Hi @Anonymous and welcome to the community!
Shadow passes are dependent on the full Arnold Render and cannot be rendered individually - mathematically, the shadows are dependent on the calculations of the beauty render.
To preserve memory, create a new layer and apply a flat white shader to all objects in the scene, and then render the Shadow Pass. Removing complex textures will lessen overall render times and still provide the necessary information for a successful (and accurate) render.
The same process can be done for the transparency only have the transparency shaders on and a flat white shader on everything else.
Please let me know if this helps or if you need any more assistance!
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