Liberation | Act III - Karthal
MMX: Legacy Guide
Last update: 11 May 2016
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Act III - Karthal
Dunstan
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Act III - Karthal
Partners in Crime
Blackguard HQ - talk to cause a diversion.
The beginning of the dungeons
The key to the next level
The door to the lower level
The beginning of the level
The lever that lifts the grate at the other side of the fork
The grate lifted by the lever
The Minotaur-Boss that drops the key
The door that the key, which dropped out of the boss, fits
Grate - the lever is right next to it
The prisoner - to free him, you need a character with high Power level.
Sewers that you can use to escape.
The Crumb of Darkness
With all the information that you require, and the key to the sewers, you are ready to break into the local garrison and free Morgan's Informer. Your allies are to divert the soldiers' attention for the time being.
The Commander of the guard in front of the garrison entrance
Go to the Slums and start a conversation with the black guard captain there, It does not matter what you tell him, sudden fire will attract their attention.
Take the main entrance and, while at the beginning of the location(2) go towards the other end of the hall. Open the door on the left, there, and after you kill the mages there, collect the key (3) from the floor, next to the magical anvil. Exit to the hall and you will find out that it is crowded with enemies. The best method is to stand in a corner, or between a wall and a pillar, because you will have them attack from two sides only, instead of three. Remember to deal with mages in the first place, because they are stronger than the regular guards, but also not as tough.
After you have defeated them, enter the room opposite the one the one that you have just left and you will see another door after a while (4) . Use the key to open it and you will find a descent to level 1 nearby.
Minotaur guarding the prison
At this level(5) at the first fork, take a turn to the left and pull the lever at the end of the corridor (6) . This will open a nearby gate. Additionally, you can open the sewers grate(12) , to make the escape easier later on.
Backtrack now and take the right turn, through the opened grate (7) . Continue ahead and, when you reach a room with two corridors, take the one on the left. After you open the door, you should encounter a Minotaur Boss(8) . The best method is to attack at a distance, because the attacks of the beast are quite strong.
After you defeat the monster, you receive a key that you can use in this room (9) , and use the lever next to the grate afterwards(10) . Additionally, on the desk, you can find a Shard of Darkness on the desk (useful for the "Forge of Heroes" quest).
After you have passed by all the doors, you still need to make it past the grate, which can be forced open only by a high-powered character. After you have done that, talk to Falagar (11) , and he will take the place of your companion. Escape to the sewers (12) , where you start another conversation about scams and politics. After that, the only thing left for you to do is report back to Morgan.
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Act III - Karthal
Dunstan
Prev
Act III - Karthal
Partners in Crime