REGNIER CAMPAIGN STRATEGY GUIDE Contents 1. Introduction 2. General KUFTC and Regnier playing tips 3. Regnier Mission Walkthroughs 1-12 4. Conclusion 1. Introduction Here is my Regnier Strategy guide. It is in my opinion the slightly harder overall of the 2 hard campaigns from the fantastic Phantagram game, Kingdom Under Fire The Crusaders. Therefore I strongly recommend you tackle the Kendall Campaign first. The very first and last missions in this campaign are considerably tougher than Kendall's first and last although in between the missions are about even in terms of difficulty. Of course the way in which you play and upgrade your army can make things significantly easier, or tougher. This guide will show you what to expect from the enemy and a good way to beat them without ever losing any units under your control. I must stress as I did with Kendall's campaign guide that my way may or may not be the best way. There are multiple ways to complete these hard campaigns. What I will say though is that what I did to get through worked and worked very well. In fact, I didn't lose a single unit throughout the entire campaign. Also once again I won't be going into any depth about what weaponry, armour and spells to select for the choices are as abundant as they are random and that is up to you to decide what works best for you. What I will attempt to illustrate however is how I beat each mission with the troops I selected and how I used them to my advantage. I hope it helps, enjoy. Oh and one more thing. Phantagram has already announced that rewards for those that completed KUFTC will be available in the upcoming sequel, Kingdom Under Fire Heroes. A good incentive to finish these hard campaigns and in case you didn't know there's a cool little mini game to unlock at the end. 2. General KUFTC and Regnier playing tips *As soon as the 2nd Mission you can be looking to replace Leinhart as a special Officer of Regniers with the intention of making him the leader of his own Ghoul Unit. Can be changed back and forth to suit. *Charging Regniers sword with Fire is great when he is fighting multiple enemy units but it should be switched off before switching units as it depletes SP when left on and not used *Try to fill all slots whenever possible, the more the merrier! *Waypoints are very useful and never forget to target an enemy with your final point, particularly Cavalry Archers, keep them busy. *Don't overuse the assist moves of the support officers to the main heroes group. This SP can often be better spent elsewhere. *Any armour or weapon that gives bonus EXP should be a priority purchase at the barracks *Always take advantage of the Elves abilities to self heal in the forests *When upgrading, ask yourself if the thing you are upgrading can be put to good use. For example if you don't intend to use your archers in melee then spending EXP on that for them may not be necessary. 3. Regnier Mission Walkthroughs 1-12 Mission 1 The Holy Ground : You start with Regnier Lvl 11, Dark Elf Archer Lvl 15 and Orc Rider Lvl 11 This level is extremely tough due to the number and type of enemies and your own low levelled units. If I had to sum up the short and sweet key to victory I'd say it is keep most or all of your Dark Archers alive to both heal and support from range. You should avoid using Regniers support officer special abilities here. They don't cause much damage to the enemy as their levels are still so low and you need all the SP you can to heal and give your Archers Elemental boost. Regnier and the Dark Archers should ignore the NPC Allies just to the North and head South West until Regnier is confronted by a Mortar unit. Engage them in Melee and position the Dark Archers South of this skirmish, remembering to activate Elemental boost also. The Orc Riders can assist after making one run through the Northern melees first for SP buildup. The Dark Archers should hit Regnier with a healing tree as much as possible but direct their arrows at a Paladin unit that is healing the Mortars. It is far safer to kill the Mortar Unit quickly and advance, rather than just try to build extra EXP as you will also be attacked by other Paladins, an enemy Archer unit and another Mortar unit in this area. Remember Regnier and the Orc Riders also have the Enrage special ability that heals them slightly, outside of melee. After clearing this first part if all your units have maintained full health you are doing really well. You should probably take out the Human infantries that killed your NPC allies in the South East next. Then there may be one or 2 more Paladin Units remaining not far North of where you battled the Mortars and others. On the rare occasions you have enough SP use Regniers' Dark Mist special ability on enemies as it really weakens their