prefers to fight alone, your best chance will be when Metiel returns. When you see it, keep enough distance and when it hits the ground you’ll have your spells up and running, hoping that whatever you fire does a ton of damage, and that whatever it tries next does Keep them in place.
How to Defeat Metyr – Stage 2
The second phase, with its many gravity attacks, requires careful positioning and timing before you can launch anything lethal, and the floating gravity bombs in particular can be a constant annoyance if you’re trying to attack where you’re supposed to be looking for air. . It’s time to be patient. Look for moves with long recovery times (back attacks, two-handed slams), and keep enough distance – about 20 to 30 feet seems to be the sweet spot – so you can do it without Metyr catching up. Make use of its laser. Metir’s Helicopter Spin is also very easy to dodge, but has a fairly wide range of effects. Run, don’t get lost.
If you use the right tools, Metyr might not even have a chance to launch a Death Star beam attack, but if it does happen and the rotating beam approaches, there will be a narrow safety strip between the beam and the beam. Although it is difficult to pass, it can be done. If you’re a melee player and Metyr is able to do this, any weapon with Bloodhound Steps can teleport right through the gap. The good news is that if you’ve made it this far, Metyr is already close to death anyway. Get the job done.
Your reward for victory is 420,000 runes. However, like everything else in the Manus Metir Cathedral quest, the rest of the rewards heavily favor the magic-user. Memories of the Finger Mother will give you access to the rather excellent Far Staff, or the Gazing Finger, Metiel’s horribly misshapen thumb head, which is a very medium-sized giant weapon.
Conclusion
However, it’s not over yet. If you return to the Cathedral’s Land of Grace (perhaps spending your runes in the event of a disaster), then return to Count Ymir’s throne, you must explain to Joran and Count Ymir what happened there, and pass By paraphrase, we mean, “They’re all angry with you, please kill them.” Don’t worry, they’re not terribly difficult or tricky fights, although Joran’s Ashes of War abilities shouldn’t be underestimated. Afterwards, Ymir will drop some very strange wizard clothing that enhances finger spells. Poor Joran will die on her pillar, but if you pick up a Flower of Grace or a Flower of Hiddenness during your travels, you can actually get her a “happy” ending.
Talk to her and you can choose to give her one of the iris flowers. The Hidden Iris will only give you her Sword of Night, but the Iris of Grace will turn her into Soul Ash. This is the option you want. Once you have it, head to the Hinterlands and then to the Shaman Village. At the back end of the village, near where you picked up the Golden Braid, if you look down at the edge of the cliff you’ll see a narrow path leading to some grassy ledges, which will take you to La Paz’s upper ascent . At the end of the platform will lie a puppet version of Joran’s sister Anna. Interact with the puppet and agree to take Anna to Soul Ash, and you’ll be able to reunite them so that when you summon them, the sisters will fight with you. They lived happily ever after. Sort of.
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