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Walkthrough: Europa Objectives:
  1. Memory Orbs
  2. Find the Containment
    Field Projector
  3. Find Cure Part 2
  4. Find Cure Part 3
  5. Save The Planet

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THE ABYSS: Incident at Europa

WALKTHROUGH PART 3

EUROPA STATION

Your Jumpship arrives in the northern-most bay (the one pointing toward Command ("B" on the map). The corridors on Europa Station are narrower than on the NTI Ark. Even though your stunners still do a decent job in eliminating the Robots (and there are loads of them), there are several "Boss Mutants" who need to be dealt with. There are no places to recharge your stunners here, but I'll tell you where to find a Containment Field Projector which will "contain" the mutants that you cannot kill. Use it sparingly. I saved it for the "Boss Mutants" that I could not avoid.

You will recognize the regular water doors, the doors that require a Polywater Key to enter and the Airlock doors with their wavy green fields (there are hundreds of them). You know that you always need to press the blue button in an Airlock hall to go through the other door, so I won't tell you each time.

Europa Station

USING THE MEMORY ORB

  1. Turn around and walk to the far wall. Jump up to get out of the ship and walk through the Airlock until you are facing a big patch of seaweed. Ahh!! Turn right and go through the first airlock door to your left. Walk left and through the next airlock, continuing straight to a door where you must insert a Polywater Key. You have found Command ("A" on the map). Walk around either side of the dividing wall and find the golden Memory Orb and pick it up. Leave Command.
  2. Go through the airlock and straight, hugging the left wall. Take the first right turn and turn right (ignoring the water door) and follow the passage until you find a left turn.
  3. Take that left turn and go throught the water door into the Comm. Lab. Here you see a bunch of Memory Orbs. Walk around the room and notice where the humming noise gets loudest. When you are facing a machine that looks like a monitor on tentacled legs, select a Memory Orb from inventory and press the spacebar. Pick up all of the Memory Orbs in the room and play each one. (To hear the message again, press the P key. The ; and , keys scroll through the list.)
  4. Before you leave, walk up to the machine that looks most like a Jukebox and press the space bar. Turning on this NTI Transceiver should make is possible for your spouse to contact you.

FINDING THE CONTAINMENT FIELD PROJECTOR

  1. Leave the Comm Lab and take a left turn. Turn at the next possible right and go through the Airlock. The room at the end of the hall has storage containers that hold more Polywater Keys. (The containers look like fat genies!) Leave and go back through the Airlock. Turn right. At the next intersection, turn left. Then take the 2nd right turn.
  2. The room is empty but you can hear a humming sound. There is a Secret Passage here! Find the wall that looks off-color and a bit shaded. The wall is toward the rear left corner of room. Walk through the wall and down the long passageway to a round room.
  3. At the end of the next corridor is the Containment Field Projector -- plus your first victim. Pick up the weapon, SELECT IT and shoot the Mutant if you can't avoid him. (It's just a temporary holding tank, but it'll get him stopped in his tracks.)

FINDING PART 2 OF THE MUTAGEN CURE

  1. Leave the Secret Passage to the main corridor. Turn right and keep going straight and go through the first Airlock door you will find on your left.
  2. Once on the other side of the Airlock, turn right and then right again and through another Airlock door that is protected by a Robot. Walk down this very long, sweeping corridor and take the first left Airlock door.
  3. Turn left, then right and insert a Polywater Key to enter Biological Sample Storage. Find Part 2 of the Mutagen Cure on the floor behind the counter.

FINDING PART 3 OF THE MUTAGEN CURE

  1. Leave the Biological Sample Storage room and take a left and then a right to lead to the Airlock door. Once on the other side of the Airlock door, turn left and walk directly to another airlock door, which you should go through. Then walk along that corridor, bearing left at the next intersection and walk through the water door. You have entered the Engineering Dept. of a Minisub Bay. (If you are looking at the map, it is the top left "C".)
  2. Walk straight into this room (avoiding the Boss Mutant if you can). Find a square hole in the floor and drop into it. (You'll need to jump up onto the rim and then drop down into it.) Drop down once more and enter the Airlock. Activate the button and ride in the Minisub. You have arrived in Cavern 1.

Note: The Minisubs are preprogrammed to take you to the four caverns in sequential order, so it does not matter which Minisub you travel in first - you will always start in Cavern 1. The Minisub will continue to recharge while you search for the one item available from that cavern. Once you have the one item, the Minisub will take you back -- and cannot be used again. Get in another Minisub to go to the next cavern.

Walkthrough and Maps for Caverns 1 and 2

This walkthrough is © by Jeanne Muse, all rights reserved. Permission must be granted by the author to duplicate any content contained herein.