attack and defence. Curse is a much underrated Magic ability. After these units are all defeated you can begin your journey West towards the marked area but will have to beat about 4 Paladin Units on the way. Regnier takes the first enemy unit, supported by Dark Archers and the Orc Riders carve a path of destruction. If the Archers can fire over Regniers' melee battle then they should. The advantage here too is they will then be close enough to Regnier to give him healing trees as required. This a great time to Fire up Regniers sword. Just remember to switch it off before switching units. After leaving the marked area send a scout due North then lure the Storm Riders to their doom against your Dark Archers. Try to charge the Paladins before they hit your Dark Archers with Lightning if you can. As ever the Orc Riders must plough the way and build SP. Avoid using Orc Riders in melee at all times as the paladins Leaders have good special moves that really don't need to be damaging 2 of your units. Once this group is beaten proceed North East, leading with your scout. A last battle will ensue and you will fight Paladins, Patriarchal Guards and a support enemy Archer Unit. Basic strategies win the day here, that is, Have Regnier Engage, supported by Dark Elf Archers who should fire past the main melee if possible and heal. Also use the Orc Riders to distract the rear enemies and gather SP. Use healing wisely here for you will be attacked with Lightning, Meteor and similar spells. This section ends the mission and although you won't gather a lot of EXP, should all your units remain standing you should be confident as that was one of the toughest missions out of the way. ----- Mission 2 Colonock : Lots of Ranged enemies. I used Regnier Lvl 18, Orc Rider Lvl 21, Dark Archer Lvl 17, Orc Axemen Lvl 20 Well I always say attack the Range enemies asap. Problem here is, they are the only enemies you can see at the start. I'd recommend attacking Mortars first as they are the most destructive. There are Ballistas and Archers as well. As soon as the first Mortar unit is destroyed Human Infantry will come. This is the calm before the storm for after the current enemies are beaten lots more enemies arrive, including Paladins. Regnier should target a Mortar from the East. The Dark Archers will halt the advance of a Paladin unit and the Orc Riders can trample all after making a sweep to the West, assisting some ally NPC units. If your Orc Axemen were weakened from the earlier skirmishes then use cautiously. More Mortar will come from the North and South West, target them first, sending Regnier to one and the Orc Axemen to the other. The Orc Riders should charge through them and any enemies nearby by clever use of waypoints. The Dark Archers should support the melee units from between them, perhaps healing and then firing upon any nearby disengaged Paladin troops. Orc Axemen will most likely need more support than Regnier. If supported with Range they will hold their own against the Paladins and Mortar in melee. Finally there may be a couple more Paladin but by now you have the numbers and should take them out easily. If any of your units are too weak to fight preserve them if possible. ----- Mission 3 Raven Meadow : There is enemy Air Support and you are allowed a Support unit yourself. Try to be prepared. I used Regnier Lvl 21, Ghoul Lvl 22 (switched Leinhart with the Orc Axemen Leader), Dark Archers Lvl 20, Wyvern Lvl 22 (changed Orc Rider to Wyvern) Assess the enemy layout and note you have ally NPC units. Your army commences from the South East Corner and the enemy approaches. An aerial Storm Riders support unit may attack from the North and your Archers should destroy it after using Elemental boost. Your Ghouls will act as a strong melee unit in conjunction with Regnier, their added bonus is their curse abilities which can weaken enemies considerably. Take advantage of this and when you have enough SP to cast Dark Mist, use it. It can be cast on Regniers melee from outside and switched to him for quicker kills. Your Ghouls won't fight as well as Regnier however so it can pay to support them with Wyvern and they should preferably attack Human Archers. Your own Dark Archers can support NPC allies and heal your own as required. You may choose to engage some Paladins with Regnier to the West of his starting point by assisting a Scorpion NPC unit. Remember the Wyvern will only attack in clearings, not the forests. Use this knowledge when positioning troops. You should also be considering that your Dark Archers will self-heal from the same forests. As Regnier gets on top another Paladin may come from the West and it could divert towards your Ghouls tangled up with Human Archers. If you don't pay attention you may not notice more Storm Riders in