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    Regnier Campaign Strategy Guide by sumixam

    Updated: 03/01/05 | Search Guide | Bookmark Guide

    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 
    *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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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
    I am also a staff member at Xbox World Australia and would love 
    you to check my KUFTC review :
    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

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