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Kingdom Under Fire: The Crusaders - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Kingdom Under Fire: The Crusaders - Strategy Guide (Page 05).

- Go to the Barracks. Upgrade Kendal to lvl. 27. Get your Mortars up to lvl.
45. Also, downgrade your Storm Riders back to Spearmen. You'll need them for up
ahead. Proceed to Brimstone Forest to the west.

 ___________________________________
/Mission 9 - Brimstone Forest (5.9)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy all enemy units

- Ah, the good old expansion battles - these are more like it. You have a
chance to use 3 different units, plus your two support ones. The mission
suggests that both air and cavalry units are present. Don't fall for a fool's
trap. Get your spearmen, as you'll need them for this one. Don't worry about
having one less support unit, you really don't need Storm Riders with your
Longbowmen present. I chose to bring my Paladins, Spearmen, and Longbowmen,
with Bomber Wings. I left the other support spot open.

- For starters, you're going to get rushed directly up the middle unless you do
something. Move all troops to the right of your spawn point, and line up the
Spearmen, Paladins, and Kendal's unit in the front. Now you have a small wall.
Have the Longbowmen lay down Direct Arrows, or normal fire on the (3) lvl. 36
Orc Infantries that charge you. This is absolutely necessary as the Orcs are
tough to defeat. Bomber Wings help when attacking them, but there are (2) Dark
Elf Archers behind the charging infantry, which makes it risky. Besides, you'll
damage your own troops. Instead, fight off these initial Orcs, and make use of
the Curatio in either Kendal's unit or the Paladins. Most of your NPC troops on
this mission will do well in holding back the other units, but getting rid of
the initial charge should be your biggest challenge. Continue up the right, and
have the Longbowmen help take out the Wyverns. After about five minutes, the
Orc Riders and Cavalry Archers will rush in. Use your Bomber Wings to chase
down the Dark Elf Cavalry Archers, but be careful that the Bomber Wing doesn't
go into mounted Archer positions.

- If you're pinned down by the Dark Elf Archers, have your Longbowmen launch a
fire arrow to scatter them about, or retreat one of your melee units, and
reflank them manually behind the Archers. Once the Archers down, the battle is
yours. Line up the Spearmen in front of where the Orc Cavalry are rushing, and
they'll get tangled up. Finish em' off. You'll also discover a few Ghoul units
scattered about. I found it best to cast Holy Explosion on the battlefield with
the Ghouls, then charge the Paladins in. They'll get extra SP and be much more
effective against the Undead. Finally, finish off the rest of the Wyverns with
your Longbowmen. They might be scattered around the map.

- Move back to Jungsburg. Let's fix up some units. Upgrade Kendal to lvl. 30.
Morph your Spearmen back into Heavy Cavalry, then into Storm Riders. You should
have Longbowmen, Mortars, Storm Riders, Bomber Wings, and a Paladins unit. Now
head off to Bronzewood.

 _________________________________
/Mission 10 - Bronzewood I (5.10)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy all enemy units

- This mission is going to be a pain in the butt, simply because you're going
up against a Swamp Mammoth. Regardless of the task, bring your Mortars,
Longbowmen, Bomber Wings, and Storm Riders.

- For starters, the initial attack from the Dark Legion is going to be (4)
high-level Orc Infantry troops, the Swamp Mammoth, plus a horde of about (3-4)
Ghouls. Your NPC troops are going to die quickly on this one, because the enemy
you're facing is almost always lvl. 40+, while most of your units are just
starting to tap the 40 range. Keep your ranged units back, and start to fire at
the initial wave of Orcs. Meanwhile, have the Bomber Wings lay down fire on the
frontline force, and Kendal must engage a "few" frontline troops. Don't get
too engaged though, because some Ghoul reinforcements will help the initial Orc
line. When you start to see about 3-4 dots moving towards you on the radar,
this is the Dark Archers flood. Be VERY careful. Each of the Archer units have
a leader capable of casting Blizzard, which does tremendous damage on this
mission. Have your Storm Riders kill the Wyverns that attack your lone units.
Try to kill the opposing Archer units with your Mortars, and fire arrows from
the Longbowmen.

Don't worry about the Swamp Mammoth till the end. About halfway through the
battle, you'll get more NPC troops that help kill on the right flank. Whatever
you do, have Kendal charge only the lone Archer units, otherwise he'll get
caught in crossfire. Target the Swamp Mammoth with the Mortars, Longbowmen, and
Bomber Wings once all initial archers are down. Aside from that, there's not
much more to do. The Dark Archers will spawn quite a bit, up to 8 in total, so
keep laying down fire, keeping your support units AWAY from them, and counter
with charges from Kendal, or Mortar bombs. It took me 5 retries to get through
this mission.

^^ NOTE: I've tried alternate strategies using Cavalry, but the above setup
         seemed to work best. If you don't have Longbowmen, you'll find the
         battle too difficult to kill the Wyverns. Ballistae are useless on
         this map, too bulky, and don't do enough damage. Until you get a
         Battaloon (last mission), wait a while.

