Divinity: Original Sin 2 – How to escape Fort Joy

One of the very first challenges you'll encounter on your adventure Divinity: Original Sin 2 is to find a way to escape from Fort Joy. There are several ways to escape a prison-turned-fortress, and knowing all of them will set you up for success in navigating the dungeon, saving time, and ultimately escaping the fortress.

There are several NPCs imprisoned in Fort Joy, and talking to them often gives you alternative ways to escape the fort, such as picking locks, accessing secret hatches, or simply sneaking past enemies. If you're stuck in Fort Joy and can't get any further, the following guide should prove valuable.

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All ways to escape from Fort Joy in Divinity: Original Sin 2

The characters are standing in front of an iron gate that blocks the entrance to the dungeons of Fort Joy

You can take everything five subtaskseveryone promises a way out of Fort Joy by talking to the various NPCs in the fort. Here are all the quests you can get while trying to get out of Fort Joy:

  • Go your own way: This is your default goal that is already added to your log. The quest challenges you to escape Fort Joy on your own.
  • Leaving hand in hand: You get this quest by talking to the wizard by name Gavin who promises to help you escape Fort Joy provided you find Gloves of teleportation.
  • The path of the soul: This quest requires the help of Lord Withermoor, the cursed Hunter of the Well. Withermoor promises you a way out of Fort Joy if you help lift his curse.
  • The path of general knowledge: You get this quest by talking to anyone Vulture or Saheila and helps release Amiro from prison. Amir's help will allow you to find an additional way to reach the dungeons below Fort Joy — and thus escape the fort.
  • The path of greatest resistance: This is a challenging quest that involves talking to several NPCs who can potentially help you find your way into the underground prison blocks and eventually out of the fort.

Go Your Way Quest.

Characters zoom in to lower the bridge in Divinity 2

If you decide to escape Fort Joy on your own, you need to prepare for it extended study and potentially difficult battles trying to find a way out. Ideally, you'll need to find your way into the underground holding cells, hack your way through the many doors, and eventually lower the bridge to escape the fort.

This approach will involve fighting challenging enemies and fighting your way through the fort. It is recommended that you are well-armed and have a full crew of diverse characters to help you in difficult situations.

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Hand in hand quest.

The character talks to Gavin in Divinity: Original Sin 2

The Leaving Hand in Hand quest can be obtained by finding An NPC named Gavin on the west side of Fort Joy, near the camps. By talking to Gavin, you will learn that he can help you escape from Fort Joy if you kill the salt crocodiles near the beach before you get the teleport gloves.

Once you've acquired the teleportation gloves, return to Gavin and he'll take you to an alcove before betraying you. However, now that you have the Teleport Gloves, you can use them to teleport your party across the chasm and reach the bridge that leads you out of Fort Joy.

The path of soul searching

The Red Prince talks to Lord Withermoor in Divinity 2

To get this quest, you must first talk to the Modi child in the cave south of Fort Joy Square. Modi asks you to play hide and seek with her and once she finishes the game, she points you to a hatch that leads to an underground area.

Take the hatch to find another kid who appears to be talking to an undead guard pinned against the wall with a spear through his chest. When talking to this undead guard, he introduces himself as Lord Withermoor, who has been cursed by Bracus Rex for the past 700 years. Withermoor asks you to find the Jar of Souls and destroy it and in return promises to help you escape the fortress. In this quest, you want to access the dungeon below Fort Joy.

Withermoor does not provide any additional assistance in your efforts to escape the fort itself.

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Quest “The Path of Common Knowledge”.

Ifan talks to camp boss Griff in Divinity Original Sin 2

If you decide to go the Common Knowledge Path, you will need to do this help Saheila to free Amir from prison. Amira is held captive by the head of the camp, Griff, who accuses the former of theft. You can talk to Amir to hear his side of the story and how his imprisonment is unfair as he is innocent.

Now you can choose to either find the real thief or fight Griff to save Amir. Whichever approach you choose to rescue Amir, he will help you by marking the location of another hatch on your map that leads to an underground dungeon. Again, you'll need to make your way through the dungeon yourself, pick the locks, and find a suitable escape route.

Path of the Greatest Resistance quest.

The player finds the deviant Magister, Delorus in Divinity 2

The Path of Most Resistance is perhaps the most confusing of the five quests you can complete to escape Fort Joy. This quest is automatically acquired when you witness Atusa's execution after landing on the beach.

However, in order to complete this quest, you must find the deviant magister, Delorus. It can be found in the dungeon below Fort Joy, but you have to fight several difficult mages to get to it.

After you rescue Delorus from the Magisters, he will give you a password that you can use to trick the other two Magisters who can be found interrogating Han's young child. Helping Han allows you to follow him to the boat that will eventually take you out of Fort Joy.

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The fastest way to escape from Fort Joy

If you care to leave Fort Joy as soon as possible without worrying about the related quests and rewards, you can follow these steps:

  • Once you land on Fort Joy Beach, make your way to Fort Joy Square, which is in the center of the map. Then interact with the statue of Lucian to find a secret button that gives you access to an underground hatch. Make sure your character has at least 11 intelligence to find the button.

  • Then interact with the hatch to enter the holding cells and head north until you find several magisters interrogating the deviant magister, Delorus. You should also find a stool with a prison key nearby. Quickly save and make your way to the stool and get the key.

  • Now go back the way you came, but instead of going all the way, stop halfway and go west to open the door with the prison key.

  • At this point, you are only a few steps away from exiting the fort. The next room consists of several more magisters and Chief Justice Arivand. You can avoid this fight entirely if you manage to sneak past these higher level enemies.

    • If you choose to sneak past these enemies, split up into groups and one by one sneak up the western balcony that leads you to the outer wall and stairs. Once you reach the stairs, the quest log will update to show that you've successfully made your way out of the fort.

The whole process takes about five minutes, but the trade-off is that you lose out on extra sidequests, potential companions, gear, and XP. So, try this strategy at your discretion.

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