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Whiteshield Dungeon Walkthrough

Corak's Notes on Whiteshield Dungeon:

Piled on the floor are the bones of the captured Dwarves that attacked the castle. Before they were captured, the Dwarves locked Zealot's treasure in magical chests that were sealed with a spell. The countersign needed to open the chests is part of the song that the Dwarves sang as they were storming the castle walls.

Monsters in this area: Evil Rangers, Major Demons. Boss: Major Devil.

Map of Whiteshield Dungeon:

Entrance/Exit.

As soon as you enter the dungeon (and cast the Light spell so you can see something, of course) walk straight ahead and bash through the wall. If you lack the strength to do so, go back to area B1, take a drink from the Fountain of Might, and try again. After successfully bashing down the wall, take a closer look at the bones on the floor to discover the first part of the Dwarven song mentioned in Corak's notes. After reading it, bash through the southern wall again to find more bones with the second part of the song. Then bash through the southern wall one more time to find a bone pile with the third part of the song, and a large chalice, which contains some of King Zealot's Divine Elixir. The character who drinks this will gain a whopping 5120000 experience points, most likely boosting him/her several levels.

After getting the Elixir, go back to the entrance area. You'll see that the gate leading to the west is closed and blocked by a swinging pendulum. If you step into the pendulum, all party members will be hurt for 50 damage. You can't avoid getting hit with it once, though, since the Teleport spell doesn't work in this dungeon. However, if you step into the pendulum and bash through the gate, you'll get hit twice. It's safer to let the pendulum hit you once, then use the Etherealise spell to pass through the gate. On the way back you can avoid getting hit entirely by bashing through the gate from the other side and use the Jump spell to avoid the pendulum.

After passing the pendulum, pass the door ahead by one of of three ways: Try to bash it down, try to pick the lock or cast Etherealise. Once you're past it, turn left and you'll see a long hallway leading south. On either side are more swinging pendulums in front of doors. Like with the gate you passed earlier, it's best to let yourself be hit by the pendulum once, then pass through the door with Etherealise, if possible. Doing this every time will cause quite a strain on your spell points, so you may need to leave and return later a couple of times. Anyway, after doing this you can leave more safely from the other direction by bashing in the door or picking the lock on it, then cast Jump to avoid the pendulum.

Walk down the hallway and pass the first door you see (it will be on your right). You will be greeted by the four occupants of the cell: Evil Rangers. Kill them all and search the bones for the fourth part of the song. Note that this is all that's in the cell... but the song's important so you should check it out anyway.

Now proceed futher south down the hallway and enter the next door to your right. There will be two more Evil Rangers and the fifth part of the song. Going out and further south, the next door on your right will contain three more Evil Rangers and the sixth part of the song.

At the end of the hallway, turn around and begin walking back in northern direction. Take the first door you see on your right again... but in this cell is a powerful Major Devil, who has the power to knock out party members with a single blow. If you can defeat him, you can read the seventh part of the song and drink the two chalices of Divine Elixirs which are in the room. Whoever drinks one of these will receive a permanent increase of 10 to his/her Might, Intelligence, Personality, Endurance, Speed, Accuracy AND Luck.

Back in the hallway, walk further north and take the next door on your right. This time you have to beat two Major Demons. They can paralyse party members, which can be pretty dangerous, since if all party members who are still standing are paralysed, you party will be wiped out. Besides the eighth part of the song you will also find another chalice of Divine Elixir in this cell. This Elixir is once again different from the other ones: It will permanently increase the resistance to fire, cold, electricity, acid/poison, energy AND magic of whoever drinks it by 20.

Now go further down the hallway and take the door to the only cell you haven't been through yet. You'll have to beat a single Major Demon in order to get the last part of the song. Now put the song together and you should be able to figure out the countersign that breaks the spell on King Zealot's treasure chests. But if you still can't, and want to take the easy way out, you can always take a peek in the Puzzle Spoilers section.

The only way out of here is back to Castle Whiteshield.




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