Final Fantasy
Cie'th Stone Missions - 5
Mission 36: Dark Deliverance (Titan Quest B-1)
Rank: C
Mark: Amam
Cie'th Stone location: Faultwarrens – Primeval Crossroads
Mark location: Faultwarrens – A Dance of Shadow
Reward: Uraninite
There’s two Amams this time around. They can still hit pretty hard, so watch your HP – but this still shouldn’t be too much more challenging than your last Amam face-off.
Mission 37: Dying of the Light (Titan Quest B-2)
Rank: C
Mark: Rafflesia
Cie'th Stone location: Faultwarrens – Primeval Crossroads
Mark location: Faultwarrens – A Dance of Light
Reward: Star Pendant
Rafflesia are very easily ambushed, making for a pretty simple fight if you get the jump on them. They’re weak to Fire and Earth, so use your spells as needed to bury these fiendish flowers.
Mission 38: Moonlit Madness (Titan Quest C-1)
Rank: B
Mark: Verdelet
Cie'th Stone location: Faultwarrens – A Dance of Shadow
Mark location: Faultwarrens – Via Lunae
Reward: Diamond Bangle
Hey, remember the Adroa? The Verdelet are very closely related, but they have an additional trick up their sleeve – they can summon much bigger things to help them fight. There’s usually one Verdelet doing the summoning while the others attack as attack decoys. Verdelets have low HP, so a few strikes from a strong Commando should kill off one of them. The difficulty arises in distinguishing and attacking the summoner in time – even if you hit him hard, he’s not going to stop calling for backup until he’s dead and buried.
If you kill off the summoner before he finishes, you’re almost guaranteed a five star ranking. If you fail and Juggernaut joins the fray, well, just follow the strategies you employed last time you saw him around.
Mission 39: Seeing Stars (Titan Quest C-2)
Rank: C
Mark: Ochu
Cie'th Stone location: Faultwarrens – A Dance of Shadow/A Dance of Light
Mark location: Faultwarrens – Via Stellarum
Reward: Siltstone Ring
Don’t let that “C” rank fool you – Ochu is pretty nasty. She’s got a healthy amount of HP, a high stagger percentage, and is backed up by obnoxious little seedlings than she can heal and regenerate. She’s also got some pretty hard-hitting attacks that can interrupt whatever your party members are doing. Fortunately, the whole family’s weak to Fire spells, so fire attacks will make the whole clan extra toasty. And despite the annoying, constant attacks of her “babies,” you should make Ochu herself your prime target of attack: she’s the one regenerating and boosting the little buggers, after all.
Mission 40: Solar Power (Titan Quest C-3)
Rank: B
Mark: Verdelet
Cie'th Stone location: Faultwarrens – A Dance of Light
Mark location: Faultwarrens – Via Solis
Reward: Zealot's Amulet
Much the same as the previous Verdelet mob, only they’ll be summoning Mushussu this time around. Kill the summoner first thing and the team won’t know what hit ‘em.
Mission 41: Gaian Grudge (Titan Quest D-1)
Rank: A
Mark: Tonberry Trio
Cie'th Stone location: Faultwarrens – Via Lunae
Mark location: Faultwarrens – Gaian Path
Reward: Doctor's Code
Mission 41 is where the Cie'th Stone missions officially jump the shark from "mildly challenging diversions" to "weep softly against the controller as you die yet again." For Quest D-1, you'll be taking on three Grudge-filled Tonberries simultaneously. Even if you're on your second playthrough, this one's gonna be really hard.
The best strategies are putting the Tonberries at a disadvantage: either carefully creep up on the patch of land they patrol to get the jump on them with a preemptive strike (a difficult, though not impossible, task), or get a Saboteur in there to hit them with status afflictions like Slow and Poison.
If you manage to get a preemptive strike, you can use a move like Quake to stagger all three at once, and then call a Summon like Odin into the battlefield to take advantage of their weakened state. If you can't pull that off, then you're probably in for a pretty long – and very difficult – battle. Good luck – you will need it.
Mission 42: Antihero (Titan Quest D-2)
Rank: B
Mark: Borgbear Hero
Cie'th Stone location: Faultwarrens – Via Lunae/Via Stellarum
Mark location: Faultwarrens – Salamandrine Path
Reward: Witch's Bracelet
Borgbear Hero operates in much the same way as the other large-scale Goblin leaders. He fights with a bunch of lackeys, hoping to overwhelm you with constant attacks and buffs. He still isn't a terribly troublesome mark – though he has the highest HP of any of the goblin marks, he still has a fairly low percentage needed to stagger and weaknesses to both fire and earth magic.
Mission 43: The Hero Never Dies (Titan Quest D-3)
Rank: B
Mark: Borgbear Hero
Cie'th Stone location: Faultwarrens – Via Stellarum/Via Solis
Mark location: Faultwarrens – Sylphid Path
Reward: Speed Sash
Back so soon? But this time all three of the Goblin Chiefs of Staff, along with their underlings, are here for a beatdown. Put all of your goblin-gutting experience to work while keeping your team healthy and you can pull this one off without too much trouble.
Mission 44: The Old Ones Go to Rust (Titan Quest D-4)
Rank: A
Mark: Corrosive Custard
Cie'th Stone location: Faultwarrens – Via Solis
Mark location: Faultwarrens – Nereid Path
Reward: General's Belt
Corrosive Custard is a pretty tricksy sack of goo, and worse yet, it's traveling with two other hideously oversized flans. Its buddies aren't too hard by themselves (you've likely encountered them in the fields already), but when all three are together, they can triple-team you pretty hard. Take them out one at a time, and go for the weaker pals before turning your attention to Corrosive Custard itself. His weak point is Thunder elemental spells, so have your Ravagers take turns building up combos while Medics tend to whatever damage the group deals.
Mission 45: Emergent Evolution (Titan Quest E-1)
Rank: A
Mark: Neochu
Cie'th Stone location: Faultwarrens – Gaian Path
Mark location: Faultwarrens – Titan's Thone
Reward: Hunter's Friend
Think of Neochu as Ochu's incredibly bitchy and controlling mother-in-law. She's old, cranky, and hates you out of principle. But in her old age, she's grown a bit weak: she is actually vulnerable to Vanille's Death spell. The odds are low, however, but there are numerous ways you can boost it. It's a pretty tedious fight if you go this route: have someone constantly healing while Vanille keeps on casting until it works, which could be whenever. Otherwise, use Earth spells for maximum damage potential and keep everyone well buffed to survive her fierce attacks.
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.