   *After the battle, Kendal is astonished to find General Gerald here.
    Apparently, Regnier managed to siege and surround the Patriarch. Gerald
    sought after Regnier to kill him, since he represents the keen power of the
    Dark Legion. Ellen then reports that the Patriarch managed to escape.
    Regnier commanded that he be let free. Perhaps the Patriarch took something
    important from the Holy Ground, but traded it for the safety of his own
    life. Perhaps the Ancient Heart? Both of them are shocked, and want to
    proceed to Ecclesia where the Patriarch went.*

- Head to Ecclesia.

   *Duane reports that Regnier has been seen retreating to the north. The
    Patriarch wants to speak with Kendal at once. Apparently, the Patriarch
    did manage to snag the Ancient Heart from the Holy Ground, and was
    retreating back here with it when Regnier caught him. Captain Walter
    betrayed the group and fled with the heart to the north. The vision they
    shared was the Ancient Heart, but Walter took it out of greed. Head to
    Norwart immediately so we may vanquish this fool.*

- Enter the Barracks. Let's start off by making some hasty upgrades. For the
most part, make sure Kendal is lvl. 33-34, and that the rest of your units get
a slight upgrade in skill. You should be heading off to Bronzewood II, rather
than Nowart, so keep this in mind.

   *Apparently, the Vellonds are heavily distracted. A rebel faction called
    the Kaedes has risen to take over power of the Dark Elves, while they
    combat against the Half-Vampires. This distraction will help open up an
    opportunity for your army to chase Regnier.*

 __________________________________
/Mission 11 - Bronzewood II (5.11)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy all enemy units

- Apparently, you're heavily outnumbered in this area near your great capital.
You must make use of the forest for cover, and be weary of enemy air units. I
chose to bring my Longbowmen, Mortars, Paladins, Bomber Wings, and Storm
Riders.

- This mission is extremely easy, as long as you don't MOVE from your spawned
position. Basically, all of your units should spawn in the forest. Move them
slightly forward, but under the cover of the trees. Now, make sure your ranged
units are near the rear. Your Paladins and Kendal's unit should be up front.
Suddenly, you're going to face at least around (18) units ranging from Ghouls,
Orc Infantry, Orc Axemen, and Dark Archers. First of all, keep the battle
slightly away from the ranged units, so they can keep reigning their fire down.
Kendal should do most of the work, by concentrating on each of the leaders. At
one point, you may fight 5 units at once, but concentrate on the leaders, and
have the Paladins cast Bless & Heal when you're facing some of the Ghouls. If
your Mortars get flanked from the side, don't worry. They should be able to
hold out for the time being.

- Waves of Dark Archers will start to spawn near the back rows. Try to distract
one of them with the Paladins, or charge with Kendal's unit. There will also be
Scorpions near the sides that have to be avoided. They can be destroyed easily
with your Mortars, so concentrate on firing at them. Not to mention, you have
unused support units which you should command to assault the Orc infantry. This
mission is much easier than it initially looks. A wave of Wyverns will spawn
near the second attack, so tell your Longbowmen to concentrate firing on them.

- Head back to Ecclesia. You should have a ton of gold, so try buying the
optimum equipment for your current troops. Change your Storm Riders back to
Heavy Cavalry. Get Kendal up to lvl. 35, and make your Paladins a reckoned
force. Now you're set to charge into Norwart.

   *Along the way, the Patriarch says that Walter and he both had the same
    vision - to destroy the Ancient Heart. Walter betrayed that vision, but is
    in the best interest of the Ecclesians to banish him forever. The Patriarch
    orders for Captain Walter to be executed, for betraying the religious
    state.*

 ____________________________
/Mission 12 - Norwart (5.12)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy all enemy units

   *Kendal explains the mission briefing with determination. The Patriarchal
    Guards have been spotted in the northwest. We are to escort the Patriarch
    himself after the guards from the southeast corner. You must protect him at
    all costs, since he will be retrieving the Ancient Heart. Don't let any
    Darks get past you.*

- I chose to bring my Heavy Cavalry, Longbowmen, and Bomber Wings.

- Initially, you'll be outnumbered about 5:1 on the battlefield, but will have
several NPC troops assisting on this one. Note that the Patriarch's life bar is
displayed in the lower right corner. Pay attention to who he fights, since he
will not always follow your command. Anyhow, the initial wave of Dark Legion
fighters will be primarily Heavy Orc Infantry, with a few Dark Elf Knights, and
some Dark Archers on the back row. Keep your units TOGETHER one this one,
because you'll be able to slaughter anyone with ease. Press Y when issuing the
commands to move all troops. Start off by helping the left-most flank, then
slowly work your way over to the center and right flanks. The enemies mostly
consist of Power Ogre leaders, Orc Horsemen, or Dark Elf leaders. None of these
units will be Ghouls, so do not worry. Use Curatio to heal the Patriarch's
troops or your own. When you attack with all units, your Cavalry will crush the
initial health down, then Kendal combats it even better, with the Longbowmen
attacking on the side.