the vicinity. These should always be targeted asap by your Dark Archers. Have Regnier assist the Ghouls and withdraw them so they can re-cast Dark Mist if SP levels allow. When this is done it can also pay to use the self destruct special move which will cause the enemy considerable damage but beware it lessens your own slightly. It is after all the explosive suicide of a single Ghoul. You may be attacked by more Human Infantry from the North and North West and these could be supported with Archers. If you can isolate Archers in a clearing then attack them with Wyvern. If the Ghouls attack them also then they can't shoot at your Wyvern. Keep making your way North and be aware of your Dark Archers being attacked by enemy Infantry. Try to escape via Regniers skirmish if this happens but always try and keep them to the forests for self- healing and protection against Range and Storm Riders. The next part is tougher and the enemy is relentless. There are an assortment of Archers, Mortars, Infantry and Paladins. As always engage Mortars in melee first where possible. Have Wyvern attack anything in the clearing about the centre of the map. Have the Dark Archers support from the forest, preferably with Elemental Boost. Regnier and the Ghouls may fight better together this time and go for leaders if you can. When these enemies are defeated more Mortar attack from the West. They will see you and fire on you before you see them so proceed with caution and attack on sight with your melee units. When you gain the upper hand assist with an enemy raid from the South. At the same time more enemies arrive from the North and hopefully some of your NPC allies will hold them back while you take on the Southern enemies who bring Storm Riders with them. If you can hit this Southern group with Dark Mist they will be quickly destroyed and you can proceed North. The Archers must be isolated in melee and try and get them into a clearing for Wyvern support overhead. Apart from them there are Paladins and one of your melee units can attack them while the other goes for the Archer unit. The Dark Archers should assist where most needed. Once the Northern enemies are destroyed the Mission is over. The aim as always is to get through with no unit losses (NPC aside) on your part. Do this for lots more EXP. Mission 4 Ethindel : Enemy Cavalries and Air resistance here from a rebel Dark Legion faction. I used : Regnier Lvl 24, Dark Archer Lvl 23, Orc Axemen Lvl 25 (swapped Leinhart back to Regniers unit), Cavalry Archer Lvl 27, Wyvern Lvl 24, Mammoth Lvl 36 A good way to start is to send out only the Cavalry Archers to run around the enemy in an anti-clockwise direction so as to strike the enemy, know their position and build up SP. Let Regnier exit the narrow ravine first and enter a wide opening to the North where you will be immediately set upon by several enemy units, mainly Dark Fighters but there are a few Scorpions as well as a Wyvern enemy or 2. Just prior to engaging cast Dark Mist and the first units you enter battle with are weakened in a big way, although for a limited time. Set the Mammoth into motion first on this group, then send in the Orc Axemen to back up Regnier. Your Archers should fire at the group but immediately change to the skies when the first enemy Wyvern flies in. When Scorpions enter the main melee set Regniers sword on Fire and he makes quick work of them. After this first lot of enemies is destroyed one or 2 units of Dark Fighters may try to lure you North. Pursue them but if you get past the centre of the map consider doubling back and waiting for them to return. As soon as you catch them they may seem alone but it may not be a bad idea to position your Orc Axemen nearby slightly to the North of the melee in progress (after assisting long enough to weaken the enemy) and standby as a potentially dangerous enemy Cavalry will soon charge. Cavalry Archers can circle the group anti-clockwise and gather valuable SP. Use waypoints, they are your friend! When this lone enemy or 2 (quite tough) is defeated send the Wyvern North to lure the next batch of enemies. 