Tabletop roleplaying is one of my favourite things that I almost never get to do. I struggle to even find the time to play through a single-player RPG outside of work, so arranging an evening of dice rolling and goblin slaying with equally busy people can be a bit of a nightmare. Divinity: Original Sin 2, then, is a blessing. With its co-op and Game Master modes, it’s not just a convenient alternative to a tabletop RPG, it’s occasionally an improvement.
Co-op is straightforward, on the surface. You can play the entirety of the campaign with up to three other people and the rules are exactly the same as they are in single-player. But that means there are hardly any rules at all. Chaos and player agency reigns, with each individual choosing how to engage with the game. As I said in my review, Divinity: Original Sin 2 is the type of Game Master that lets you attempt almost anything.
That’s why one player might be buying new skill books, while the rest of their party are either following leads or getting into fights. The game sets up all these crises, events and quests, but it’s up to you how you you approach them, if you don’t ignore them entirely. You don’t need to follow everyone else. And you might even end up competing, since you’re all heading towards the same objective.
It’s when you’re reacting to what your fellow adventurers have done where co-op really feels like a tabletop romp, though. When I first arrived in the initial hub, Fort Joy, my co-op pal and I became embroiled in a confrontation between some thugs and their latest victim. My partner in adventuring decided to side with the thugs, and being right next to him, I ended up being dragged into a fight where I was clearly on the wrong side. Morally speaking. So I started attacking the thugs. And even my partner.
Things didn’t end up going my way, lamentably, but nothing stopped me from trying to save the situation. Later, I got my revenge by trapping us in a fight with a pack of bloodthirsty, teleporting crocodiles. We both died. Twice. But I still felt really good about my decision.
Ultimately, the thing that holds co-op together and makes it a great tabletop facsimile is Larian’s design philosophy. Larian made the game, but it’s the players who are in charge. If you think you can do something, you probably can, and with four players all trying to see how far they can push things, the game becomes a beautiful mess.
Create a campaign
Divinity Original Sin 2 Fort Joy Dungeon Key
It’s the Game Master mode, of course, that is the most obvious nod to tabletop roleplaying. Contained within it are myriad tools, from character creators to customisable maps, that allow you to craft your very own campaigns, designed to be run by a GM. These campaigns are made up of small areas—houses, marketplaces, dungeons—connected by a map and custom vignettes that can be filled with story beats and choices for players, complete with assets and art that’s been imported, drawn from Original Sin 2, or created using the accompanying mod tools.
One of the big appeals of the mode is that you don’t need any programming skills or the ability to create scripts. If you can come up with or simply run a tabletop campaign, then you’ve probably got everything you need already: imagination and creativity. The tools that let you design areas, set up encounters and create quests are largely intuitive. Larian has provided some area templates that you can customise if making your own seems too daunting, and there’s a lot you can do with them before you even start running a game.
Once you do start the game, more changes can be introduced on the fly. This might be obvious things like possessing an NPC or activating a battle, but there are more than a few subtle ways to bring an area to life. The atmosphere options are especially handy, letting you change the weather, music and sound effects to match the tone you want to convey. And since players will inevitably do things you’d never considered, it’s helpful to have such a robust toolkit to react with.
Divinity Original Sin 2 Fort Joy Vendors
Original Sin 2’s combat system is one of the best in the genre, but it’s elaborate and, in my experience, very hard to balance when you’re making your own encounters. That’s not a problem in a game with a GM. If the whole map is covered in fire and it’s stopped being fun for the players, just add some rain to help them out. Alternatively, you could always add a narrative twist—maybe one of the enemies is a turncoat, perhaps another hero hears the sound of battle and jumps in to help. The mode embraces the idea that GMs aren’t adversaries; they’re there to spin an adventure.