- Once the initial wave is down, you should notice several units still on the
map in stationary positions. Make your way whereever the Patriarch is battling.
Try to help the nearest NPC unit. I found that fighting along the northern
flank was quite effective. Eventually, reinforcements will pop up from the
north and southern flanks. Remember, manually control the Longbowmen to shoot
at the Wyverns, while Kendal protects the Patriarch. Swoop down and kill ALL
enemy units on this one. Don't run straight for the zone (although you can)
because you need every ounce of EXP for the final mission. Once you've knocked
out all of the units, make the final charge to the red zone where we find
Walter's unit. Start to battle him. His HP will hardly go down, so don't worry
about it. Along the way, he explains about how the Patriarch betrayed the
current beliefs. He was the ONE who wanted to keep the Ancient Heart, while
Walter attempted to destroy it.

   *Suddenly, a FMV is displayed showing several human soldiers duking it out.
    Inside the Cave, one of Walter's men manages to destroy the Ancient Heart,
    Suddenly, the cave starts to rumble. A giant Encablossa, or alien artifact,
    rises out of the ground. The Orcs and Humans stop fighting. Suddenly, the
    Encablossa Mother sucks in all of the soldiers and uses them as a vital
    energy source. Hundreds of Encablossa units are spurted out. Get the hell
    out of here!*

^^NOTE: This is one of the first missions where you can EXP glitch, and make
        use of it well. Simply press START during the movie sequence, and hit
        Exit to World Map. You'll actually keep the EXP you earned from the
        first half of the battle, and then you can do the mission ALL over
        again. This is great for EXP boosting to increase Kendal's level.

- After the movie ends, give the ALL RETREAT command. You will die if you
attempt to fight the Encablossas. Simply retreat to the zone back in the
southeast corner. If one of your manually controlled units gets caught in
melee, manually retreat him. All of your units must reach the marked zone,
otherwise the battle will not end. Make sure you enter open formation. The
Encablossas have extremely high HP, and altered speed.

   *Apparently, Walter was the one who tried to destroy the Ancient Heart, but
    the Patriarch used you so he could retrieve access to it. General Gerald
    got pushed back to the east by the giant monster as well. Things are not
    looking good. Kendal wants to retreat to Ecclesia so he can regroup.*

   *Duane and Kendal ponder the existence of the giant thing in the air. It's
    been slowly expanding since their retreat. One of the guards reports that
    some Patriarchal Guards were discovered. Kendal wants to interrogate them
    personally. The guard ends up revealing that Walter managed to gain control
    of the Heart, and destroyed it, but that thing still appeared in the air.
    The soldier believes the Darks made a duplicate of the Heart, thinking the
    Patriarch had it all this while. Gerald has arrived. Regnier had captured
    him, but released him on his own free will. Regnier apparently rescued
    Gerald from the monsters. He escorted Gerald to Kalishire, and told him to
    bring a message to Ecclesia. The curtain is expanding to engulf the world.*

   *A scout reports monsters on the northern flank. They're coming in fast and
    hard. Regnier mentioned that the monsters can go anywhere not touched by
    light. You must hold out till dawn! Gerald will defend the eastern wall,
    while you guard the northern. It's nukem time!*

- Before doing anything, let's make some needed upgrades. First of all, Kendal
will be doing a crud of fighting during the next mission, so change Duane to
his own unit. Put your Paladin leader in Duane's spot, this way you can heal
DURING the battles. Upgrade Duane's unit to a fair level (35) if necessary.
Upgrade your Heavy Cavalry to lvl. 45. Finally, get Kendal up to 39. Now,
change your Longbowmen into either a Ballista, or one of your former Mortars
into a Ballista. Make sure you have a backup pair of Longbowmen.

 _____________________________________________
/Mission 13 - Defensive Wall, Ecclesia (5.13)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Fend off enemy units until sunrise
  > Protect wall's HP

   *Kendal gives a frankly short speech. Unknown monsters are approaching from
    the north, and you must hold out till sunrise. Hold the northern wall at
    any cost.*

- For starters, the northern wall is going to have some HP, so it's essential
to guard it, otherwise, the mission is a complete doom. You'll only have 2 free
units to bring. I chose to bring my Longbowmen and Ballista. There's going
to be a combination of Flyers and Creatures, so be prepared. You'll have a
timer near the top, showing how long you have to hold out (seconds wise). You
don't have to use a Ballista on this map, but I did because it was the easiest
unit to get a high level on (58), which gave it a ton of HP. This meant I could
use the Ballista as a distraction to help keep the Encas off of the wall.

