The Last Stand of the Magisters is a Quest in Divinity: Original Sin II. The Magister Barracks has a hatch that could potentially be harboring some dark secrets. Would you be able to unlock them?
- Talk to Kemm about the magisters and learn about their fate in the barracks.
- Interact with the hatch in the Magister's barracks.
- Get past the encrypted hatch.
- Enter the large chamber deep in the vaults.
Upon entering the Magister's barracks, you will find the paladins busy finding the secrets of the magisters. 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. If you look closely, you will find a hatch hidden nicely beneath some crates in the room, as shown below. Interacting with the hatch will reveal that it is locked by some combination code, however.
Casting Spirit Vision at this point will reveal the spirit of High Cryptographer Marwell, the magister who devised the encrypted hatch. You will need to interact with the hatch first before you can speak to him about the encrypted combination, though. 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.
The correct combination to open the hatch is related to magister's motto:
Upon correctly putting in the combination and unlocking the hatch, you will gain 58,175 XP for solving the puzzle. You can also simply lockpick the hatch with high enough thievery (DE Edition)
Enter the hatch and you will be inside the magisters vault. There are 4 switches here, cleverly hidden behind the paintings. Remove the painting to see them better (optional), and activate them in the correct order to open a secret chamber. The correct order is: Mind - Body - Society - Divine. The pictures below detail the location of each switch.
Activating the final switch will reveal a secret chamber. Inside this secret chamber, read the open report near the table, gaining 38,800XP (No XP in DE Edition). Cast Spirit Vision here and you can also learn some information.
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". 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).
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. 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. 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.
Regardless, head down to the lower levels. You will encounter 3 gheists, as well as Magister Reimond, if you have not already killed him back in Act II. Each Gheist will grant 96,950XP when killed (38,800 XP each in DE Edition including Reimond). 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. 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. The Gheists try to, however, destroy the nearby chandeliers, which will set the oil on fire; it is necessary to teleport the chandeliers away from the oil. After the battle, you may find a book and some notes on Reimond's body that advances the main questline. If Reimond is dead, casting spirit vision and talking to him may yield some information, but he will otherwise remain uncooperative and disappear shortly after. If the piles of books have not been burned to cinders, you will find notes here that updates your journal similarly. Reading the open journal on the table will update the quest, in case Magister Reimond is dead. Reading these books grant no XP, however.
You can also find a secret document here (platform at NW corner of the map), which when read, details the danger of a powerful sourcerer Karon. Reading it will immediately grant 38,800XP. The Ornate Chest here will contain the unique level 19 spear, Ednet Voor. On the upper platform, you can also find the spirit of Eithne the Trader, especially if you completed her quest back in Act II, where she will express dismay at dying and wish to live again, willing to even swear the "covenant" in order to be alive again.
At this point, return back to Linder Kemm, and tell him about what Dallis is plotting. Note that if you pick the dialogue options to test him, he will initiate combat. In any case, reporting to him without testing his patience will resolve this quest, rewarding you with a choice of legendary-quality loot. (In the DE Edition Lord Kemm will come to the room where you fight Reimond and the Gheists)
- 58,175 XP for unlocking the encrypted hatch.
- 38,800XP for reading the open report about you, Arhu, and Kemm. (No XP in DE Edition).
- 96,950XP per Gheist kill, for a total of 290,850XP for all 3 Gheists. (38,800 XP each in DE Edition including Reimond 155,200 XP total)
- 38,800XP for reading the secret document about Karon.
- A choice of Legendary-quality loot, upon completion of the quest.