No Me, No Kormir

Overview
Summary
 * 1) Show the Map of Gandara to Jack of Truths in Pogahn Passage.
 * 2) Waylay a sqaud of Kournan guards and "borrow" their armour.
 * 3) Don the Kournan armour.
 * 4) See Jack of Truths for your reward.

Obtained from
 * Margrid in the Marga Coast.

Requirements
 * For A Price

Reward 2,500 Experience. Margrid the sly joins your party. 200 Gold.

Dialogue

Walkthrough:

 * As preliminary advice, it is near-necessary to have at least one human monk for this mission (instead of heros/hench), the reason being a certain npc that will die easily near the end and cause mission failure (Shahai). Move south towards the fortress.  There will be a guard at the entry-way with a quest symbol over his head.  Tell him that you were part of General Kahyet's guard, and he will give you a password.  You don't need to worry about memorizing it, as it will be auto-filled out for you when you need it.  After you enter the fortress, it is recommended to do the bonus objectives, as they are all very easy and the only justification for avoiding them is being very short on time, as their is very little combat required.

Bonus Objectives

 * The first bonus (bonus 1 on map) you will encounter requires speaking to Captain Nahnkos and taking the prisoners. They will also serve as allies when escaping, so this has added benefit. Proceed along as shown to the map, there will be a single demon loose (bonus 2 on map).  Simply kill it for the objective.  Now move south-west toward the dock, then east towards the next bonus (part 3) as shown on the map.  Speak to Guard Linko and tell him you will take over guard duty.  Move North (uppermost green x on map) till you come across Vault Master Elijah, walk near him and Margrid will do some talking, you will now have the Diadem.  Walk back down south then go east towards the prison-master (middle x on map).  Speak to him to move through. You will get through even without the password, though you will have to fight a small mob to do so.  Head east to the prison complex, and kill the small mob near Kormir's cell, the bonus portion is done."

The Escape

 * This will cause a cinematic to initiate (after which all troops are agressive), during which you will also be introduced to Shahai. Kormir, Shahai, and the sunspear prisoners will all start following you now.  It should be your monk's primary focus to keep Shahai alive, as she seems to draw aggro towards her and dies very easily, being at level 16.  You will lose if she dies, and this happens a lot if you are careless.  It is very, very difficult to keep Shahai alive with hero monks or henchman monks, unless you are very lucky.  At this point, follow the trail next to green arrow-path (escape route) on the map.  There will be a boss as you cross the bridge from the prison.  After you cross, there will be a very large mob at the first set of stairs, watch Shahai carefull here.  The docks also have several mobs, but they can be relatively small if drawn properly.  Once you reach the lower-most green X on the map, you are done."