If Magister Reimond is here, he may use fire spells, but if he is already dead, then there should be no worry as the gheists do not cast spells. Note that if you use fire spells here and burn the oil, the surrounding pile of books will be turned and their notes will be turned to ash, rendering them incomprehensible. Each Gheist will grant 96,950XP when killed (38,800 XP each in DE Edition including Reimond). You will encounter 3 gheists, as well as Magister Reimond, if you have not already killed him back in Act II. Regardless, head down to the lower levels. It might be better to head down to the lower levels using the stairs as shown in the picture below in order to give yourself some preparation time. There is a unique staff here, and various other trinkets, but note that if you choose to enter the locked hatch in this vault, you will potentially come face to face with the gheists in the lower level and initiate combat immediately. In the picture below, you can head down the stairs to the lower level, or you can go near where the "Society" switch is located, and press the hidden switch next to the bookcase to reveal a nice treasure vault with loads of nice treasure. It is on a desk to the left immediately as you enter the room with concealed switches (NOTE : If interacted with the spirit of magister Wainslow to find Brannt earlier in the Barracks, then, the book will be found on Brannt's body instead). On this level, you can also find a book named " Report on the Toyseller", which gives you the quest " A Craftsman of Dreams and Nightmares". Cast Spirit Vision here and you can also learn some information. Inside this secret chamber, read the open report near the table, gaining 38,800XP (No XP in DE Edition). The pictures below detail the location of each switch.Īctivating the final switch will reveal a secret chamber. The correct order is the same as the hatch: Mind - Body - Society - Divine. Remove the painting to see them better (optional), and activate them in the correct order to open a secret chamber. There are 4 switches here, cleverly hidden behind the paintings. You can also simply lockpick the hatch with high enough thievery (DE Edition)Įnter the hatch and you will be inside the magisters vault. Upon correctly putting in the combination and unlocking the hatch, you will gain 58,175 XP for solving the puzzle. The correct combination to open the hatch is related to magister's motto: Anyway, speaking to him about the combination will require you to pass a speech check before he will reveal that the combination is related to the plaques in the previous room. You will need to interact with the hatch first before you can speak to him about the encrypted combination, though. Interacting with the hatch will reveal that it is locked by some combination code, however.Ĭasting Spirit Vision at this point will reveal the spirit of High Cryptographer Marwell, the magister who devised the encrypted hatch. If you look closely, you will find a hatch hidden nicely beneath some crates in the room, as shown below. Upon entering the room as shown in the picture below, you will find some traps here, as noted by your character, which potentially means that the magisters are hiding something. Upon entering the Magister's barracks, you will find the paladins busy finding the secrets of the magisters. The Last Stand of the Magisters Walkthrough Enter the large chamber deep in the vaults.Interact with the hatch in the Magister's barracks.Talk to Kemm about the magisters and learn about their fate in the barracks.The Last Stand of the Magisters Objectives The Magister Barracks has a hatch that could potentially be harboring some dark secrets. The Last Stand of the Magisters is a Quest in Divinity: Original Sin II.
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