- This mission is probably the most difficult in my opinion out of all of
Kendal's missions. The pure and simple fact is that you're outnumbered, and the
enemy understands flanking. For starters, you'll only be outnumbered unit-wise
(1.5:1), however, the enemy will purposely guide itself away from battles and
try to hit your back rows where your ranged units are. Combine this with the
fact that two waves of Enca Flyers will try to hit the wall, and a wave of Enca
Spitters (as the final wave). Anyhow, to start it off, do not rush Kendal TOO
far north. Just move him up about an inch on the mini-map, along with the
Ballista and Longbowmen slightly south (in front of the wall with the 3 NPC
Infantry units). Take out the 4 Enca Flyers using your Longbowmen. Try to keep
your Longbowmen where they are, because you NEED them to take out the second
wave of Enca Flyers (which should fly by secretly as you're distracted using
Kendal). Meanwhile, your Ballista can do whatever it wants. Use Kendal to take
out up to 4 waves of Enca troops, otherwise, this is more pressure for your
mates along the wall.

- Use the Paladin Officer in your party to heal you during the battles,
otherwise, you WILL NOT survive. The Enca troop leaders are generally the
biggest Enca in the group, but that's difficult to tell because of the varying
camera angles. If you do find one though, concentrate on killing it. They're
extremely weak. You should be able to do fairly well (up to about 550 seconds)
when your Ballista should die. Don't worry, it primarily served as a
distraction. The higher a unit's level, the more HP it has. Anyhow, keep Kendal
on the middle flank. You should notice 4-5 Enca Spitters coming out of the
north. KILL these at all costs. Charge the nearest one, and try to get one of
the nearby Spitters to be distracted and fire at you as well. These Spitters
will eventually destroy the wall unless you can manage to hold them off.
Believe it or not, they're just as difficult to kill, so try the same
strategies from before. If you notice the wall's HP going down drastically,
check to make sure you got all of the flyers with the Longbowmen. The
Longbowmen will eventually enter melee combat as well, so don't worry about
them. I found both Fire & Direct Arrow to have very little use, since the Encas
primary weakness seems to be nothing! The only other reason could be a fellow
Spitter unit which you may have let go, that is closer to the wall than
expected. Concentrate on these guys at all costs.

- The idea is to basically holdout on this mission, by having your two other
units distract (except Longbowmen which are necessary for the Flyers). This
mission took me about 12 tries, so don't feel frustrated at first. The mission
does not end right when the counter reaches 0. Matter of fact, it takes another
30 seconds of survival in order to get through. The enemy will eventually flee
to the west.

   *Kendal is surprised that he managed to hold them off. The curtain had
    expanded greatly over the night. Nonetheless, Kendal plans to retreat to
    Gerald's army, where they can both meet up in Jungsburg.*

 ______________________________
/Mission 14 - Jungsburg (5.14)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Reach the southern marked zone

   *Along the way to Jungsburg, the night has fallen. Monsters are everywhere!
    Get inside for safety!*

- This mission is extremely easy, as long as you use some common sense. For
starters, don't fall into the foolishness that Kendal mentions. You don't have
to fight these lvl. 60 beasts; you'll just be slaughtered. Instead, run away
from them to the zone. For starters, make sure you still have your Heavy
Cavalry from the previous mission. That's all you need. At the deployment
screen, just deploy (1) Heavy Cavalry unit. Press START. It'll say that some
slots are unfilled, hit OK anyway. You can still do the mission with one
unfilled slot.

- When the battle begins, the field should look something like this:

  E - Encablossa
  K - Kendal
  C - Cavalry
  ____________________
 | E     C   K _    E | - Simply guide Kendal diagonally east, but have the
 |         \    \     |   Cavalry lure some of the units on the right to the
 |          \_   \___ |   middle. From there, Kendal should be able to run
 |  E   E    E\  E   ||   straight down, then cut a left into the zone. Make
 |             \     ||   sure he's in open formation. Your Cavalry should then
 |   E    E    E|  E /|   bunch all of the Encas into the middle, and ride down
 |       ______/    / |   into the zone right when Kendal hits it.
 |  E   E|  E   E  /  |
 |       |        /   |
 |____MARKED ZONE_____|

^^NOTE: A FMV should occur. When you see a "+30,000 EXP" message appear,
        quickly press START, and Exit to World Map. This is another mission
        where you can EXP glitch, and keep doing it over for 30,000 EXP each
        time.

   *A movie will show Kendal arriving to Jungsburg to see the entire place
    in rubbish. The Encas made it, and obviously we're going to die. However,
    one of Regnier's officers tells them that if they want to live, they can
    follow him. Kendal is hesistant to do so, based on his beliefs, but has no
    reason not to.*

   *The message Regnier had been trying to send to Ecclesia was reinforcements
    of a Battaloon in order to destroy Encablossa. He needs your help, but
    Kendal is reluctant to help such an evil foe.*

- Head to Kalishire.

