SINCLAIR SOFTWARE DATABASE2

Shadowfire

screenshot

Written by: Denton Designs

released:

  • Beyond in 1984
  • categories: strategy

    Platforms: Sinclair ZX Spectrum 48K

    Sections: controls instructions hints/cheats sequels/prequels reviews general facts notes

    Shadowfire: hints/cheats

    [from Crash, June 1986]
    
                              SHADOWFIRE - The solution
                              -------------------------
    
    Before setting off on your mission make sure you equip your
    characters properly - the booklet gives a lot of hints on how to
    do this. Now beam down to the fighter bay (red) and take all
    members except Sevrina. Syylk and Maul. Move the characters that
    you have beamed down S twice, then SE and E. At about this point
    you should be attacked by two to three aliens. Once they have
    been destroyed get Manto to beam down Sevrina. Go to Sevrina's
    object screen and get her to pick the lock which is to the south.
    
    Once the lock is picked, using Manto beam Sevrina back to the
    ship. Now move your three characters S twice, which will take
    them to a junction with exits leading E, W, N and SW. Take the
    E route. You should now be attacked by a trooper from NE. Kill
    him and move NE twice.
    
    Moving E from here should take you to just outside a locked door
    which has a trooper behind - here Sevrina's talents are needed
    so beam her down to pick the lock. When this is done beam down
    the other members of the Enigma team to fight the trooper. Once
    all your characters are beyond the door you will be attacked by
    two more enemies and these have to be massacred before advancing
    E.
    
    Advance three of the characters that still have a good amount of
    strength E to attack a Marshal. Send another reasonably fit
    character W then N once.  This will take him into the Robot
    Armoury. From here take the Rocket launcher - if it is too heavy
    then wait a while for your character's strength to build up.
    
    By now the Marshal should be dead, if he isn't then attack him
    with a few more characters until he's really dead. By now all
    your team should be standing outside a locked door which leads
    SE. Give the rocket launcher to Maul. If he is too weak then drop
    it by him. Wait for 5 to 10 minutes for your characters' strength
    to build up, or for however long you think appropriate. Get
    Sevrina to pick the lock and advance every character through
    the door making sure they are all well-armed. In this room you
    will be heavily attacked so before entering, make sure your
    strength is up.
    
    If you survive the onslaught you will realise you are in a room
    called 'Zoff Security' which has four exits. Get Sevrina to
    unlock them all. Using Zark, go through the SE exit. You are now
    in a room that contains General Zoff, Ambassador Kryxix and the
    self-destruct card. Zoff will try to flee so you must be quick
    to capture him. Go to Kryxix with Zark and you should get the 
    report that you've found Kryxix and that he follows Zark. Kryxix
    will only follow Zark because Zark is the translator. Get Kryxix
    onto the same location as Manto and beam him aboard Enigma - you
    have now rescued Kryxix. 
    
    Also in the Fighter Bay is Zoff's second in command, Sky Fortress
    Captain Churl, he is located in his quarters near the bridge. A
    time delay device can be found near Churl and if used properly
    can help capture Zoff. The reason for not beaming all the
    characters down at the beginning of the game is it is quicker to
    move the three characters with more agility than to bother moving
    all six when some of them are really only any use in a fight.
    
    To capture General Zoff position Manto outside his quarters and
    drop the transporter beamer. Pick the lock and send someone into
    Zoff's quarters. Move a character into the same location as Zoff.
    Zoff will then try to escape. As soon as he moves onto the same
    location as Manto, beam him aboard the Enigma.  A similar method
    can be used to capture the enemy soldiers - this saves energy.
    
    The other half of the destruct code can be found on the Bridge
    but it is unlikely that you will need it because to complete the
    game you must capture the Zoff 5. This can be done by capturing
    or killing everyone on board. With a bit of practice at these
    strategies it shouldn't take long to complete the game.
    
     General tips are:
    
     * Always rest after a good bout of fighting. 
    
     * Only beam down Maul when you are in a tricky situation because
    he is too slow to keep up with the others. 
    
     * Throughout the game you will constantly be arming and rearming
    because your strength goes down. My strategy for this is to go
    into battle with a heavy weapon and switch to a lighter one as
    soon as the character shows signs of flagging. It is best to use
    some games just for mapping and exploring levels (or you can use
    the Shadowfire Tuner if you own a copy) because many rooms seem
    to serve no specific purpose.
    
    Not so much a cheat, but a useful tip.  Manto can be used to
    capture gaurds, thus saving having to fight them, and waste
    energy.  If Manto is on the same square as guards, they appear
    in the teleport option, and you can then teleport them up to the
    Enigma scoutcraft.  This is in fact how you must capture Zoff. 
    Zoff *cannot* be killed - he moves too fast, even with the
    time-dilator.