The Great Symposium AC Mirage: How to Find the Hidden Scholar and Survive the House of Wisdom

The Great Symposium AC Mirage: How to Find the Hidden Scholar and Survive the House of Wisdom

You’re wandering through the Round City, the sun is beating down on the gold-trimmed domes of 9th-century Baghdad, and honestly, the sheer scale of the House of Wisdom is enough to make any player stall for a second. This is it. The Great Symposium AC Mirage mission is where the game’s "back to basics" philosophy really clicks into gear. It isn't just another stealth segment; it's a dense, multi-layered investigation that forces Basim to use his brain as much as his Hidden Blade. If you've been rushing through the main story, this is the point where the game tells you to slow down, listen to the scholars, and figure out who is pulling the strings behind the Order of the Ancients.

The goal seems simple enough: find Fazil the Scholar. But as anyone who’s spent more than ten minutes in Assassin’s Creed Mirage knows, nothing in the House of Wisdom is actually simple. You've got guards everywhere, a lecture that acts as a massive distraction, and a series of clues that feel like a medieval escape room.

Finding the Clues in the House of Wisdom

Once you step inside the House of Wisdom, the atmosphere changes. It’s quiet, academic, and weirdly tense. You aren't just looking for a target; you're looking for a lead. Most players start by talking to the NPCs near the center fountain. It’s a good move. You’ll hear whispers about a missing librarian and a specific book that everyone seems to be looking for. This is the "Find the Librarian" sub-objective, and it’s basically the heartbeat of The Great Symposium AC Mirage.

The librarian is actually outside in one of the courtyards, tucked away near a balcony. He's panicked. Why? Because a very important book—the work of Al-Kindi—has gone missing. Without it, the "secret" phrase needed to enter the basement can't be completed. You’ll find the book in a private study upstairs. Getting there requires a bit of parkour, usually involving the exterior scaffolding. If you try to walk through the front door, the guards will turn you into a pincushion before you can say "Hidden One."

Inside the study, the book sits on a desk. Reading it gives you the phrase: "Those who shall return are those who have gone before." It sounds like classic cryptic Order of the Ancients nonsense, but it’s your golden ticket.

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The Lecture and the Hidden Entrance

While you’re hunting for books, Fazil is actually giving a lecture. You can stand in the crowd and listen. It’s a cool world-building moment, but it’s also a bit of a trap. If you try to approach him directly during the talk, you’ll get desynchronized or forced into a messy combat encounter that usually ends poorly. Basim isn't Eivor; he can't tank ten guards at once.

Instead, look for the basement entrance. There are two ways in. You can steal a key from a wandering guard near the northern wing—which is risky—or you can find the trapdoor hidden behind a movable shelf. I personally prefer the shelf. It feels more like a classic Assassin's Creed move. You pull the heavy wooden cabinet, reveal a ladder, and suddenly you're in the belly of the beast. This is where the Great Symposium AC Mirage mission shifts from a social investigation into a pure dungeon crawl.

The basement is dark. Use your torches. Seriously, it's easy to miss a guard patrolling a side corridor if you're relying on Eagle Vision alone. The basement is basically a laboratory where Fazil has been conducting "The Great Work." You’ll find notes scattered around that detail his obsession with the precursors and the ancient technology hidden beneath Baghdad. It’s pretty grim stuff.

You’ll eventually reach a gate that requires a password. If you found the book earlier, Basim will whisper the line to the guard through the door. The guard, thinking you're one of the initiates, lets you in. This is the "disguise" portion of the mission, though you aren't changing clothes—you're just blending in with the cultists.

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  • Tip: Don't run. If you start sprinting or jumping over tables, the guards in the ritual chamber will spot the "imposter" immediately.
  • Observation: The room is filled with incense and eerie lighting. It's a massive contrast to the bright, intellectual halls above.

Once you’re in the inner sanctum, you’ll see Fazil standing at a central altar. He’s lecturing a group of robed figures about the "Ancient Ones." This is your window. You can take the direct approach and air-assassinate him from the rafters, or you can wait for him to move into his private office for a more cinematic kill.

The Confession and the Escape

When you finally land the blow, you get the classic white-room confession. Fazil doesn't regret anything. He believes he's saving humanity through knowledge, even if that knowledge requires human sacrifice. It’s a standard Order of the Ancients justification, but in the context of the House of Wisdom—a place meant for enlightenment—it feels particularly foul.

After the cutscene, the House of Wisdom goes into lockdown. Don't try to go back the way you came. The basement will be swarming with elite guards. Instead, look for the elevator or the hidden exit through the sewers that leads out toward the city walls. It’s a much cleaner escape and keeps your "notoriety" meter from spiking to the point where mercenaries start hunting you through the streets of Baghdad.

Why This Mission Defines the Mirage Experience

A lot of people complain that modern Assassin's Creed games are too big. Mirage was the answer to that, and The Great Symposium is the perfect example of why smaller, more focused maps work. In Valhalla, a mission like this might have involved burning down a village to get to the scholar. Here, it’s all about the "Black Box" design. You’re given a target and a location, and the game stays out of your way while you figure out how to bridge the gap.

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There’s a subtle bit of environmental storytelling people often miss. If you look at the sketches on Fazil's desk, they aren't just random drawings. They are early blueprints for things we see later in the series. It’s a nod to the fact that the Order was always a few steps ahead of the rest of the world in terms of "science," even if their methods were monstrous.

Also, can we talk about the sound design? The way the echoes of the scholars' voices fade as you descend into the basement is genuinely unsettling. It’s a sonic representation of Basim leaving the world of light and reason to enter the world of shadows and cults.

Common Mistakes to Avoid

  1. Ignoring the NPCs: If you don't talk to the two scholars arguing near the library, you won't get the map marker for the librarian. You'll be wandering around aimlessly for twenty minutes.
  2. Getting Spotted in the Courtyard: The guards in the Round City are much tougher than those in the Wilderness. If you get into a fight here, you'll likely pull three or four "Marksmen" who can take you down in two hits.
  3. Forgetting the Key: There’s a chest in Fazil’s office that contains a unique gear upgrade. If you rush the assassination and leave immediately, you’ll have to break back in later to get it, which is twice as hard once the alert level is high.

Honestly, the best way to play the Great Symposium AC Mirage is to treat it like a hitman mission. Don't kill anyone until you reach Fazil. Use smoke bombs if you get cornered, but try to stay in the shadows or the crowds. The "Social Stealth" mechanic is your best friend here.


To wrap this up and get the most out of your run, follow these specific steps:

  • Locate the Librarian first. He's in the west courtyard. Without talking to him, the rest of the investigation markers won't appear naturally.
  • Grab the Book of Al-Kindi. It’s on the upper floor of the library. You’ll need to climb the outside wall and enter through a window to avoid the guarded main staircase.
  • Listen to the full lecture. It’s not just for flavor; it gives you a sense of Fazil’s patrol route once the lecture ends.
  • Use the "Whistle" sparingly. In the basement, the acoustics are tight. Whistling to lure one guard often brings two. Use throwables like noise makers instead.
  • Check the office. Before leaving the basement, loot Fazil's desk for the "Order Letter." It provides crucial context for the next leg of the investigation involving the Head of the Order.

Once you’ve cleared the House of Wisdom, head straight to the Bureau to turn in your findings. This will unlock the next major assassination chain and move you toward the endgame in Alamut.