   *Kendal begins speaking with his nemesis, Regnier. Apparently, Regnier
    explains that because the Ancient Heart was destroyed, the Age of Darkness
    is going to overcome the land of the Age of Light. If we don't destroy the
    Encablossa, then everyone will die. Duane criticizes Regnier for his Orcs
    worshipping Encablossa. Regnier counters by saying that the Orcs were
    deceived into worshipping Encablossa because of a foolish Lich named
    Killiani. Of course, the Lich was killed by Nibel, but now that the heart
    is destroyed, Nibel no longer plays any part in the world's role. Regnier
    reveals how he knows everything. Apparently, he was one of the great
    soldiers during the Second War of Heroes who was sucked into Encablossa,
    but came morphed out as a hybrid rather than a pure evil bastard.
    Unfortunately, because the Ancient Heart was destroyed, Regnier's
    immortality will soon dissapate, leaving him open to fatal wounds. Regnier
    proposes that we destroy Encablossa's Ancient Heart, in order to awake
    Nibel.*

   *The plan is simple. Regnier wants to use your Battaloon to reach high
    enough to get inside to where Encablossa's heart is. Some mages will summon
    the soldiers inside, so that they may slay the heart, and release all the
    pain and suffering. A Bone Dragon will pierce Encablossa's outer hull in
    order to fly through.*

- This is it. Start off by leveling up some of your characters. Get Kendal up
to lvl. 42. Get your Mortars and Bomber Wings to at least 50 each. Finally,
spend the rest of your EXP on your Cavalry. Now, buy any equipment that you
feel can make you fight at maximum performance. This is the last battle after
all. You'll be given a Battaloon, so no worries there. Head to Funero when
you're ready.

 ___________________________
/Mission 15 - Funero (5.15)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Wait for outer skin to be pierced
  > Guide Battaloon to NE corner
  > Move all troops to marked area
  > Destroy 4 Encablossa Corners
  > Destroy central Encablossas

- The mission is simple. You must protect the Battaloon at all costs, and must
also be present at the summoning area when this occurs. Nonetheless, bring your
Bomber Wings, Mortars, Heavy Cavalry, and Longbowmen. This will keep you set
for what's up ahead.

- To start off, move your support units north of your spawned position. Put
them away from where you spawn at least. Now, about 3-4 Enca Spitters will come
from the right. Start to engage them with the Mortars, Longbowmen, and Kendal's
unit. The Heavy Cavalry can swoop in to lay down extra damage. Keep fighting
them, and wait about three minutes. A message will eventually say that the
outer skin has been pierced by the Bone Dragon. Now, guide your Battaloon
diagonally up to the NW corner. Try to avoid flying directly over the Enca
Spitters (go in between them so their shots lag). You'll take heavy damage, but
can make it through quite easily without actually moving Kendal's units to
fight any of the troops. Just move it in the NW corner of the map (it won't be
marked). A FMV should show the Battaloon flying through the hole.

- Now, you must escort ALL troops to the marked zone on the map. It's about
halfway across, near the middle. Go east with all troops, but ignore the
enemies out here. It's not necessary to fight them. Guide them diagonally up to
the destination. You will have to manually retreat the Mortars, Longbowmen, and
Heavy Cavalry, so be aware of their positions. You shouldn't lose much HP with
their high levels. The Cavalry act as a good distraction to cover for your
retreating troops. Once all troops are in the map, you'll be spawned into the
belly of Encablossa. It's time we got this damn heart.

- Unfortunately, you'll be tossed into the stomach acid of the Encablossa.
Quickly sprint out as lasers from the roof of the creature will start to pelt
your troops. Avoid the flyers, and engage them with the Battaloon or
Longbowmen. Once you're out of the liquid, proceed to the NE corner.
Thankfully, your health bar will be refilled. In each corner of the map, you'll
find units called Encablossa that are supposedly key organs to the creature.
You must whack these solid objects (they don't fight back, don't worry), until
they get released from the organism. There are usually 3-4 Enca Spitters
guarding each, so concentrate on each of the spitters using a combination of
your support troops and splitting the ranged attackers. Finish off the other 3
corners using the same strategy. When you reach the third corner, be weary of a
flank. Some Spitters will ambush your ranged troops in the back line. Retreat
your Cavalry out, and have them charge to engage the rear flankers. Then, drop
your Bomber Wings in with the Battaloon help to finish em' off. Kendal and your
Longbowmen can keep executing the Encablossa Limbs. After finishing off the
fourth corner, the Ancient Heart will reveal its true limbs in the middle
watery depths. Charge the middle, take out the Spitters, then finish off the 10
Limbs. The Encablossa will die.

