Venta Cemetery

After rescuing Sunspears captured and imprisoned by the Kournan forces it becomes important to evacuate them to the relative safety of Istan and get news of the rout to the Istani Council.

In this mission, you and Koss escort the Sunspear troops to the coast while trying to avoid the attention of the Kournan defenses in the area.

Requirements

 * Koss must be in your party to enter this mission.
 * At least one party member must take the Disarm Trap skill given in the mission.

Objectives
Lead the Sunspear Evacuees to Dajkah Inlet without being discovered by the garrison.
 * Kill all the guards at the garrison posts before they sound an alert and blow your cover.
 * Disarm the sentry traps before they discharge.
 * Start negotiations with Margrid the Sly.
 * *BONUS* Neutralize all guard posts.
 * [0...12] of 12 guard posts neutralized!

Reward
The reward for this mission depends on how many of the 12 guard posts in the area you neutralize (See Normal mode reward/Hard mode reward for details).

Walkthrough
Your task is simple: take the 8 Sunspear Evacuees across the zone to the coast where they can be evacuated while either avoiding or removing the threats on the way. Each of the evacuees is a monk so they can look after themselves; you shouldn't have to concern yourself too much with looking after them as you travel. At least one of the Sunspear Evacuees have to be alive to complete this mission. The area is littered with Kournan military patrols, but in addition to them there are three other aspects of this mission you need to be aware of before you charge through: Sentry Traps, Guard posts and the Garrison.

Sentry Traps dot the area and appear as a cone poking from the ground. As you approach, an activation timer appears, giving a limited time to disarm it using the Disarm Trap skill. If it activates, it will inflict 100 damage to all allies in the area. The skill is easily interruptible, so do not try to use it while in a fight.

Twelve guard posts are located throughout this mission. Approaching one begins a timer to when siege attacks begin at the location. The meters come in various colors which indicate differences in how quickly the timer completes. From fastest to slowest, the meters are red, blue, teal, green and gray. Killing all the guards at the post prevents the sieges from occurring.

There are troops stationed in Morzek Garrison, the fort in the middle of the area. Approaching too close prompts a warning that you are too close. Continue to approach the garrison and your team will be struck for 600 damage or more, wiping the party out. (While it is possible to survive the initial attack, you are likely to lose all important NPCs, which will cause a mission failure.)

If you aren't doing the bonus, the simplest route, with the least troops and smallest possibility of siege attack, is to go directly to the northwest corner of the map following the north wall of the area. Go south when you can go no further until you find Margrid the Sly. Talk to Margrid to complete the mission.

Bonus
The bonus is straightforward but time-consuming to complete.

Use the Mission map to help you complete the mission. Each of the 12 guard posts is marked by a red flag, while the garrison is marked by red doors. Make your way to each of the guard posts and kill the guards there to neutralize it; this will turn the flag gray on the Mission map. Whether you neutralize the guard post before or after the siege attacks start does not affect the bonus.

Skill recommendations

 * It is unnecessary to bring skills that increase adrenaline gain, since each guard post usually has an Infuriating Heat spirit created by Kournan Bowmen.
 * If your party has members that deal damage via attacks, consider bringing a stance removal skill for Kournan Bowmen, who use Whirling Defense.
 * Enemies at guard posts are all ranged, so they stay within adjacent range of each other when you engage them. Consider skills that cause area of effect damage.
 * The 8 Evacuee NPCs are all minor healers, so your own party can trade a bit of healing for damage.
 * If you use enchantment-based builds, be aware that Kournan Oppressors and Kournan Seers can remove enchantments. Consider also bringing a hex removal skill to combat Enchanter's Conundrum cast by the Seers.

Allies
Humans
 * 18 (20) Margrid the Sly
 * 20 (20) Sunspear Evacuee
 * 20 (20) Rojis

Foes
Humans (Kournan military)
 * 20 (26) Kournan Guard (axe)
 * 20 (26) Kournan Bowman
 * 20 (26) Kournan Spotter
 * 20 (26) Kournan Priest
 * 20 (26) Kournan Oppressor
 * 20 (26) Kournan Seer
 * 20 (26) Kournan Scribe
 * 20 (26) Guard Post Commander
 * 20 (26) Kournan Phalanx
 * 20 (26) Kournan Zealot

Objects

 * Sentry Trap
 * Guard Post

Opening cinematic

 * Koss: "Okay, listen up!"
 * Koss: "We lost the fleet at the Battle of Gandara, but we're not stuck here."
 * Koss: "I've arranged passage back to Istan."
 * Koss: "There's one hitch. There's a Kournan garrison between us and the ship that'll take us home."
 * Koss: "Maybe you'd better explain the plan."
 *  : "We're going to lead you to the ships, but we're going to have to move quickly."
 *  : "The longer we're out in the open, the more likely the Kournans will come down on us."
 * Koss: "Most of you are in no shape to fight. Just stick close, and we'll get you home safe."
 * Koss: "Be sure to check with Rojis about the sentry traps. Other than that, we're ready to go."

Initial dialogue

 * Rojis: "The situation just got a bit more interesting. Our Kournan friends thought we might be coming this way and they were kind enough to leave sentry traps in our path."
 * Rojis: "Talk to me when you're ready to learn how to disable one of these things."

Intermediate dialogue
When speaking with Rojis.
 * Rojis
 * "Do you wish to learn the Disarm Sentry Trap skill?"
 * Yes Yes. The more skills at our disposal, the better our chances at success.
 * ingame I don't need any more skills. Let's go.
 * Rojis: "To disable a sentry trap, first you much approach it. It will activate and you have a short window of time to shut it down using the Disable Sentry Trap skill."
 * Rojis: "Get these troops home safely. They've endured enough nightmares to last a lifetime. Go, you're wasting precious time!"

After disabling the first Sentry Trap.
 * Rojis: "Be careful out there."

Ending cinematic

 * Koss: "Margrid! Got my boat?"
 * Margrid: "That all depends, my friend. Got my money?"
 * Koss: "You sure you want the money? My friendship is worth more than mere gold, isn't it?"
 * Margrid: "You're charming, Koss, but I can't spend charming. The money, please."
 * Margrid: "It's always a pleasure doing business with honest people. Welcome aboard."
 *  : "Koss, She's a corsair. Can we trust her?"
 * Koss: "Only for as long as the money lasts. But for the moment, you can relax. We're going home."


 * Meanwhile...
 * (Morzek Garrison, Sunward Marches)
 * Bayel: "You let those Sunspears escape?"
 * Kournan Captain 1: "There were only a few of them, sir! We've already captured and killed most of their forces!"
 * Bayel: "Only a few? You idiot!"
 * Bayel: "Captain!"
 * Kournan Captain 2: "Yes Sir!"
 * Bayel: "Increase the patrols! Burn the villages that help these traitors! Send word to the Warmarshal!"
 * Kournan Captain 2: "Yes Sir. What should I tell her?"
 * Bayel: "Tell her to send me...The Hunger."