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Submitted by System on 09/03/2006, 09:50. Print file.
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THE ABYSS: Incident At Europa
WALKTHROUGH

copyright 1999 by Jeanne W. Muse (e-mail: jwmuse@csi.com)

Notes:
MAPS are available for download from the game's official web site at
this address: http://www.returntoabyss.com/tricks/maps.htm

Also see my web version of this file (with my own maps!) at:
http://ourworld.compuserve.com/homepages/jwmuse/abyss/abyss.htm

If you have trouble picking up or using objects, alter your angle of
approach. Crouch down, look up or down, jump up to try again.
Sometimes you must press the Shift key and literally run into
something to get it.


DEEPCORE
You can avoid many of the Mutants in Deepcore since they are confined
to the room or section where you find them, for the most part. It
takes 2 shots from your stunner to knock them down, but they will
always get up again.

ACTIVATING THE POWER CORE
1. Stand facing the blue striped switch box and press spacebar. Bump
into the door to open it and leave the Compression/Decompression
Chamber. 2. Walk through the next door to the Sub Bay. 3. Move left
to the body (near the red chest) and get Level 1 Stunner. (Spouse
comments on infection.) 4. Turn around and enter the left door.
This is the Locker Room. Get the Blue Key Card from second locker
from left. Bump into the suits. (Spouse comments you need to find
the helmet.) Leave Locker Room. 5. Walk to other end of the
Moonpool and enter door on the right. Turn left and walk straight
to the end of the hall and are facing a door. Walk straight, bear
left and turn right to face another door. Enter the Infirmary and
get Purple Gel Pack from wall socket. Leave Infirmary. 6. Walk
left, straight and then right. Turn right and enter the Mess Hall.
Pick up Screwdriver from table. 7. Walk straight and out the
opposite door into the Galley. Ready the Level 1 Stunner. Leave
Galley. 8. Walk straight into the Food Pantry. Shoot the Mutant
(Ctrl key) twice to stun. Keep walking straight to the Elevator
Well. Recharge Stunner. Enter Elevator. Go Up. Turn and Exit
Elevator. 9. Walk through two doors and pause in hallway. Turn
right and open Closet. Look down and pick up Green Gel Pack from
floor. 10. Turn around (right) and return to Elevator Well. Enter
Elevator and Go Down. When Elevator stops, go down again. Exit
Elevator. 11. Go through Right door. Ready Stunner. Use Blue Key
Card on wall panel. Enter Doctor's Office and pick up 3 Polywater
Keys. Leave Doctor's Office via opposite door and walk into the
Battery Room (through open doorway). 12. Use Screwdriver on Wall
Box. Get Red Gel Pack. Mutant nearby. Shoot twice to stun and
walk straight to the next room. 13. This is the Main Power Core
room. Mutant will follow you, but cannot walk further into the
room. Walk around and bump into several of the controls until you
find one with green markings that opens. Insert all three Gel Packs
(red, purple and green). Return to near mutant and bump into the
box near the door. (A comment is made about the government that I
couldn't hear over the moanings of the mutant.) Power Core is now
Active.

MOVING DEEPCORE OFF OF THE ROCK
1. Push button on right to turn off the energy fields in the doorway.
Walk through, turn around and push the button again to turn it back
on. Proceed back to the Elevator Well. Go up once to Level Two. 2.
From Elevator Well, walk through the first Food Pantry, the Galley
and the Mess Hall. Take the right-hand door into the hallway. Walk
all the way to the end of the hall and through it. 3. Enter the
first left door into Maintenance Room B. Use screwdriver on wall
box and get the Yellow Gel Pack. Leave Maintenance Room B. 4.
Proceed straight ahead through two living quarters. Pause at the
pool and arm the Stunner. Open the door, stun the Mutant, grab the
Red Key Card and leave quickly. 5. Walk through the next room
(ignoring the pool for now) and the next. Turn left and enter the
door to the hallway. 6. Make the first right. Insert the Red Key
Card into the panel and enter the Command center. 7. Walk to the far
right to pick up the Metal Deck Plate. Turn around and enter the
Elevator. Go up to Level 3 just beyond the debris. 8. Pick up the
two Metal Deck Plates. Look down at the floor and use all three
Metal Deck Plates to cover the electric sparks. Walk across the
plates. 9. Enter the far door and the first door on the left
(Communications Lab). Jump onto the table and get the NTI
Translator. Approach the floating form to use the translator.
Leave this room. 10. Walk straight through the next room and into
the next. Pick up the Air Tank. Continue out and ready the
Stunner. Quickly stun the approaching Mutant, jump onto the chest
to get the Ignition Key and leave. 11. Return through the next two
rooms, taking a left into the hallway and get on the Elevator. Go
down into the Command center. 12. Use the Ignition Key in the
Ignition console. Deepcore has been moved off of the rock.