   *The Encablossa crumbles to the ground in ruin. After the age of light and
    Nibel returns, it's discovered that Ecclesia is in complete ruins. The
    nation never recovers from the disaster, and thus, the Hironeidens take
    over Ecclesia. The western empire becomes one. Gerald ended up ruling for
    20 years, before retiring in a small suburb in the streets of Esse. He dies
    peacefully in the hands of his wife. Unfortunately, all of the soldiers who
    entered the Encablossa never returned. Farewell, Kendal, you fool. The game
    also puts up a brief message saying asking how the Patriarch knew of his
    "vision" as to where the Ancient Heart was located. This is why you should
    do Regnier's Campaign last.*

   =-= County Carnival mini-game unlocked =-=

                    ,-----.
                   #,-. ,-.#           THE END - Part III
                  () a   e ()
                  (   (_)   )
                  #\_  -  _/#
                ,'   `"""`    `.
              ,'      \X/      `.
             /         X     ____\
            /          v   ,`  v  `,
           /    /         ( <==+==> )
           `-._/|__________\   ^   /
          (\\)  |______@____\  ^  /
            \\  |     ( )    \ ^ /
             )  |             \^/
            (   |             |v
           <(^)>|             |
             v  |             |
                |             |
        ZOT     |_.--.__ .--._|
                  `==='  `==='

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

=============================
- 6) Regnier's Campaign     -
=============================
Normally, Regnier's campaign is designed to be played after Kendal's, which is
confirmed via the ending of Kendal's that ponders a question to the player.
Obviously, Regnier's campaign is even more difficult, but you get to have a
really big sword. Woohoo!

  + Difficulty: HARD
  + Region: Hexter
  + Race: Half Human/Orc

Press A to enter his campaign. You'll be greeted by an intro AVI showing many
human soldiers marching on the Holy Ground. Suddenly, we see Regnier standing,
probably taking in the nice summer breeze. Then, both the Orcs and Humans
charge into battle.

 __________________________________
/Mission 1 - The Holy Ground (6.1)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Head to the Holy Ground marked zone
  > Destroy the Patriarch's units in the NE corner

- Start off by helping out the Orc units above you by moving the Orc Riders in,
Regnier's unit, and your Dark Archers for support. If you need healing, have
the Archers cast Tree of Healing. The units should be fairly easy to kill.
There will be Mortars on the back flank. Try rushing the Orc Riders at them to
distract them, then support the units by concentrating on their Dwarven leader.
Once the initial grouping is cleared out, head west. Your NPC Orc Infantry
should be able to distract one of the Paladin groups. Head north, and take out
the flank of Mortars/Paladins. Go past the cliff ridge, and Regnier will have a
vision. Suddenly, three Paladin units will approach from the northwest. To make
quick use of them, hold down B in the battle with Regnier to charge his sword
full of fire. Then, start to swing, and do the Y charge attack when surrounded
by groups. This will easily bring down their health. You can cast Enrage to
heal the Orc's single unit strength, or simply cast Tree of Healing to affect
all units. Once the three Paladin units are down, continue west, and finish off
any units that approach. You must reach the marked zone of the Altar of
Destruction in the southwest.

- Suddenly, Regnier will have yet another vision of Nibel speaking to him. He
senses the Patriarch Army moving to the northeast. Move all troops out of the
canyon to the right, then proceed north. You'll eventually start to hear
Rithrin's voice in the background, and the Patriarch mentioning how his deal is
off. Some Paladins and a Storm Rider will try to interfere with you. Engage
them both, and make sure your Dark Archers target the Storm Rider specifically.
Once the battle is finished, Enrage yourself for some healing power, and rush
to the NE corner. Right when you reach the upper corner, (3) Paladin units will
spawn, along with an Archers unit for support. The Patriarch will retreat as
usual. Start off by engaging the Patriarch Guards. Turn on your Fire Sword, and
start wreaking havoc. The Guards have extra resistance due to their equipment,
but it won't be too long before they collapse. You should rush your Orc Riders
at the Archers in the middle, and have your Dark Archers (with elemental boost)
support you on each unit. Help the Orc Riders in the middle, then have the
Riders retreat out and fight one of the other two Paladin units in the back
row. Make sure to cast Enrage before charging in. Finally, Regnier can handle
the remaining Paladin unit. Regnier makes mention that we must chase after the
Patriarch.

   *Regnier says that the Patriarch has the Ancient Heart. He tells Leinhart
    that it does truly exist, and is beckoning to his heart (he's a messenger
    after all).*

- Head to Arein.

   *Leinhart reports that Rumen's unit was pushed back after trying to finish
    off the Hironeidens (by the Dwarves and Elves). A spy was caught trying to
    contact the Patriarch from Rumen's unit as well. Rumen has rejoined the
    main unit, but apparently, Lucretia has abandoned the army. The Kaedes have
    revolted and are causing massive chaos inside the Dark Legion empire.*

- Enter the Barracks. For starters, one of the biggest weaknesses of humans is
their low resistance to lightning. I highly recommend hiring a Lich from the
Mercenary menu, then teaching him Lightning. Switch Leinhart over, and put the
Lich in his spot. This will allow Regnier to combat the best infantry units.
When you have more EXP, change Leinhart's troop into Ghouls, since he already
knows Melee and Curse. Upgrade Regnier to lvl. 15. Upgrade Regnier's unit into
Orc Heavies. Upgrade your Orc Riders into Orc Axe Riders. Now comes the most
important part. Upgrade your Archers to at least lvl. 15, and try to increase
their ranged attack. They will be your overall healers during the battle, and
lay down key ranged fire. You may have found them EXTREMELY effective in the
last mission. You can also spend some of the gold on obtaining a better weapon
for your main troops, if not Archers, and Riders if you wish. Head to the Main
Gate when you're ready. Move west to Colonock.