2 Wyverns will lead for the enemy, attacking yours. You should combat them with your 2 Archer Units. A Dark Cavalry will charge in front of Scorpions. Position your Orc Axemen and the Cavalry die quickly. This section is tough but as long as your troops are well positioned you should win, once more with no unit losses of your own. It helps to have the Mammoth already up there firing lava and not lagging behind still in the ravine. ----- Mission 5 Essex Forest: Support Ally NPC troops and be wary of enemy Air Support. Having 2 x Archer units this time will make your task much easier. I used Regnier Lvl 27, Dark Archer Lvl 25, Cavalry Archer Lvl 32 Have both Archer units attack Sky Borne enemies from the North and send Regnier to the far west to engage the widest enemy Archers. The enemy is relentless here. All of you units will be attacked by the many Infantry opponents on this map. You should gradually move your Elf Archer units to the Forests near Regnier to both support him and self heal. Be aware your Elf Archer units will be vulnerable to Vine attacks, more so than other units. There is no better unit in this game for killing a Catapult (or Ballista) quickly than the Cavalry Archers. Take advantage of this. There is no need to circle anti-clockwise. Just lock-on target and fire. As the Cavalry Archers attack enemy Catapults, Regnier should target enemy Archers whilst the Dark Archers should attack all seen Bomber Wings and Storm Riders. Be aware as you move East that enemies will attack from behind and all your units should actively support one another and go back West if necessary. As you make your way back take care of any stragglers and a couple of Air support may make a late charge, take them out. By supporting each other here a potentially difficult battle is made easy, with minimal losses on your part. ----- Mission 6 Brimstone Forest : The enemy is hiding in the forest and Air support for them will attack you. There will be Catapults and Mortars later in the mission. I used Regnier Lvl 28, Dark Archers Lvl 26, Cavalry Archers Lvl 35, Wyvern Lvl 32, Swamp Mammoth Lvl 36 Mainly Paladins, accompanied by a very strong Infantry and Archer unit will attack you at first. Lead with the Swamp Mammoth and attack the closest enemy or the Archers if in range. Have your Cavalry Archers harass the Human Archers from the forest and also attack them with Regnier if able. If not engage the Infantry in the clearing, allowing support from above by your Wyvern. Your Dark Archers should provide further support including healing. Don't forget to charge their elemental boost before the waves of enemies attack. The Wyvern is capable of flying through the legs of the Mammoth and attack Paladins hiding beneath as well. After the initial attacks Paladins will try and lure your troops deeper North into the Forests. Pursue them cautiously and be aware your Wyvern can't assist there. After these enemies are beaten things get tougher. First a Bomber Wing may attack, immediately followed by Infantry that are several levels higher than Regniers. Regnier should disengage them and run North into a clearing where a Mortar and Catapult unit will be firing. Set the Cavalry Archers against the Catapult and the Swamp Mammoth against another Catapult in the forest just to the East. Have your Dark Archers run past Regnier engaged with the first Catapult and Mortar to the North of them via waypoints. This will hopefully lure the strong Infantry into Regnier, who should be assisted from above by Wyvern also. If the Dark Archers are caught before this is achieved then simply retreat through Regnier to tie up the Infantry that way. As the Eastern Forest Catapult damages the Mammoth you should support it with the Cavalry Archers who should also heal. By this point Regnier, his Dark Archers and Wyvern should almost have finished their opponents and may be able to assist. If you are the type of player that feels the Scout can get in your way just search safely and with the Cavalry Archers who can surround enemies then flee quickly under protection also of the Forest. An enemy Catapult may attack from the South (Nb - If it doesn't it might come at the very end of the mission instead), possibly hitting your Mammoth first. Heal it with the Cavalry Archers and use them as the primary attack, assisted by all other units except the Wyvern who can't attack in the Forest. After another search with the Cavalry Archers, Knights and Paladins will be found hiding in the forests to the North East. Enemies will then be seen spread back to the Centre. Lure the Knights into the Northern Clearing with the Dark Archers and allow them to engage in melee. Then have the Wyvern attack overhead and support with Cavalry Archers, who can alternate between the Dark Archers and Regnier. Regnier may be stuck near the Mammoth fighting Paladins and Infantry. The Cavalry Archers can ride down there and cast a Healing Tree if required. The Mammoth should target a lone Mortar Unit towards the centre, potentially the most dangerous enemy here now. Ideally Regnier should take out the Mortars but they are well protected and this may not be possible. The Mammoth will still do the job and as is near Regnier can be healed also. If the Dark Archers are beginning to be overwhelmed by the Knights and this is highly likely then retreat Regnier to the North to assist and pull them out of harms way where they can fire and heal from the Forest. Enemies Regnier was fighting