LEAVING DEEPCORE
1. From the Command Center, head to the main Elevator shaft (right -
straight left and all the way to the end). Go down to Level 1.
Turn left and enter that door. 1. Go to the Research Lab is located
at the end of the long tunnel. Save your game before entering here.
Your stunner has no effect on the two meanies inside, so put it
away. Make sure you have a full health meter and get ready to run!
Your objective is to get both of the mutants to follow you into the
Containment Room and then trap them there. Then you can concentrate
on the other parts of the room. 2. Run directly toward the green
button to the right of the Containment Room and turn it to red
(off). 3. Zig zag around so that they both are following you and run
into the Containment Room, jumping up onto the countertop. When
both of them are hovering at your heels, dart to the entry, turn and
press the button to green! (Note: Trapping them inside took me at
least a dozen times! If any part of their bodies gets through
before you hit the button, they can get free. Keep trying and you
will eventually get it.) 4. Once they are trapped, notice the square
red blocks on one of the curved walls. From left to right turn each
one green, leaving the third one red. Jump up and get the Helmet
from the box. 5. Jump up beside the box (behind the chair) and get
the Blue Gel Pack. Leave! 6. Return to the Elevator and go up to
Level 2. Return to the Locker Room (the door immediately next to
the Decompression Chamber door). Get the Fluid Breathing Suit. 7.
Go back into the hall and return to the Pool in the Living Quarters.
8. Stand beside the pool facing the door through which you entered
the room. Step in the water. 9. Press the Z key to sink down. Swim
forward through the next room and into the far room (with the
porthole window). Find the Multicharger in this room. Quickly
leave the way you came, finding the pool again. Use the / or A key
to rise and get out of the water (before you run out of air.) 10. Go
back to the Moonpool. Jump In. (You will automatically use the
suit.)


NTI ARK
This is a difficult section to describe. The pathways are all curved
with very few (if any) right angles. Thus, an intersection is one
where you must make a decision to go left, right or straight.
(Using the maps is essential here.)

Mutants are wandering around all over the Ark - both human and alien.
You may be able to avoid some of the human mutants by staying away
from their rooms or running away from them. You must handle some
alien robots to finish this section. They can be killed with 1 shot
from the Level 2 Stunner, 2 shots from your Level 1 Stunner. It may
take more than 2 shots to stun the other mutants and there are a
couple of "boss mutants" running around that cannot be stunned at
all.

The Upper Level of the NTI Ark is divided into 8 Sectors. The Spires
and some side rooms encompass 4 of those Sectors. Living quarters
and auxiliary rooms comprise the other four.

GETTING UP INSIDE THE ARK
1. Look up. Notice a boxy platform juts out from the main column.
You need to get up there. 2. Find the bright blue button on the
rounded wall and push it. Push away from the wall and swim up and
to the right. Get inside the the square tube platform before the
water recedes. (This might take a couple of tries because swimming
is awkward.) 3. Walk through the water door and straight through
the next large room to the next water door.