 ___________________________
/Mission 2 - Colonock (6.2)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy all enemy units

- We'll be given up to 3 free slots to use, which is just enough since we
upgraded a majority of our troops. I put in my Ghouls, Orc Heavy Riders, and
Dark Archers. Remember, I switched Leinhart to his own troop, which most people
would probably not do.

- The battle is actually fairly easy. You'll start off by engaging a huge
series of ranged units (Archers, Mortars, etc...). Simply charge the Heavy Orc
Riders at the ranged units behind the initial ones, to keep their protectors
busy. Regnier and Leinhart can do slim pickings on the ranged units in the
frontlines. Meanwhile, your Archers can use Elemental Boost and continue to lay
down fire. Your NPC Archers on this one will be helpful, as they'll continually
cast Meteor. Once the initial wave is down, move to the middle of the map.
You'll start to face Paladin units, but they'll have troublesome leaders. Some
may cast spells. Focus on the leaders who appear to wear brown cloaks, or have
two-handed swords. If there are Mortar units firing down on you, rush your
Heavy Orc Riders at them. Your Ghouls can help tie up some time as well by
distracting some Paladin units.

- Move north a tad more, and you'll reach the final wave of enemies. Remember
that the Lich Officer's Lightning attack is very powerful, and can almost
reduce each unit's life bar by about 25%. Eventually, the Paladins may start
to cast Curatio on Leinhart's Ghouls. If this is the case, have your Archers in
the back row cast Tree of Healing, and provide support fire. Regnier can finish
off the remaining units in the NW corner. One lvl. 20 Paladin unit will flank
your troops from behind near the end, so keep a heads up. For the most part,
this mission is fairly basic.

   *Apparently, Regnier is the lovely and great Rick Blood (what an awesome
    name). He wants to keep seeking out the Patriarch, to prevent him from
    possessing the Ancient Heart. Here we go again.*

- Head to Arein. We're going to need a support troop on this one. You can
change one of your older troops, or simply hire a mercenary and create a new
one. I chose to hire a mercenary. Try to pick up a Power Ogre like Urukubarr.
Then, equip him with a necklace that adds some resistance to Explosion. Now,
you can spend the rest of your EXP/gold on Regnier's troops, your Archers, or
Cavalry. Then, head off to Raven Meadow when you're ready.

   *Regnier has a vision of the Patriarch speaking to Kendal. The Patriarch
    is understanding how to wield the Ancient Heart more and more.*

 _______________________________
/Mission 3 - Raven Meadow (6.3)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy all enemy units

- Enemy air units are present, so definitely bring your Dark Archers along.
Plug in the Swamp Mammoth as the support unit, along with your Heavy Orc
Riders.

- Start off by charging Regnier's unit west, and engage the first lvl. 20ish
Archers unit you see. Their leader should be on a horse. Focus most of your
attacks on the units to your west with your Mammoth, Archers, and Orc Riders.
You may notice a ton of units directly north, but attempting to ambush the
supported Mortars can get difficult. Keep moving west, and there should be one
more Archers unit to the south. Eliminate that as well. Now, once the west
flank is clear, start to move north to where your NPC Dark Elf Fighters are
being slaughtered. Use your Dark Archers to take down the Storm Riders. Charge
Regnier's unit to where the bunch of 3 units are. Bring your Heavy Orc Riders
too, once they've finished engaging the Paladins near your NPC Scorpion. Cast
Elemental Boost on the Dark Archers, and have them support the northern flank
as well.

- You'll then be ambushed by another series of reinforcements on the west
flank. Bring Regnier back down, fight them off, along with the Swamp Mammoth
firing at the large groups of stacked humans. Protect the Mammoth from the
Storm Riders though. Don't worry about the north flank for now. Again, you may
face another series of higher level Paladins from the western middle flank.
Have Regnier support, and keep the Mammoth firing down at the large infantry
groups. Make sure your Dark Archers cast a Tree of Healing near all of the Orcs
to save some SP. Now, proceed north to where you should have just a NPC
Scorpion left. There are 4-5 units total. Have Regnier help eliminate the
ranged units. Don't worry about the Paladins, they should retreat thinking
you're Undead creatures. The Orc Heavy Riders should do some real damage on the
infantry charge. Again, after nailing most of these enemy units, reinforcements
will spawn on ALL sides of your troops. Simply work your way down, killing all
in the NW, down to where your NPC troops are being engaged. You too will
receive NPC backup, so do not worry. Watch though, one of the higher level
Paladin units will be equipped with powerful magic. For the most part, all of
your units should contribute to a large portion of the EXP earned; excellent
balance.

