Final Fantasy
Cie'th Stone Missions - 2
Mission 06: No Place Like Home
Rank: C
Mark: Munchkin Maestro
Cie'th Stone location: Yaschas Massif – Paddraean Archaeopolis (Waystone)
Mark location: Yaschas Massif – The Pass of Paddra
Reward: Fulmen Ring
The goblin enemies in FFXIII sure look odd, don’t they? This is the first of several missions you’ll be sent on to take down the big(ger) bosses of the goblin tribe. He’s got a few of his lackeys with him when the fight begins – take those little guys out first before focusing your attacks on the Maestro himself. He’s immune to thunder but vulnerable to ice and wind skills, so use those to build up a chain and stagger him.
Mission 07: Bituitus, the Pillager
Rank: C
Mark: Bituitus
Cie'th Stone location: Yaschas Massif – Paddraean Archaeopolis
Mark location: Yaschas Massif – Paddraean Archaeopolis
Reward: R&D Repot (access to shop)
Bituitus looks a lot like Edimmu, but is considerably stronger in the hit point and chain percentage departments. Fortunately, his defenses aren’t quite as solid as Edimmu: he’s vulnerable to non-elemental Magic strikes. Get some Commandos out on the field and get to Ruining! Keep in mind that he can also inflict Poison status and other debuffs, so you’ll want to swap in a Medic or Synergist from time to time to keep everyone in top form.
Mission 08: The Eleventh Hour
Rank: C
Mark: Rakshasa
Cie'th Stone location: Vallis Media – Base Camp (Waystone)
Mark location: Vallis Media – Atzilut's Tears
Reward: Collector's Catalog
Rakshasa likes to hit pretty hard, and he’s got some slimy buddies on the scene as backup to boot. Take care of the ooze first before aiming to take down their boss. Use thunder spells to help build up a chain (he’s pretty easy to stagger) and keep a Synergist in tow to help offset his various debuff skills. This won’t be the last you’ll see of Rakshasa, either: he’s roaming around some of the later areas you’ll encounter, sometimes in groups, so keep this in mind for your later travels.
Mission 09: Heave-ho
Rank: C
Mark: Kaiser Behemoth
Cie'th Stone location: Archylte Steppe – Central Expanse (Waystone)
Mark location: Archylte Steppe – Central Expanse
Reward: Rhodochrosite
The behemoth enemies in FFXIII have two stages: one on the ground on all four legs, and another that stands upright on their haunches. The latter stage occurs once you’ve reduced the HP of the behemoth past a certain point, and it also restores the creature’s HP to max once it sits up. If you’re careful (i.e. you have the behemoth staggered and launched in the air) you might be able to kill it without it even shifting, making for a much easier fight. If you can, try to land a preemptive strike on the beast and put it in a stagger immediately. If you can’t, well, keep everyone well-buffed and work your magic against him with Earth-elemental spells.
Mission 10: Hollow Hope
Rank: C
Mark: Ambling Bellows
Cie'th Stone location: Archylte Steppe – Central Expanse
Mark location: Archylte Steppe – Northern Highplain
Reward: Super Conductor (x4)
Ambling Bellows is what happens when accordions go bad, apparently. Fortunately, he’s got a handful of weaknesses that can be exploited: thunder, water, and earth magic. Physical attacks aren’t going to be as effective, so keep your Ravagers ready to throw whatever they can spare at him and he’ll be humming a different tune soon enough.
Mission 11: Pride Before a Fall
Rank: C
Mark: Adroa
Cie'th Stone location: Archylte Steppe – Northern Highplain
Mark location: Archylte Steppe – Central Expanse
Reward: Frost Ring (x2)
Hey, remember these fellas? Yeah, not much different for this fight – they’re just more numerous. They’ll be back again soon enough, though, so don’t think you’ve seen the last of them.
