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The Empire to Flammie

Ask around town and you'll find out that the Cannon Travel Agency has a new location available - the Empire. Do it. In Empire Southtown, a guy will guard the grated entrace you see soon after your arrival. Upgrade your equipment at the shop above the inn, then head to the house in the upper left part of town. Talk to Maria inside to get a passcode number (634) to give to the guard at the sewer entrace. Give it to him and fight your way through the straightforward tunnels to emerge in Empire Northtown.
Exit the tunnels and learn about the ruins to the east of town. Upgrade/restock at the item shop, then leave town to the northeast to find the East Ruins. Head inside after seeing the scene with Phanna. Go through the upper-left door and follow the halls until you arrive at a chest with a Spear's Orb inside. Return to the main room and take the upper-right door to find a chest with a Bow's Orb. Finally, take the lower center door from the main room, and you'll eventually come to a room with three additional exits. Take the right door to enter a large room. Take the southern exit, follow along until you come across a switch, hit it, and head back. Go to the lower level and hit the newly-accessible switch there. Go in the door right behind you for another switch. You can now go through the upper left door in one of the large rooms to find a Sword's Orb.
Everything else done, return to the other big room and head through the double doors at the back for a boss fight against Doom's Wall. This is substantially easier than the first wall boss you had to fight way back when. Just pump it full of spells (ignore the eyes) to earn yourself a Whip's Orb. Next, talk to Dyluck, head through the doors at the back, and fight the Vampire boss. Either whack it with weapons when it lands or just pelt it with spells. This one nets you a Bow's Orb. Head back to town and talk to Krissie of the rebels.
Time to confront the emperor. The castle is accessible from the northwestern path leading out of town. Once in side, there's only one way to proceed. Talk to Emperor Vandole, and then the cell guard to initiate a boss battle against Metal Mantis. He has no weakness to magic, but that doesn't mean you shouldn't torch him anyway. He yields a Glove's Orb. Step on the protruding tile after the fight, then talk to the little yellow thing to jump the gap. Open the chest for 1000 GP, and exit the room to find the rebels jailed. Open their cell and leave to the northwest.
When you get outside, bypass the main entrance and go into the righthand one, which leads to Whip and Axe orbs. Now head through the main double doors. Take the left stairs, hit the switch in the room with the book enemy to make a door appear. In the first room with warp tiles on the ground, step on the upper-right one. in the next room, hit the small knob above the tile (it's hard to spot if you're not looking for it, oh how I know...) to be able to walk over them. Head north through the door to find the game's villains and get thrown into a battle with the Mech Rider again. Handle it the same as you did last time, and get a Javelin's Orb. Afterwards talk to King Truffle at the right and receive the Flammie Drum. No more getting blown out of cannons, no-sirree-bob.
To ride Flammie, use his drum in any outside area. To navigate while riding Flammie, your main reference will be the compass. I'll provide landmarks and a direction to fly in in order to reach new locations. Before you proceed to find Sage Joch, however, there are a couple small sidequests you can do.
First, if you return to the Dwarf Villlage and talk to the Elder he'll give you the Midge Mallet, an immensely fun item to have if you're playing multiplayer. Second, if you fly due south from Kakkara you should see an inhabited island. Land on it and go to the shop to get a Sea Hare's Tail for free. Give it to the elder of Kakkara to receive the Moogle Belt, another fun tool. Please note, neither of these items are necessary, but they are free and easy to get, so why not?

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