previously will pursue so reposition the Cavalry Archers as well so they are not caught. After overwhelming the enemy in the clearing then assist the Mammoth by focusing on any remaining members of the Mortar Unit. The Paladins tend to retreat to the East, pursue with caution. If there are 3 aim Regnier at the Centre unit and position the Cavalry Archer in behind to support Regnier and attack the North and South Units as required. The Mammoth will probably eliminate the Southern Paladin about the same time Regnier beats the centre one and Regnier can then attack the Northernmost Paladins who will flee him into the clearing. Finish them off therefore with Wyvern backup. When all enemy Units are beaten you may for the first time receive a very massive, not to mention timely EXP boost. ----- Missions 7 and 8 are both titled Bronze Wood. The Northern Mission is closest to Ecclesia and involves hunting down the Pope (Patriarch) himself, therefore it's advisable to have fast units. The more Southern Bronze Wood battle sees 3 of your units pitted against many melee and Range enemies, perhaps a good place for Ghouls? For the purposes of this FAQ I decided to try and halt the Patriarch's progress close to Ecclesia first. I used Regnier Lvl 33, Dark Archers Lvl 34 and Cavalry Archers Lvl 41 You are in pursuit of the Patriarch and must attack his unit directly at every opportunity. Trouble is there aren't a lot of opportunities and he is very well protected. I was very tempted to convert my Wyvern back to Orc Riders and gave it a go. For me personally, it was too much trouble babysitting them in case they ran through the Spearmen (meaning almost instant death). In fact I had to look out for them so much that not only was Regnier neglected to point of defeat but also the Patriarch quite easily made his way towards his destination point. Still for a greater challenge I will do it that way another day. I was tempted to make Leinhart a Ghoul Unit again and use Dark Mist on the Pope asap. Again, perhaps another time. The Cavalry Archers should circle and attack the main enemy group in an anti-clockwise direction. Archers, Spearmen and 2 lots of Patriarchal guards will accompany the Patriarch. Immediately spread Regniers' troops and attack from behind. As soon as he is held up by Patriarchal Guard break through and retreat, don't give his Holiness a minutes peace! You really need to watch your Dark Archers and keep them supporting Regnier as much as possible. The Cavalry Archers need not fear the Spearmen like regular Cavalries just circle and fire all enemies and cast Healing Tree as needed, also use them to herd the Patriarch back to the South. Regnier should chase the Pope back to the South with continuous harassment. The idea is to run past units protecting him and cutting him off from the side unopposed. Once the chase South is on both your Archer units provide continual Range support. The Patriarch is likely to flee so far South you will get time to beat some of his protection and raise EXP. Do this whenever possible. If you get your troops in the right position the Pope will cower in the far South corner and Regnier will be set upon by all the original Patriarchal supports and more. There is plenty of forest here for the Elf support units to self heal as well and you will soon realise their value, particularly if the dark Archers are casting some choice spells like meteor upon thy enemies from afar! Once these main group of Papal defenders are beaten Mortars will attack you and there may be enemy Archers remaining to be cleaned up. Ignore his Holiness for a while and attack the Mortars with Regnier. Support Regnier with Cavalry Archers (or leave them on the Pope) and perhaps aim up the Dark Archers against any remaining Human Archers. If your Dark Archers stand in the forest and charge their elemental boost then their advantage is substantial. Soon after the Mortars are killed and the Patriarch is weakened enough the storyline progresses and you will in fact fight your own support officer, the giant Ogre Urukubarr. You will not have additional unit support here so fire up Regniers sword and slay away. Once Urukubarr is beaten, the mission is over. At this point you will see that you can bypass the other Bronze Wood mission but this would not be recommended. After all, there is more EXP to be taken there! Let's go! ----- Bronzewood South : I used Regnier Lvl 34, Leinhart Ghouls Lvl 30 and Cavalry Archers Lvl 41 Here you will have friendly NPC support. There are lots of enemy ground troops such as Paladins and Infantry. Send Regnier through a central gap in the frontline and attack their supporting Archers. Have your Ghouls follow closely behind. The Cavalry Archers should pierce deep into enemy territory and make an anti-clockwise