TURNING ON SPIRE LASER 1
1. At the first intersection, take a left. At the first left door,
turn off the energy field (yellow switch beside the door) and enter.
Hop up onto the right shelves and get the Level 2 Stunner. Leave
the room and go back to the right (where you came from). 2. Go left
at the intersection (the sensor lights and sounds to let you know
life is nearby). Enter the door on your right and walk directly
across the Bar and through the door behind the woman mutant. 3. Turn
left. Walk while hugging the right wall and follow the walls around
to the right until you reach a door with a green energy field. Walk
through the door. Press the blue button on the wall. (Message will
advise you have entered Sector 8. Notice the green energy field has
switched sides.) Walk through the door with the green field into
Sector 8. 4. Turn right and take the door to the right of the
dividing wall. You enter a room with triangle shaped floor tiles in
different colors. Press the correct tiles to remove the blue energy
field at the door. In this case, turn all of the tiles Blue. When
you first enter, step on the middle triangle once; then the left
triangle once and finally the right triangle once (without walking
over any of the other tiles). A hidden corridor opens behind you
(to the left of the door). Without stepping on any of the musical
tiles, follow the secret corridor to a window with a gizmo in front
of it. Operate the gizmo (spacebar). Spire Laser 1 is Online - and
you have increased the Jumpgate Power by 25%. 5. To leave the laser
room, press the spacebar again and turn around to see the blue
energy field is gone for a moment. Walk through the doorway while
the field is off. Leave the musical tile room. 6. Walk straight
ahead to reach a blue column (like the one you used at the
beginning). Walk around it and keep walking until you come to 2
corridors. Follow one of the corridors to an open "observation"
room. Look on the wall to the left for the Adaptable Power Supply.
You can recharge your stunners here, if needed. (Note: All 4 of
the Spires have this room and an Adaptable Power Supply in each.)

FINDING PART 1 OF THE MUTAGEN CURE
1. Find the center post again (the one with the blue button). Try
to enter the panel with the hole in it. If it will not open, press
the blue button. Enter the panel with the hole and drop down. Exit
through the door. 2. Look up above you to see the upper pathway.
Follow it straight forward until you come to another water door and
enter there. Push the wall button. You have entered the Main Power
Core of the NTI Ark. 3. Walk to the center of the area to the Main
Power Core. Unlock each of the side rooms that have energy field
locks. In one of them is Part 1 of the Mutagen Cure. Pick it up.
4. There is nothing more to do in this section and the side rooms
are hazardous to your health! Leave the way you came in. 5. Walk
through the rocks and seaweed to the water door you entered. While
facing inward, jump up to get out and exit the blue column.

TURNING ON SPIRE LASER 2
1. Make your way back to Sector 1, following the map. Find a room
you recognize (the Bar or Mess Hall) and go through the area, ending
at the Airlock passage between Sector 1 and 2 at the entrance of the
Theater. 2. In the Theater turn right and find the other doorway
(with red button next to it) and go through it. Hug the left wall
and go through the door at the end. Take a left and enter the next
end door. 4. Stop and notice the floor tiles. Left is gray; middle
is green and right is brown. Step on the left one once - turns it
green. Step on the right one once - turns it green. Step on the
center on and it turns gray -- and the energy field inside the door
turns off (for a moment)! Walk through the door. (Repeat the
process of stepping on the center one again and again if you miss
the first opportunity through the door. No need to step on the
others.) 5. Activate the laser. Spire Laser 2 is Online - Jumpgate
Power is increased by 25%. 6. To leave the laser room, press the
spacebar again and turn around to see the blue energy field is gone
for a moment. Walk through the doorway while the field is off.
Leave the musical tile room.

TURNING ON SPIRE LASER 3
1. Take the first door on the left. Go forward and enter the first
door on the right. Listen to what the alien has to say. (Press P
to listen to it again.) From the little I could understand, it
tried to communicate something about a "Caretaker" being Guardian of
the Station of Europa and the Caretaker will tell you what to do. 2.
Move on through the next room and through the Airlock to Sector 3.
3. Bear right and around until you come to a doorway. Save your
game! Run straight through the first room and into the next where
you will have your first encounter with the Alien Robots here. In
one of the rooms there are at least 2 guarding a golden globe on the
floor. You need to get the Memory Orb before you run for it. Aim a
bit higher than normal to shoot the Robots. (Finally something you
can shoot that will stay dead!) 4. Run through the next room and
into the passage that leads to the Airlock hall. Go into Sector 4.
5. Walk straight through the Observation Room and pass the little
water cubicles, which should be on your right. Take a left into the
room with the musical tiles. 6. This particular one seemed a bit
more difficult than the rest ... at first glance, that is. As usual
they were set at Grey, Green and Brown. Try pausing immediately
when you first step inside (without stepping on any of the tiles)
and turning to your right. I found the hallway already open in 2
out of 3 instances .. and the tiles already set to Gray, Gray and
Green. 7. Walk down the hall and activate the laser as before.
Spire Laser 3 is Online - Jumpgate Power is increased by 25%. (Only
1 more to go.) Leave in the usual way.
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