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                       SHADOWFORCE CLUE BOOK
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                             WARNING
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ShadowForce is an adventure game. This means that most of its fun
lies in solving the various puzzles that are found within the
game. With the help of this clue book, all puzzles can be solved
easily and the game can be finished in a matter of hours. ONLY
look up the answer to a puzzle if you REALLY REALLY can't figure
out how to solve it... and have tried for a while and have
nowhere else to go. 
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                     HOW TO USE THIS CLUE BOOK
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Every puzzle in each mission is listed at the start of this book.
Look up the puzzle that you have problems with, then flip to the
'Hints' section and look up the hint for that particular question. 
Be careful not to look up other clues by accident. If after some
more time you still cannot solve your problem, flip to the
'Solutions' section, where you will find detailed instructions on
how to solve each and every puzzle.  
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                            QUESTIONS
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MISSION 1:

1) What objects do I need from the main hangar bay?

2) How do I get rid of the security laser beams that seal the
corridor to the weapon storage?

3) How do I open security door alpha?

4) How do I open security door beta?

5) I've reached the reactor. What do I do now?

6) I've found a small golden sphere. What good is it?

7) How do I open the grating?

8) What does Graham the janitor know?

9) Floyd is a rather strange individual. What do I talk to him
about?

10) How do I open the safe in the Level 3 storage area?

11) I know how to get Floyd to speak to the closed safe, but he
won't say the magic word. What do I do now?

12) Where do I find a 5" opti-disk?

13) How do I get into the Research Complex?

14) A section in the Research Complex is sealed off by security
beams. How do I get through?

15) The Virus Synthesizer requires a sample of storage solution.
How do I get that?

16) How do I get the Virus into the storage solution tubes?

17) I need the third control code for the research computer!

18) How do I shut down the Overlord?

MISSION 2:

1) How do I use the equipment in the shuttle?

2) How do I get into the Alien Ship?

3) There is a loose floor plate in one of the corridors. How to I
lift it?

4) There is a closed doorway at the north end of the ship. How do
I open it?

5) I have the cube but the door still won't open. Help!

6) The corridor has ended in a chasm. How do I get across?

7) What is that greenish cube of jello?

8) The alien can't speak english. How do I talk to it?

9) What can the Delan do for me?

10) I need an activation code for the Delan. Where do I get it?

11) None of the computers in the control rooms work. Help!

12) The ship is activated, but the computer in the eastern
control room still doesn't work. What do I do?

13) The ship is activated, but the red gate is still closed. Help
me!

14) How do I open the door with the strange gear symbols on it?

15) I have found several machines covered in coloured paint, one
red, one green, and one blue. How do I activate these machines?

16) What does the green machine do?

17) What does the blue machine do?

18) What does the red machine do?

19) The red machine is active, and the Delan says he will help
me, but I can't see how. What has he done?

20) I'm back on a space station. What do I do here?

21) How do I control the alien ship from inside the space
station?

22) What code do I send to the alien ship?

23) Help! I'm back on the ship. How do I get out?

MISSION 3:

1) What can the bartender do for me?

2) How do I get through the security door?

3) There is a computer inside the research complex. How do I use
it?

4) What substance should I synthesize?

5) I have the communicator. What can I do with it?

6) I'm trying to repair the elevator, but I don't even know where
to start.

7) I have access to the inside of the elevator control computer,
but I can't repair anything. What do I do?

8) How do I open the door that has the attached explosive charge?

9) I'm in a room with a large schematic. Is there anything I can
do here?

10) How do I get the underground train running?

11) A force-field is blocking my progress. How do I get through?

12) The research complex is empty. Where is the anomaly?

13) How do I get to the anomaly?

14) What can I do with the anomaly?

15) How do I disable the bomb?

16) The bomb keeps blowing up. What is the correct code?

17) How do you enter the code to disable the bomb?

18) Where is Dark Angel?

19) I keep getting lost inside the maintenance grid. 

20) What do I do with Dark Angel?

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                                HINTS
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MISSION 1:

1) A light might be needed.

2) The beams can be disabled by creating an energy feedback. A
reflecting object might just do the trick.

3) The guard has something that might help.

4) Isn't it time for a promotion? Alpha level just isn't enough
anymore.

5) The power jack isn't just decoration. Find something that
might be compatible to it.

6) Try dropping it in another room. Leave it there and keep
playing. You'll find its use eventually.

7) You need a specific tool.

8) He knows a lot of the station personnel by name, including
some non-human individuals.

9) Floyd has been rather bored lately, but he has had a secret
pastime. Find out all about it.

10) Floyd has to say the magic word. Find a way to get him (or
his voice) into this room.

11) Find Graham the janitor. He knows what Floyd likes to talk
about.

12) Level 3 Storage Area.

13) The controls for the door aren't working. You must find a way
to short circuit the locking mechanism.