swoop to build up SP. Use this SP to cast Dark Mist from your Ghouls upon the Archers as Regnier engages them. Time all of this correctly and the Archers die quickly! Have the Ghouls engage in melee also and more Infantry may attack this group. With Regnier and the Cavalry Archers building SP have the Ghouls disengage from time to time and recast Dark Mist, making winning so much easier. After beating the Archers perhaps drift West. The enemy seems attracted to Regnier and use him to kill and build up SP with clever use of his Fiery sword and backup from Ghouls and Cavalry Archers. You should create opportunities for both healing and Dark Mist and heck, sometimes self destructing Ghouls can be fun as well, provided they are holding up well. A small tip is that sometimes the Cavalry Archers should aim at Paladins outside the main melee as this weakens them and may prevent them from casting spells or approaching. The Cavalry Archers may be able to be positioned in the forest also so as to self heal. When you get on top of the enemy assist NPC units to the South and make your way back East then finally a strong Infantry to the North and it's all over, you win easily again. ----- Mission 9 Norwart : I used Regnier Lvl 35, Ghoul Lvl 33, Dark Archer Lvl 35, Swamp Mammoth Lvl 45 There are enemy Infantry scattered everywhere to the West and you have too few supporting NPC units with you to the East. Use the mini-map and scan and you will soon see an enemy Mortar near the centre. Attack it immediately with Regnier and the Mammoth with Dark Archers and Ghouls supporting from behind. The Mortars, despite their high level, will die quickly with this concentrated attack. First control Regnier in Melee and rack up SP before hitting them with Dark Mist from the Ghouls. Byebye Mortars! You may now see another enemy Mortar to the South beyond enemy Infantry. Run round them then wash, rinse, repeat! More Mortars emerge from the North and South West, there may even be enemy Archers South West also. They are far apart so concentrate on one lot of enemies first, perhaps the lone Mortar. Kill the leader if possible because more explosive power is coming at you from various Western locations. Some of your troop can get tangled up with enemy Infantry also and the Mammoth should support them when this occurs. Don't neglect Ghouls or Dark Archers for long if caught because if the Infantry don't get them, the Mortars and Archers surely will. Heal, support and concentrate as this section is tough. Always remember to take out Range enemies whenever possible as priority, before they take out you! Generally speaking, Regnier can hold his own alone (when controlled directly) so a good strategy is to melee separately with Ghouls and support those with Dark Archers standing in the forest to self-heal and the Mammoth. Regnier should be eliminating the enemies chances of Range attacking your other units. If the Dark Archers can position between the Ghouls and Regnier then they can cast Healing Trees to either as required. More Archers and Mortars emerge from the South. Lead with Regnier into the Archers and send the Ghouls towards the Mortars. Your Dark Archers provide healing support to both and Range support to the Ghouls. The Mammoth should attack the closest of the 2 range enemies. Regnier should win first and he then goes to support the Ghouls who by now will be set upon by more infantry. As soon as Regnier engages withdraw the Ghouls and cast Dark mist then rejoin the fray. The Mammoth and Dark Archers provide tremendous support. Regain control of Regnier and the SP builds quickly. Use the Dark Archers to cast Healing Tree and don't forget to give them Elemental boost. Clean up any enemy stragglers to the South and you may suddenly see Enemy Archers hiding in the far corner of the North East of the map. Attack them with Regnier first, then turn the Mammoth as it is slow, allowing it to support friendly NPC still engaged with enemy Infantry. Then turn the Ghouls and follow Regnier with them. Send the Dark Archers to stand between the Ally NPC unit and Regnier and provide Range support to the NPC. When these enemies are destroyed it may not be over. Start walking the slow Mammoth Westward again and send the other 3 across close together. You may find a strong enemy Infantry. Clever use of all previous tactics sees it quickly taken care of. ----- Mission 10 Cloud Borune : You WILL NOT get the opportunity to upgrade prior to this. Here is where you save Gerald to ally against a greater threat. I used exactly the same troops and Levels as per Norwart above. To begin with realise the Swamp Mammoth is almost invincible against Encablossa Units, use this to your advantage. Also be aware that your Healing Tree will also heal Gerald in this mission. Send Regnier