Navigating the MAP level in E.Y.E. Divine Cybermancy can be a daunting task, even for seasoned cybermancers. This comprehensive guide will walk you through each crucial step, from investigating key locations to delving into the mysterious tomb beneath Mars. Prepare to face Federation Special Forces, cloaked enemies, and the formidable Deus Ex Machina as you uncover the secrets hidden within this expansive and challenging map.
Part 1: Initial Exploration and Understanding the Portals
You begin your journey near a ship, with Dutch awaiting you. Engage in conversation with him and follow him towards the base nestled within the ruins. It’s almost certain that an Interceptor will cut Dutch down, regardless of your efforts to protect him. If Dutch met his end in the previous mission, you’ll find yourself already inside the base, face-to-face with a Scrab. Speak with this Scrab to grasp the current situation, although a concrete plan is notably absent. You’re then tasked with “Investigating” several points of interest scattered across the map.
However, if you’re looking for a quicker route through this level, you can bypass the investigations and jump directly to the expedited walkthrough detailed in Part 3, Point 2.
Another Scrab within the base can inform you about the presence of Portals. These act as rapid transit systems, allowing you to quickly return to the base from various locations around the map.
Portal Locations (Left to Right):
- Looter’s Camp (NE)
- Federation Base (SW)
- Closed Tomb Entrance (W)
- Tomb Entrance (Middle-ish)
- Ruins (N)
- Throne Room (In the tomb)
Part 2: Investigating Key Locations – Unraveling the Objectives
Let’s delve into each investigation point to progress through the MAP level.
1. Looters and Their Antenna
Reaching the Looter’s Camp antenna offers two pathways. The simpler route involves following the valley, passing through the Ruins portal (where you’ll encounter a Deus Ex Machina), and then circling around to find a grand staircase. A potentially faster alternative is to ascend the slope directly outside the base, leading to a small Federation Outpost. This path takes you across a rocky bridge and to the Looter’s Camp.
At the summit, you’ll find four NPCs and the Looter’s Camp portal. Speak with Cultis Manakel, who will task you with convincing the Looters to activate their antenna. Successfully doing so allows you to intercept Federation Special Force radio communications. This intel primarily reveals the arrival of a Colonel, whom you can then choose to eliminate (more on this in side missions).
Engage in dialogue with Gyo and select the dialogue options in the sequence: 1, 2, 2, 2. This will successfully persuade him to use the antenna, earning you an achievement. Failure to convince him will result in hostility, requiring you to hack the antenna instead. Be warned, this is a challenging hack (A 82, D 74, H 360).
2. Hacking the Federation Scrab for Intel
Upon reaching the Ruins portal (a central intersection point), eliminate the Deus Ex Machina enemy. Alternatively, utilize cloaking and sprint past it if stealth is your preference. Proceed further to find low stairs guarded by a wrecked tank and another Deus Ex. At the valley’s end, you’ll discover a Federation Base teeming with peculiar roach-like camels. A warehouse on the side houses the portal to Federation Base.
Inside the base, locate a Scrab lying on the ground. Hacking this Scrab (A 88 D 89 H 244) will yield crucial information, directing you to another building within the base, which you could actually hack from the outset.
To access the bunker containing the console, you’ll need to hack the Security Door (A 88 D 80 H 241). Once inside, you’ll encounter an NPC who can steer you towards an alternative mission ending. Choosing this path (dialogue options 3, 2, 2, 2, 2) immediately concludes the mission and transports you to a new map, granting you an achievement and a swift exit from the MAP level.
To progress along the standard path, hack the console inside the bunker (A 85 D 91 H 268). This action unlocks the elevator located at the Tomb Entrance portal.
3. The Enigmatic Federation Mess Hall
The purpose of the Federation Mess Hall remains unclear. You can enter and interact with the two consoles inside, but they only output unintelligible Federation gibberish. This area seems to offer no significant gameplay progression or rewards.
4. Scrabator – The Silent Scrab
One of the investigation markers points to a Scrab named Scrabator. However, interactions with Scrabator typically only result in beeps and boops, offering no discernible information or dialogue. This investigation point appears to be a dead end in terms of narrative progression.