14) Maybe you should find a way to operate the teleportation
device and ALL the equipment that is attached to it. 

15) Broken test tubes aren't always useless.

16) You need to use the equipment in the research control room.

17) Watch what is happening to each letter in the first two
codes.

18) Try a little mind game on him. Computers love math.

MISSION 2:

1) Contact Officer Redman after finding alien artifacts.

2) The entrance gate has a rather obvious control mechanism.

3) Find something to give you some leverage.

4) This is basically a security door. It needs a security card.

5) The cube needs to be coded with the appropriate symbol.
Remember the three interlocking circles!

6) The control systems don't have any energy. 

7) It might not be as lifeless as it seems. Try to induce a
response from it.

8) Teaching it english might take some time, but you are sure to
succeed.

9) It knows something about the vessel. Find out what that is.

10) Look for the octagonal 'speaking box.' 

11) Smaller computers need little energy. Larger systems might be
too much for your capabilities.

12) The computer is missing a vital part. Look for something that
might fit the shape.

13) Experimenting with the computers might help.

14) Pay attention to the symbols in the coloured junction rooms.

15) You need three objects that match their colours.

16) It displays navigational data.

17) It displays past recorded transmissions.

18) It displays the history of the Masters.

19) Explore the ship one last time!

20) The Gatekeeper is about to explode! Find a way to stop it.

21) Examine the Archives. Use what you have found in the control
room.

22) Have you brought the stone tablet to Prof. Redman? Use that
information together with any data from the green and blue
machines to figure out how the codes for the alien vessel are
composed. Then you only need to find an appropriate destination
for it.

23) The Delan is trying to help you, but he has trouble
teleporting with all this interference. Help him!

MISSION 3:

1) He has two objects for you. One might require a trade.

2) The bartender is a very talkative guy. Find out all he knows.

3) It's a synthesizer. You need a container and an idea on what
to synthesize.

4) You look like you need a drink.

5) Keep it with you at all times. You might also try to talk to
Dark Angel.

6) The control computer has been tampered with. Find a way to
open it up. Apply heat if necessary.

7) Someone else "knows" how to repair almost anything. Help comes
in all shapes, and sizes! 

8) It becomes more reactive as temperature goes up... what
happens when temperature goes down?

9) Do, no. See, yes!

10) How do you feel about listening in on other people's
conversations?

11) Back to the main computer control room. One of the computers
controls the power supply to all sections. Find a way to power
down the correct section.

12) Operation Cover-Up? Could there really be a viewport in an
underground research complex?

13) Remember, hologram technology is still in its infancy. Even
small disruptions can collapse a hologram of this size. 

14) Travel. It's never been this cheap!

15) You need to find a way to interface with the bomb's internal
controls. Do you have anything that looks compatible?

16) Read any good memos lately?

17) The first button increments each digit by one unit. The
second button increments the first and third digit by one unit,
the second digit by two units. The third button increments the
first and second digit by one unit, the third digit by three
units. How good are you in math?

18) Once the bomb is disabled, Earth Central Command will get in
touch with you. Follow the sound of the explosion!

19) Hansel and Gretel had a similar problem.

20) Diplomacy will not help in this case!

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                            SOLUTIONS
        Warning! Only read these if ABSOLUTELY necessary!
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MISSION 1:

1) Take as many weapons as you want, but be sure to take the
glostarr flashlight with you. It will be needed at a later point
in the game.
        
2) Take the quantum reflector from the storage room and hold it
into the beams.

3) Examine the guard to find his security card. Take the card and
insert it into the door slot.

4) Activate the computer in the secondary computer room, and
enter the name of the guard, D. TYPHON. His security card will
now open security door beta.

5) Get the plasma detonator from the weapon storage room and plug
it into the universal power jack.

6) It is a beacon for the teleporter. Your destination when
teleporting depends on where the sphere is located.

7) Remove the screws with the screwdriver from the Level 3
storage room.

8) Ask him about Floyd, then find out about his magic word and
how to get him to talk about it.

9) Ask him about the archives, then about professor Simpson's
algorithm. This information will come in handy later.

10) Get the com-unit from the Level 3 storage room. Give it to
Floyd, his voice will be transmitted throughout the station.

11) Floyd loves to tell stories, especially about life. Get him
to give a speech on that topic. Use a com-unit if necessary.

12) Find a way to open the locked safe on Level 3. There are
several disks inside.

13) Examine the tubes in the med chambers. Take the wire and
insert it into the damaged locking mechanism.

14) The small golden sphere is a beacon for the teleporter. Throw
it through the security beams, then activate the main
teleportation device. Disable the beams by pressing the button on
the other side of the doorway.

15) Take the empty flask out of the Synthesizer. Somewhere in the
Research Complex a storage tube has been shattered. Fill up the
flask here.

16) Place the virus solution into the scanner, then activate the
computer and give him the codes.

17) The codes are DEZUNO, EFAVOP, and FGBWPQ... each letter
advancing by one place with each code.