   *The Patriarchal Army has been heading for Ecclesia. Regnier says that's
    where we're going as well. Not to mention, the Vellonds are on their tail.*

- Head to the Pub.

   *Leinhart wonders how the Patriarch could have known of the Ancient Heart's
    true location. Regnier knows that a third party is involved.*

- Head to the Barracks. Get Regnier to lvl. 20. I upgraded my Orc Heavy Riders
to lvl. 35. Give your Archers a slight boost as well. The rest should go into
your Swamp Mammoth/Regnier's Officers. Move over to Ethindel.

   *For some odd reason, Kaedes troops in the region start to attack Regnier's
    troops. We will kill them all, regardless of their position.*

 ___________________________
/Mission 4 - Ethindel (6.4)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy all enemy units

- The enemy has air units here, so bring your Archers along. If you had the
EXP/gold to spare, you could hire a mercenary and create a Wyvern for your
extra support unit, but I just left the one slot open. The enemy also has
Cavalry, meaning you're forced to bring your Axemen into play.

- For starters, you're going to spawn inside the entrance to a cliff ledge, so
an ambush is roaming up ahead. Secondly, there are about 6 units directly ahead
of you. There are no ranged units, but most of them are high level Kaedes
Elves, 30+. Be careful, many of them will be smart enough to flank your Archers
in the back row, unless you engage them. Have the Heavy Orc Riders distract
some of the units on the right, while you take care of the others on the left.
Make EXCLUSIVE use of Regnier's fire sword ability, as this is highly effective
against the flammable Dark Elven skin. Lightning also has peculiar effects, and
works just as well. Make sure you have your Archers lay down a Tree of Healing,
since both units will be losing a significant portion of health. Meanwhile,
your Swamp Mammoth should just sit in the spawn and lay down balls of fire.

- After the initial wave is down, start to move out of the canyon entrance, and
engage any lone/roaming units. A second series of opponents will hit you from
both the east and west sides; be prepared. You'll face roughly several
Scorpions, a few Dark Fighter troops, but most of all Cavalry from the right
flank. This is where the Orc Axemen come in handy. Position your Axemen so that
they're to the right of Regnier, then wait for the Cavalry to strike. They
should move swiftly, but timed perfectly into your ambush. It helps if you keep
your Dark Archers against the left-middle border of the map, so they can fight
off the Wyverns prevalent on this map. It helps to send a scout to the center
of the map so you get headstart on the enemy Cavalry rush. Once the Cavalry
rush is down, or entangled, you should be able to finish them off. It's
essential that the Dark Archers cast Tree of Healing once, to help keep
Regnier's endurance up.

   *Leinhart explains to Regnier that this entire battle was just a
    distraction. The Kaedes actually want the heart so that they may control
    you. The Ancient Heart holds manipulative powers over Regnier, and whoever
    controls it can command him at their will. If the Kaedes get control of
    Regnier, they can take over Arein, and restore the original Dark Elves
    reign of power.*

- Head back to your Forward Base. Upgrade Regnier to around lvl. 25 if
possible. Also, give Leinhart's Ghouls a boost, your Archers a slight boost,
your Heavy Orc Riders, and spend the rest on equipment. Enter Essex Forest.

 _______________________________
/Mission 5 - Essex Forest (6.5)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy all enemy units

- Enemy air troops have been spotted in the area. You'll have some NPC units on
this one, so it won't be too bad. I chose to bring my Dark Archers and Ghouls.
You can use Cavalry instead, but I chose the Ghouls because of their high HP
for distracting.

- This battle starts off in a good old fashion. You'll have several NPC units
with you, up to 10 in total. Many of them range from several different Wyverns,
Dark Archers, and Orc Infantry. Your enemy's patterns are similar, except
you'll notice that the humans have their (2) Catapult units directly up the
middle fairly unguarded. There are also (4) Archers in total supporting the
Catapults, with Heavy Infantry on the frontline combating your NPC units.
Charge at one Catapult with Regnier's unit, while charging the other one with
the Ghouls. The Ghouls should be able to hold off. You may get hit by Infantry
reinforcements that protect each of the catapults. Make use of your Officer's
Lightning Lich attack on this one. It rips the Infantry to shreds, plus also
kills Archers in a heartbeat. The Catapults may be tough to beat, simply
because they have an insane amount of HP, and the soldiers managing each
creation are spread out. You have to seek each of them out. Use the A attack to
stab them through, for an instant kill. Once the Catapults are down, help your
Ghouls out. Your Archers should be attacking the enemy Bomber Wings/Storm
Riders while all of this is happening.

- Now, engage the left flank with both the Ghouls and Regnier. You'll find it
much easier to take down the Archers. At one point, one Infantry unit is going
to have a leader capable of casting Vine. Beware as this rips your Archers to
shreds. Try to group everyone together for a quick healing if possible. Spread
your units out again, clear out the right flank, then help your NPC units
finish off the remaining humans. You'll notice that you have plenty of NPC
Wyverns left, which is a good sign that you took out the humans' ranged
abilities early on.

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