Part 3: Descending into the Tomb of Mars
With the investigations addressed, it’s time to venture into the tomb located beneath Mars. There are two primary methods to gain access:
1. The Tomb Elevator (Temple Entrance)
Return to the area where you encountered the second Deus Ex Machina. Descend the stairs to find the Temple Entrance portal, marked by a hole in the ground and an elevator. This elevator becomes operational only if you successfully hacked the Access Console in Part 2.
2. Ventilation Shaft Access (Closed Tomb Entrance)
From the Ruins portal, proceed forward to the Closed Tomb Entrance portal. Here, you’ll find a Ventilation Shaft Access point. Hacking this requires a high skill level (A 112, D 122, H 430), but success opens a hatch. Descend through the hatch into a misty, downward path with protruding rocks, leading you into the tomb.
Part 4: Navigating the Tomb and the Immortal King
Upon entering the tomb, be prepared to face Carnophages (werewolves) and several NPCs. If you used the elevator (Path 1), you’ll arrive in an armory at an intersection. Straight ahead lies the main path, while paths to the left and right diverge. The left path merges with the area you’d reach via Path 2 (Ventilation Shaft). Taking the right path leads to the final portal, Throne Room, and the NPC, Immortal King.
Speak with the Immortal King. He will task you with a quest to eliminate a specific number of humans before returning to him. While no counter is provided, an objective marker will appear once you’ve reached the required kill count. Reports vary, but the number is often around 27. To efficiently complete this task, utilize the teleporters between Looter Cave, Federation Base, and Closed Tomb Entrance. Enemies respawn rapidly in these areas. It’s unclear if Synicles, Deus Ex Machina, or Interceptors contribute to the count, but eliminate all hostiles you encounter to be safe.
Return to the Immortal King once the objective marker appears. The path to the Artifact will now be open. Proceed forward to claim your reward.
Part 5: The Artifact and Choosing Your Path
Upon entering the Artifact chamber, you’ll encounter an NPC. Rimanah will also contact you, offering a mission. At this juncture, you must make a critical choice: Fight or Don’t Fight. This decision dictates the nature of the mission preceding the final mission of this section of the game. (Further details on path choices are in the “Choosing Paths” section, not included here as per instructions.)
If you choose to fight, be aware that numerous Jians are concealed within the room. Eliminating all of them is necessary to trigger mission completion and earn an achievement if you end the mission here.
NPCs and Side Missions
Eliminate the Colonel
After gaining access to the Looter Antenna, one of the intercepted broadcasts may mention a Colonel’s arrival. Rimanah will then task you with eliminating him. The Colonel spawns near the Closed Tomb Entrance portal. Locate and eliminate him to receive approximately 20000b and 5000 experience points.
Space Pirate Treasure
Within the tomb, in one of the chambers, a chest is perched atop a high pillar in the center of the room. Shoot the base of the pillar on the right side to open it, revealing a Research Briefcase inside. Collect the briefcase to earn 1000b and an achievement.
NPC List and Locations:
- Dutch: Cultist, starting point. Engages in conversation, then charges into combat.
- Scrab: Scrab, base. Provides initial mission briefing (Part 1).
- Scrabway: Scrab, base. Explains portal system.
- Manakel: Cultist, Looter Cave. Involved in the antenna objective (Part 2).
- Gyo: Looter, Looter Cave. Key NPC for antenna activation (Part 2).
- Isaak: Looter, Looter Cave. Dialogue only.
- Christobaldo: Looter, Looter Cave. Dialogue only.
- Scrabiatch: Scrab, Looter Cave. Dialogue only.
- Scrabator: Scrab, Federation base. Non-interactive dialogue (beeps and boops).
- Jaghurta: Federation, Federation base. Involved in alternative path (Part 2).
- Lebowsky: Looter, tomb entrance. Dialogue only.
- Aghaton: Carnophage, tomb hidden room. Dialogue, becomes hostile afterward.
- Immortal King: Skeleton, Tomb. Quest giver for human elimination (Part 4).
This guide should equip you with the knowledge to confidently navigate the MAP level in E.Y.E. Divine Cybermancy, uncover its secrets, and overcome its challenges. Good luck, cybermancer.