18) Give him Professor Simpson's private disk, and challenge him
to run the Sisyphus algorithm.

MISSION 2:

1) Place any alien artifacts into the analyzer, then contact
Earth Central Command and ask for officer Redman.

2) Simply press the button next to the gate.

3) Take the metal pipe from the shuttle and shove it underneath
the floor plate.

4) Obtain a cube from one of the machines in the eastern storage
area. This is basically the alien equivalent of a security card.
Open the door by pressing the cube against the wall plate. 

5) Place the cube into the second machine of the eastern storage
area. Activate the machine and select the symbol with the three
interlocking circles. Then press that button. The cube will now
be coded with the appropriate symbol, and the door should open
now.

6) Take the electro-charger from the shuttle and jam it into the
control systems.

7) It is actually the dormant state of an alien life form. Wake
it up by zapping it with the electro-charger from the shuttle.

8) Talk to it repeatedly, sooner or later it will reply.

9) Ask it how to activate the ship. It will give you instructions
on how to do that.

10) Go south, to the control room west of the red gate. The
octagonal box is a voice activated computer. Talk to it and give
it the code the Delan gave to you. You will have to find a way to 
turn it on, though, before you can talk into it.

11) The 'speaking box' can be activated with the electro-charger.
All other systems have to be activated by the Delan.

12) One of the corridors has a loose floor plate. Remove it with
the metal pipe to find a gear shaped object. Insert that into the
computer to get it up and running.

13) Activate the eastern control room computer repeatedly. One of
its functions is to open/close the red gate.

14) Each junction room has a distinct colour and gear pattern on
its walls. Rotate the three wheels into a position that matches
the one found in the junction room of corresponding colour. Then
activate the touch-panel to open the door.

15) Take the three coloured cubes from the northern vault room
and insert them into the matching machines before activating
them.

16) Use it repeatedly, and write down the codes for the various
stellar objects. These will be needed to fly the vessel.

17) The blue machine will show you what transmissions it received
from the Overlord that prompted it to make a navigational change.
Compare these codes closely with other navigational data you
might have.

18) The red machine will give you a brief overview of the final
days of the Masters' Empire, and explain the presence of the
Gatekeeper Ship. 

19) The Delan has created a space-time gate that will bring you
back to the Icarus station. Go north to find it.

20) You must find a way to navigate the alien vessel away from
earth. Or to destroy it!

21) Get the Overlord's communication program from the Archives.
Insert it into the communications computer... this will give you
the ability to send commands directly to the alien vessel.

22) 1001011010100101. This will send the ship straight into the
sun.

23) Destroy the spiders in the north end of the corridor as
quickly as possible. Hang on. You'll be saved eventually.

MISSION 3:

1) Talk to him about the scientists, then ask him for the card.
Ask for a drink and follow up on the conversation. The bartender
needs alcohol, and is willing to trade something very valuable
for it.

2) Ask the bartender about the scientists, then ask him for the
card. Use the card to open the security door.

3) Get the flask from the lab and put it into the synthesizer,
then select an appropriate substance.

4) Alcohol... the bartender needs it to keep the terrorists
happy.

5) You will be able to monitor the conversations of the
terrorists with the communicator. Take note of what is being
said! A lot of the information is vital for your success.

6) Get the blowtorch from the lab. Use it on the side panel of
the control computer. Now find a way to repair it!

7) Get the tiny repair droid from the storage room. Insert it
into the damaged computer.

8) Apply the InstaFreeze spray from the lab to the door.

9) The schematic includes several technical "descriptions" of the
research complex. One of them will be required at a later point
in the game.

10) You need the communicator. Carry it around for a while, and
listen in on the terrorist conversations. At some point, the
security code "EDEN" is mentioned.

11) To find the correct grid/subsection: examine the schematic of
the remote research complex, and remove the panel in front of the
force-field with the blowtorch. Grid: 14H, Subsection: 21D. 

12) You need the communicator. At some point, you will receive a
transmission concerning Operation Cover-Up: The terrorists have
covered the entrance to the discovery site with a gigantic
hologram of a viewport. 

13) Use the EM frequency transmitter to send out a wave of the
same frequency as the hologram (84nm).

14) The anomaly will give you the possibility to view some of the
stranger corners of the space-time continuum. Enjoy.

15) One of the doors is secured by an explosive device. Behind it
you will find a portable terminal that can interface with the
bomb.

16) There was a memo in the room with the portable interface.
Read it carefully, it will give you the correct code.

17) Hit the third button four times, then the second button four
times. Now keep pressing the first button... voila!

18) Dark Angel is trying to escape through the maintenance
shafts. He has blown a hole into the wall in the north-east
corner of the remote research complex. Follow him.

19) Leave objects behind as you wander through the maze. This
will give you a better chance to find your way.

20) Use your stun gun to disable him before he destroys the
scientists' research.