into battle with Gerald immediately. Enemy Encablossa Units will get in your way as you charge North. You must break free of them and continue. This is vital to success. Let the Swamp Mammoth trample any that stand in it's way and have it too, support Gerald directly. Your Ghouls and Dark Archers should try to get North of Gerald if able, even if it means by running through his skirmish to get there. This area is a little freer of Encablossa enemies and as an added bonus the Dark Archers can self heal in the Forest. Ghouls need to cast Dark Mist whenever able and they and Dark Archers must support each other. The Dark Archers need to be able to support Regnier as well if able so position them well. Regnier should reach his destination first and all units will get to where they need to be sooner if they fade in different directions to get there as opposed to just making a beeline together. The Dark Archers may be able to cast a Healing Tree as they run past Gerald and Regnier and the Ghouls hopefully can let off Dark Mist on their way there too. Regnier must fight and drift Southward with protection of the Swamp Mammoth and his objective is to bring Gerald with him, alive! If you see any enemy Leaders take them out asap. Regnier and Gerald will seem to drift Southward very gradually unaided but regardless don't make a full-blown Southern retreat too early. You need to stand and fight for a time. If Gerald does retreat alone do go with him however, always keep him close to Regnier. The Ghouls should purely stand back and cast Dark Mist. The Dark Archers should heal as needed and provide Range support. The Mammoth causes great damage in your favour. The enemy will gradually thin and spread out a little as you slowly fallback South. When given the option always attack Enca Spitters first. Gerald should follow Regnier at this time. Be aware that the Ghouls may be fired upon from behind and heal them if necessary. I thought that on previous plays there was conversation between Gerald and Regnier and then you are prompted to go to the South Orange highlighted area. It didn't happen this time when I typed up the FAQ but regardless, head to the Southern Orange area when you can. As soon as Gerald crosses the line, the mission is over. Some of your units may have to stand aside to get Gerald to cross into the area. I was able to complete this stage without even receiving damage at all (after healing), not even to Gerald. ----- Mission 11 Gremium: Here you will search for the 10 Dragon Tombs to awaken the Bone Dragon! You need a fast unit here. I used Regnier Lvl 38, Dark Archers Lvl 40, Cavalry Archers Lvl 48 Have Regnier stand near the centre just North of his starting point. Fight from there and never advance until the end of the mission when prompted. Have the Dark Archers locate a Dragon Tomb near the starting point before standing to the South of Regnier and providing Range support plus Healing. The Cavalry Archers will help you complete this mission quickly. Use Waypoints to get around every section of the cliffs. Start by going up the hills to the North East first and then proceed around the map, carefully combing each section and moving in an anti-clockwise direction around it. If an Encablossa Unit gets past Regnier and attacks the Dark Archers then have Regnier fall back and pull the Dark Archers away to a safe position and continue. Eventually a large number of regular Encablossa Units will be killed and then Regnier should advance Northward slightly, attacking an Enca Spitter, stopping it from Spitting at Regnier and the Dark Archers. Whenever you have enough SP don't forget to cast a Magic spell in support of Regnier, in my case Meteors. When the Final Dragon Tomb is found you will be prompted to retreat to the North West High area in an orange zone. Continuously retreat with Regnier and the Dark Archers. Perhaps the Cavalry Archers can support and lure enemies away from the other 2 slower units for a while to help them along. Protect the Bone Dragon which is VERY WEAK against the Encablossas. Fail and you will need to restart so be careful. Once all units make it to the North West corner then the mission is over. Dragon Tomb Locations : (1) Near the Western cliff-face from the starting point. There is a distinctive circle drawn on the Ground seen when the mini-map is brought up. A tomb is almost on top of it, slightly North. (2) Opposite the first hill entrance where you go East and it's on level ground in relation to the starting point, slightly towards the Western Cliff-face (3) In the first Eastern Hill area near it's Southern edge, above Regnier's starting point. (4) The Central Northern part of the more Northern higher area which is just above the narrow Eastern Ravine (5) In the Central Highlands sector in an area