Mission 12: Geiseric, the Profane
Rank: C
Mark: Geiseric
Cie'th Stone location: Archylte Steppe – Arid Strath
Mark Location: Archylte Steppe – Western Benchland
Reward: Royal Armlet
You’ll notice that the Cie'th stone for this mission is glowing red and placed next to a similarly red-colored barrier. In order to proceed past it, you’ll first need to take Gieseric down. He’s not a pushover, but he’s also not too difficult to tackle: just remember that your standard Commando skills aren’t going to be very effective - Ruin spell damage is halved and physical strikes do nothing. He’s weak to almost every element you can toss at him, so get your Blasters in there and go for the kill.
Mission 13: Eternity Unpromised
Rank: C
Mark: Goblin Chieftain
Cie'th Stone location: Archylte Steppe – Central Expanse
Mark location: Archylte Steppe – Northern Highplain
Reward: Cobaltite
By this point you’ve seen a bunch of Goblins scooting about Pulse, and the Goblin Chieftain is essentially just like them… only about twice the size. He’s also got his minions in tow. The Goblins have some skills that the Munchkins don’t: the power-boosting Goblinhancement buff and the damaging Goblin Punch. A Saboteur might even the odds for a while, but it’s probably more practical to simply aim to kill them as quickly as possible.
Mission 14: Defender of the Flock
Rank: C
Mark: Sahagin
Cie'th Stone location: Archylte Steppe – Western Benchland
Mark location: Archylte Steppe – Font of Namva
Reward: Gysahl Reins
Not a terribly difficult battle, but a pretty significant one. Sahagins come in a group with other water-affiliated foes, and thus are weak to fire and thunder attacks. Set up your defense and offense accordingly and it shouldn’t be too tough to complete.
This is one of the most important missions to take on if you’re aiming to hit all 64 marks. Why? Because victory gives you the ability to ride Chocobos in the field, that’s why! In order to access certain missions, you’ll need the Chocobos’ ability to ascend to high ledges that your party can’t reach. Don’t worry, you won’t need Chocobo assistance all the time - most of the Chocobo-aided areas also have teleports you can open inside them – but the speed and enemy-dodging skills of these feathered friends make them a huge boon to hunting in general.
Mission 15: Tribal Warfare
Rank: C
Mark: Goblin Chieftain
Cie'th Stone location: Archylte Steppe – Central Expanse
Mark Location: Archylte Steppe – Northern Highplain
Reward: Survivalist's Catalog
Again? Yup, again. And so soon, too! There really isn’t much different this time around, either, except that the cannon-fodder Goblins are more numerous. The key the victory here is simply making sure they don’t gang up and overwhelm you. Call in your medics as need arises.
Warrior (Fighter) — A specialist in heavy weapons and armor who can withstand tremendous amounts of punishment. Can become the Knight later in the game, who is able to use the most powerful weapons and some White Magic spells.
Monk (Black Belt) — A martial arts expert who is best left fighting empty-handed, but may also wield nunchaku, and the most basic of staves. Does tremendous amounts of damage in combat, but cannot wear heavy armor. Can become the Master later in the game. In the original Famicom/NES version a high level, barehanded Master who is unencumbered by armor, can do more damage in a single attack than any other character type; a party of four Masters can defeat the final boss monster in less than two full rounds. A rather weak class in the beginning, but you never have to buy much weapons/armor for him.
Thief — A high evasion/accuracy finesse fighter with very limited weapon and armor selection, but greater agility and luck (ability to escape from combat). However, the ability to flee is bugged in versions before the Origins release. Later in the game, the Thief can be upgraded to the Ninja class. Ninja can use almost every weapon and most armor, and can use many Black Magic spells.
White Mage — A specialist in White Magic. Not a good fighter, but can use hammers for physical attacks. Can be upgraded into a White Wizard, which allows the character to use the most powerful White Magic spells in the game.
Black Mage — A specialist in Black Magic and a very weak fighter. Becomes the Black Wizard later on. Black Wizard is the only character who can cast Flare (NUKE in the original North American localization), one of the two damaging spells that retain full effectiveness against Chaos (the White Wizard can cast Holy, the other spell, but it is less powerful than Flare).
Red Mage — A jack-of-all-trades character, able to use most but not all of both White and Black Magic, and possessing fighting abilities similar to but not quite as good as the Fighter. Becomes the Red Wizard later in the game.