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Escape From Fort Joy
Divinity: Original Sin 2

Escape From Fort Joy

Escape Fort Joy walkthrough in Divinity: Original Sin 2. Includes Fortress Gates, Houndmaster's Room, and Underground Dock.

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Escape Fort Joy walkthrough in Divinity: Original Sin 2. Includes Fortress Gates, Houndmaster's Room, and Underground Dock.

Walkthrough
  1. 1
    Head up the ladder used to reach Orivand's Chambers and proceed towards the gates. Initiate combat by attacking Magister Alise on the far platform; the fight begins when her armour is destroyed. The Magisters are level 4. Armoured Magisters (Borris and Timery) have 91 HP, 72 Physical Armour, and 37 Magic Armour. Ranged Magisters (Alise and Hollind) have 86 HP, 21 Physical Armour, and 37 Magic Armour. A Source Hound has 96 HP and 50 Physical Armour. Focus ranged attacks on the Magisters with bows. Use Teleportation to bring Hollind to your platform. Defeating all enemies yields 3400 XP. Loot Holind's remains for Holind's Bow. On Borris's remains, find Borris's Instructions and a Large Divine Order Key.
  2. 2
    Proceed through the main gates and defeat the Magister Swordsman outside the keep. You can explore the ramparts for loot but avoid aggroing the Magister Ranger and Swordsman there. Behind a locked door are a Reinforced Crate and a chest.
  3. 3
    Return from the ramparts and enter the keep. Unlock the door opposite using the key Buddy dug up. Ensure a character with the Pet Pal talent enters first. The Source Hounds will become aggressive.
  4. 4
    Ask Emmie if she knows Buddy and state that Buddy misses her. The hounds will become non-hostile, granting 2200 XP.
  5. 5
    Enter the Houndmaster's quarters to the west and find a dog named Birdie in a cage. Reassure Birdie that you are there to help. Use the Elaborate Cage Key on the nearby desk to open the cage, earning 1000 XP. Offer your hand and attempt a Persuasion check to prevent Birdie from becoming hostile. This Finesse check succeeds without points in Persuasion, earning 1400 XP. Take the Houndmaster's Crossbow from the table before returning to the main hall.
  6. 6
    Travel south to an underground dock where you will find two Magisters, Goa and Carin, and a child named Han. Violence is inevitable unless you have a specific passphrase from exploring the dungeons. If you have the passphrase, say Madam Zoor sent you and that there is no nobler soul in all the realm to make the Magisters leave. If combat occurs, defeat Goa and Carin. Loot Carin's unique shield from his remains. Continue to the dock to find Han and a boat. Han explains he was looking for Verdas.
  7. 7
    If you use the boat, you will arrive on a beach southeast of the fort, gaining XP and trophies. You may encounter an XP award bug. To continue exploring Fort Joy, fast-travel to the square and return through the keep.
  8. 8
    Go up the stairs to the north to reach the upper floor. Search a lectern for the Rhymes of the Scribes, Part 1 recipe book and collect paintings. Loot an Ornate Chest behind a locked door before proceeding north to meet Magister Captain Trippel.
  9. 9
    Engage Magister Captain Trippel (Attributes: STR: 12, FIN: 11, INT: 11, CON: 12, MEM: 12, WIT: 11; Initiative: 11; Health: 86; Armour: 63 Physical / 26 Magic; Resistances: Fire 20%, Water: 20%, Air 20%, Earth: 20%, Poison 20%). You will also aggro a Ranger and Swordsman to your left, and two Rangers to the right. Paladin Cork will assist you. Defeating all enemies yields 4000 XP. Trippel drops his key and Magister Trippel's Twohander.
  10. 10
    If Paladin Cork survives, he will share details about his investigations into Magister activities. Loot the chests in the area.
Tips
  • The dock will be deserted later.
  • You will be back in the Fortress Courtyard later, so exploring further is not immediately necessary.
  • Take advantage of Magister Captain Trippel's low Magic Armour.
  • If you come to the underground dock after exploring the dungeons and have the passphrase, you can avoid violence.

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