closest to the mission starting point (6) In an area just above the Southern point of the Central Highlands area (7) About the Centre of the far North West Highlands area (8) At the South West corner of the map in the Ravine just to the South West of the Central Highlands area (9) Above the Tomb found near the starting point, on top of the cliff 10)At the South Centre of the map in the higher area, not far West of the previous Tomb (Tomb 9) ----- Mission 12 Funero : This is the final mission and plays similarly to Kendall's final mission. The difference is the first half of this one is harder. I used Regnier Lvl 39, Ghoul Lvl 33 (switched Leinhart to lead them), Dark Archers Lvl 40, Cavalry Archers Lvl 49, Swamp Mammoth Lvl 46, Bone Dragon Lvl 27 is given to you The first half of the mission requires you to pull out all stops to protect your weak Bone Dragon so it can carve a hole in the mother Encablossa. Keep the Bone Dragon above Regnier and have he and the Leinhart led Ghouls together near the starting point, supported by Dark Archers. Send the Swamp Mammoth and Cavalry Archers to the North East corner and destroy the 3 Enca Spitters protecting the Mother Encablossa. This part is crucial and be aware it will take some time and tight manoeuvring to get the Mammoth in a good attacking position. The Cavalry Archers will be fine under forest protection until the Mammoth arrives and may need to take out an Enca Flyer in the South East corner on the way up. Do not under any circumstances send the Bone Dragon to it's destination point until the 3 Enca Spitters are destroyed or it's all over. It simply won't make it. Enemy Encablossa Units will attack the starting point and they are not in the least interested in your troops. They want to destroy the Bone Dragon. This is another good reason to leave the Bone Dragon with Regnier to lure as many Enca enemies away from the Mother Encablossa as possible. If Regnier moves forward too soon he can be vulnerable, or should I say his Dark Archers can be vulnerable from enemy attacks from the rear. The Encablossa Spitters are the units that cast spells upon you and they will heavily attack the Cavalry Archers but will cause minimal damage to them. Back with Regnier your Dark Archers should be able to cast spells of their own, besides the Healing Tree. Whilst your Mammoth and Cavalry Archers are killing off the 3 Encablossas in the North East corner, Regnier and his entourage will gradually drift East and this is ok. Try to avoid rounding the South East corner until later being prompted to meet at the teleportation point if you can help it so as to avoid rear enemy attacks. As soon as the 3 North East Encablossa Spitters are beaten start doubling back with the Swamp Mammoth because it's so slow. Keep the fast Cavalry Archers there though, they can support the Bone Dragon who should now be sent up. The Cavalry Archers should defend the Bone Dragon from South West of it because numerous Encablossa Spitters will approach, seemingly from nowhere. You will also find that Regnier and co are left unattended so send them to the central West meeting point area that will appear as soon as Bone Dragon cuts a hole in the Mother Encablossa. Once all your troops make it to the marked area the first half of the mission is over. You should make it through without loss or injury and thankfully that's the harder part out of the way. Once inside the Mother Encablossa the strategy is exactly the same as in my Kendall FAQ. Your Swamp Mammoth won't be allowed inside unfortunately but at least that gives you more time to defend the Bone Dragon. Run all troops to one of the corners and kill everything there. The Encablossa Spitters should be priority and be aware of more Encablossa Spitters attacking from the centre and catching you off guard with damaging spells such as Lightning. Use your Cavalry Archers and Dark Archers as healing support and to immediately destroy any Enca Flyers seen. After killing everything in the 4 corners (one after the other employing tactics in the prior paragraph) head to the centre and clean it up then it's all over you win. A cool mini-game is now unlocked also. By adopting these tactics you should make it through this stage and the entire campaign without losing a single unit. 4. Conclusion. Well how'd you go? I hope my tactics helped you out in places you got stuck. If you'd like to discuss strategies or anything else related to this FAQ I can be contacted at clarkeye@yahoo.com I am also a staff member at Xbox World Australia and would love you to check my KUFTC review : http://www.xboxworld.com.au/reviews/review.php?idReview=523 This document is under Copyright 2005 and any inquiries re its reproduction should be directed to the above email address. Glenn Clarke 2 March 2005