THE SPECTRUM GAME DATABASE

SHADOWFIRE

PUBLISHER
Beyond

AUTHOR
Denton Designs

YEAR
1984

DESCRIPTION
ShadowFire is an arcade adventure with a bit of strategy thrown
in.

CONTROLS

INSTRUCTIONS

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.


SEQUELS/PREQUELS
Shadowfire was followed up by the sequel Enigma Force.

INLAY CARD TEXT

SCORES RECEIVED
It received 5/5 and an SU classic.

URL

GENERAL FACTS

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