Pogahn Passage (mission)

Objectives
Margrid the Sly must be in your party to enter this mission.

If your character chose to follow Master of Whispers (after the primary quest Mysterious Message) and has not yet gained Margrid, you can still enter this mission by partying with another player who can bring her. You need not have finished Master of Whispers' side of the storyline by completing the Rilohn Refuge mission.

Rescue Kormir from Gandara.
 * Escort Margrid to the Gandaran treasure vault to retrieve the Diadem of Lady Glaive.
 * Free Kormir from the Kournan prison.
 * BONUS Complete optional objectives
 * ADDED Optional: Escort the Sunspear prisoners to the prison.
 * ADDED Optional: Obtain the prison code for entry into the prison.
 * ADDED Optional: The demon is out of control! You can either help the guards or stand aside and let them fight on their own.
 * ADDED Optional: Take over gate duty for some guards

Primary
You start out in a Kournan Guardsman disguise. The "U" map shows mission flags which are the locations of mission or optional objectives. Go to the vault to initiate a dialogue that results in the Kournans giving you the gem that Margrid is after. Next, free Kormir and Shahai the Cunning by defeating the Kournans on the small island of Kormir's prison. Once you rescue Kormir, a timer will start. You then have 15 minutes to fight your way to the end of the pier at the southwest area of the fortress, which is about double the amount of time you should need. Reach the end of the pier with Kormir and Shahai to complete the mission. The mission fails if either Kormir or Shahai dies.

After clearing one group of Kournans after the cut scene, approach the next, but do not attack it. Another group from further back will then run up. Back off and fight the latter group by itself first, before clearing the former group.

There are many small groups of mobs in the remainder of the mission, often not linked to each other where one might expect that they would be. In particular, if you pull Guard Linko's group, you can clear it before fighting Colonel Kajo's, even though the latter will move up to Linko's spawn point when you aggro Linko.

At the end of the mission, Captain Nebo is in a group with several Kournans at the end of the pier. Four Kournan Guards are further up, and not linked to Nebo's group. If all members of Nebo's group stay back, you can pull and clear the guards first. If Nebo's group comes when you try to pull the guards, you can run away, and the guards will give up chasing, leaving you to fight Nebo's group alone.

There are many obstacles in the area, which can block a lot of attacks. Such obstacles will block Nebo's devastating Fireball, but will have no effect on his Meteor.

Bonus
Three of the four bonuses for this mission simply involve talking to someone. In the case of the demon you can simply assist the guards. Once you free Kormir, the entire city becomes hostile. You cannot talk to anyone to complete a bonus after Kormir is free.


 * 1) Obtain the prison code at the entrance of the fortress by talking to Guard Captain Kahturin.  The password is 20 - 1 - 8 - 7.  When the prison gate keeper asks you to tell him the password, simply choose the correct answer to enter.
 * 2) The Sunspear prisoners are just inside to the left of the entrance.  They will follow you to the prison.  Although one of the three is all you need to complete this bonus, you may wish to go back for any that get stuck, as they will fight with you as allies after the cutscene.
 * 3) Kill the Demon Spawn up some stairs near the front center.
 * 4) Talk to Guard Linko in the south-southeast corner of the fortress.  He complains about guard duty, so you offer to take over for him.

Hard Mode
None of your NPC allies are very durable. Mobs will usually target Sunspear Prisoners before Kormir or Shahai the Cunning, and Kormir and Shahai are the only ones you need to keep alive. When trying to pull mobs, it helps immensely to be able to pull from flatbow range, so that your NPC allies won't get too close to mobs and then be unable to run away. This can also keep them from running up to mobs that aggro and thus grabbing an additional group.

If necessary, you can sometimes just run by Nebo's group, get Kormir and Shahai to follow, and trigger the cutscene to complete the mission as your party is in the process of wiping. Depending on how many mobs that spawn on the pier are already dead, this runs a substantial risk of either Kormir or Shahai getting body blocked and promptly dying.

Allies

 * 20 Sunspear Prisoner
 * 20 Sunspear Prisoner
 * 20 Shahai the Cunning
 * 20 Kormir (non-combatant)
 * 20 Sunspear Prisoner

Monsters
Demons Kournan Military
 * 20 Demon Spawn
 * 16, 20 Kournan Guard
 * 22 Kournan Elite Guard
 * 20 Guard Linko
 * 16, 20 Kournan Bowman
 * 20 Kournan Priest
 * 20 Kournan Oppressor
 * 20 Kournan Seer
 * 20 Kournan Scribe
 * 22 Kournan Elite Scribe
 * 16, 20 Kournan Phalanx
 * 22 Kournan Elite Spear
 * 20 Kournan Zealot
 * 22 Kournan Elite Zealot

Bosses

 * 24 Executioner Vekil: Magehunter Strike
 * 24 Lieutenant Nali: Enchanter's Conundrum
 * 24 Captain Nebo: Master of Magic
 * 24 Colonel Kajo: Cautery Signet

Follow-up

 * Upon completion of the mission players will find themselves in: Moddok Crevice
 * To continue the storyline, do the mission in this outpost.

Trivia

 * There are several references to Star Wars during this mission:
 * The base is nicknamed "The Moon Fortress" due to its shape, that of a crescent moon. This is probably a reference to the Death Star which was mistaken for a "small moon" by Luke Skywalker.
 * If you take Zhed, you, he, and Margrid will reenact a funny dialogue from Star Wars Episode IV: A New Hope before entering the fortress:
 * Zhed:You're all mad! You may be able to dress up as Kournans, two-legs. But what am I supposed to be, your mascot?
 * Player:Margrid, hand me those manacles there, will you? Okay, now I'm going to put these on you...
 * Zhed: Grrrrr ...ROOOAAAR!
 * Player: ''Okay... Margrid... You put these on him.
 * Margrid: Don't worry, Zhed. I think I know what  has in mind.
 * Also, if you take Zhed, you will tell the guards that he is being transferred from cell 1138, which is the same as the cell that Han says Chewbacca is being transferred to. In its original usage, this was also a reference to the film THX 1138, the first film made by George Lucas, the creator of Star Wars.
 * One of the options the Prison Guard gives you for the prison code is "Blue Harvest", which was the production code for Star Wars Episode VI: Return of the Jedi.
 * Should you choose not to escort the Sunspear Prisoners for that part of the bonus, the dialogue for declining is, "These are not the guards you are looking for," a reference to a line spoken by Obi-Wan Kenobi.
 * The code for the prison (20-1-8-7) is Princess Leia's cell number when she is being held on the Death Star.
 * Right before the area with the demon, there are two guards talking, one being at a loss for words trying to describe how awful the gruel is with the other supplying the word he wants to use as "soylent." The latter then advises the former not to eat the cornbread. This conversation is a reference to the movie Soylent Green.
 * The reference to cornbread may also be a reference to the movie Aliens.
 * Another possible source for the fortress's name, Gandara, is Mobile Suit Gundam, in which there is a Zeon base on the moon named Gandara.