If you are referring to the Map of Europa Station (which you should be!) your Jumpship arrives in the northern-most bay (the one pointing toward Command). 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 only 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.
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.
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.) 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 otherside 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 Minisub
Bay at the top left.)
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 this 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.
CAVERN 1
1. There are 2 exits. (The left passage is a dead end, but has a
clump of healthy first aid sod.) While facing the Minisub, turn right and take that
passage. Follow it along until you reach a pool of water. Jump in.
2. This underwater passage will fork. Look for a right passage (it is hard to see) which
winds around to the right to a pool above you where you can exit. (If you take the left
one by mistake, it will also lead to a pool. That path leads to a large room with two
adjoining passages. There is a first aid rock in one of the rooms, and a winged mutant
wanders around here, but nothing else.)
3. Once out of the water, walk straight ahead. It is almost impossible to avoid the one
item you need - a Metal Plank. After picking it up, leave.
4. To get back to the Minisub, go to the pool and jump in. While swimming take the left
passage to the exit hole. The path from there leads to the Minisub, which will take you
back to the Station. Jump up twice to get back to the Engineering Dept. of this Minisub
Bay.
5. Turn and walk around the box to the right, walking forward and out the far exit. (A
point of reference can be the observation room entrances should be on the left of the
Minisub bay.) Turn left, and take the second left (the first left is probably the entrance
to another Jumpship. It is guarded by a Robot). Go through a water door into another
Engineering Dept. for a Minisub Bay (bottom left on the map). Be ready - this Bay is
protected by a group of Robots and several other pesky mutants. Find the square hole in
the floor. Jump in and down to activate the button and travel to Cavern 2.
CAVERN 2
1. Turn completely around so that the Minisub is behind you. There
are six separate passages to choose from. Walk toward the right and take the first right
passage. Make your way through the narrow corridors until you come to a low, rectangle
opening. Press the Z key to crouch down and carefully walk forward. A message on your
screen advises that you need to put something across the "Unjumpable Chasm". Get
close to the edge on the right side. Select the Metal Plank and press the spacebar.
Walk across the plank to the other side.
2. Continue forward, bearing right until you find a boiling pool of water with stepping
stones. Jumping across these stepping stones is tricky. With each successful leap, SAVE.
It helps to look down (PageDown key) to make sure you are standing on the very edge of
each stone before you jump. You will be doing a zigzag pattern across the pool. (Sorry -
it was too difficult to map.)
3. After you are across, follow the passageway to a room with a colorful machine and a
winged mutant. Take the other door out and follow that corridor to a murky pond with
something in mid-air above it. Walk into the pond and get the Sludge.
4. You must now go back the way you came - stepping stones and all! Once you are back at
the Minisub, you can explore the other caverns if you wish. You have the item you came for
so you can leave in the Minisub when you want to. Jump up twice again to get back into the
Engineering Dept.
5. Find the entrances to the observation rooms and keep them on your left so you exit in
the proper place. Stay hugging the left wall and keep going straight until you reach a
water door. Go inside the third Engineering Department (bottom right on the map) and find
the square hole. Jump in, press the button and travel to Cavern 3.
CAVERN 3
1. This cavern is so easy -- a welcome relief from the one before it! See the rock that is
blocking the entry to the only passage. Use the Sludge on the rock to "make it
slippery" and it rolls out of the way. Travel down the path to the end. Pick up the Stalactite
and return the way you came!
2. Once back in Engineering, find the proper exit by keeping the entries to the
observation rooms on your left once again. In the hallway, hug the left wall and take the
second passage left (through a water door). You should have arrived in the last
Engineering Department (top right on the map). The Minisub here will take you to the last
cavern - Cavern 4.
CAVERN 4
1. There are two exits from the Minisub location. Find the running
water and jump into it. Travel to the end and be ready to jump at the waterfall. Once you
are on the step-bridge, jump and walk over to the other side. Walk through the exit on the
other side and take the right fork at the first intersection. There will be an opportunity
to turn left -- do so. At the end of the passage, pick up the Thermal Lichen.
2. Leave and bear to the left as you walk. When you come to the end of the passage and are
facing a big, black empty space, walk straight into it. You have a slight fall down to
where the Minisub sits.
3. Turn right and walk past the river and all the way to the end. Go in the entryway on
the right. While travelling, keep to the right.
4. You come upon a large room which has an exit on the opposite side. Walking in this
narrow passage, follow the right path again until you find a pool of water. Jump into it.
(Note: The water may be too hot to enter. Use the Thermal Lichen. See #1 above.)
5. The swim underwater seems a bit longer than normal. You should go right when you see an
opportunity. Find the exit waterhole and go up. Follow the path in front of you to another
big room. This one has pillars of various heights which form steps to the higher level.
6. Jump up on the stepping stones and over to the other side. You come to a large room
which appears to be a dead end. Find a wall that looks different than the rest. Use the Stalactite
on the wall and go get Part 3 of the Mutagen Cure.
7. Leave and return the way you came to Minisub. Get on and jump up to the Engineering
room.
SAVING THE ALIENS AND PLANET
You are ready to combine the ingredients of the cure. To do that, go to the Science Lab.
If you are looking at the map, your last Minisub trip was on the one from the top right
Bay. I found it easiest to go through the bottom right Bay and then to the Science Lab.
1. With the entrances to the observation rooms on your right this
time, find the water door exit. Once out, hug the right wall. Do not turn at the first
right. Instead follow the hallway to the right and into another water door. Enter this
Engineering room and walk all the way through it (almost straight) and out the far water
door.
2. Bearing right again, walk past the first left door. Turn left and enter the Airlock
door there. Keeping basically straight, make no turns until you find another Airlock door.
Go through it. On the other side you will want to take the very first right turn. This
pathway leads to the Science Lab where you must use another Polywater Key to enter.
3. Walk to the left side of the room to the machine on the wall. This is the NTI Cure
Making Machine. Select each part of the Mutagen Cure from inventory and press the
spacebar to insert each one into the machine. A "thank you" is all you receive
in return.
4. Understanding the aliens has never been easy, but this time it seemed it said something
about needing to terraform the planet. The planet cannot be terraformed while Europa
Station is on its surface. You must launch Europa Station, which must be done from the
Command room.
5. Exit the Science Lab and take a right. Take the 2nd Airlock door you come to (it's is
directly in front of you), then follow the left passage. Hug the left wall and keep
walking straight making no turns until you are faced with another Airlock door. Once on
the other side of it, keep walking straight, ignoring all turns until you come again to an
Airlock door. Go through it, follow the left path to another Airlock door. You should hear
the humming of the Command center as soon as the airlock cycles.
6. Walk to the other side of the dividing wall and behind the counter where the Memory Orb
once stood. Activate the Power Switch (left mechanism with red star-like design).
Activate the Launch Sequence (right mechanism with the yellow circle pattern). THE
END