This seems like a great place to start for players who are entirely new to tabletop games. It can be easy to forget that, even though games like D&D have been simplified over the years, there’s still a bit of a knowledge barrier. But in Original Sin 2, there are no complicated rules to remember and no need to refer to a manual. Nothing gets in the way of playing the game, and what’s left are the best parts.
Divinity: Original Sin II is an upcoming role-playing video game, which can be played Microsoft Windows, officially scheduled to release in December 2016. It was released as early access on Steam on September 15th, 2016. Bishop Alexandar the Innocent declares all sorcerers to be criminals, so a group of four sorcerers embark on a quest to defeat him.The player will be able to choose their character's stats, race and origin story and can recruit up to three companions to assist them. Skill crafting system allows players to mix and change their skills.
There are many side quests are available in Divinity Original Sin 2. Every quest offers you different rewards and different experience. The quests seem to be confusing as they don't have icons to know which one is having side quest. Check out the instructions we have given to complete the quests successfully in Divinity Original Sin 2 below.
List of Fort Joy Ghetto Side Quests:
- Every Mothers Nightmare
- Most Dangerous When Cornered
- The Cursed Ring
- The Imprisoned Elf
- The Murderous Ghiest
- The Purged Dragon
- The Shakedown
- The Teleporter
- The Vault Of Braccus Rex
- Withermoores Soul Jar
Every Mothers Nightmare:
This quest is given by a woman named Fara, when you meet and talk to her at the west of the Way point in Fort Joy.
Most Dangerous When Cornered:
This quest starts at the North East of the Shrine of Lucian. It looks like a old castle on the map. Once you reach the place, you will be stopped by some Magistars, talk them down or fight them. You will find another man is fighting with other Magistars, if you help him, he will mark a point on your map, then ask him to come for a visit.
The Cursed Ring:
The quest starts when you find Ring of Braccus and put it on. You will be cursed and you can't lift the curse by removing it. According to quest, you will have to find the ring's another owner to break the curse or you can bless youself and take the ring off to prevent curse debuff.
The Imprisoned Elf:
This quest can be given by either Griff along with his companions or in the Elf cave, when you talk to a Elf beside the fire. Griff captured a Elf, he wants you to find, what happend to his supplies in order to free the Elf. Take the path South out of the town and go to the beach south to find Dreamer Lizard. You can convince him to give back supplies as a Lizard or Red prince or defeat him. Now go back to the Griff, you can give him supplies to get the Key or fight him, but he is tough one to beat. Then free the Elf and go back to Elf cave. There he will tell you about the way to enter the dungeon from the beach. Here you need to use shovel or Lizard to dig for the entrance to enter it.
The Murderous Ghiest:
You will find three thugs playing cards on the wall of Fort Joy, who wants fee from you. You can either fight them or talk them down. You will find a Magister on the east, who will give you quest when you talk to her. Then go to the South East Beach, there you will come across a level 4 Migo, who is pretty strong. Once you defeat him, bring back the ring to the Magister and collect EXP and Reward.
The Purged Dragon:
Travel the far West of Lucian Shrine according to the map. There you will find a Dragon in shackles. The Dragon will gives you quest, if you free him. Dragon asks you to find a wand from witch in a cave nearby or put him down. The which is found nearby, fight her and her companions and get the wand and a spell. Go back to the Dragon, he will transform into lizard and rewards you.
The Shakedown:
This can be found once you enter into the Fort Joy. You will find two thugs and elf having conversation at entrance. You can talk to them or fight them if you want some bonus EXP and loot. Then go to the south part of the town and enter the cave. You will find Elodi inside, talk to her and she will thank you for help.
The Teleporter:
Travel west from the way point in Fort Joy. There you will find Fara on the wood and a guy down below. This guy will give you quest of getting Teleport gloves by defeating some monsters. Go to the out of the town to the west and follow the beach up North, there you will have to defeat some Crocs to get the gloves then go back and meet the guy who gave you quest.
The Vault Of Braccus Rex:
In the quest Most Dangerous when Concerned, you will have to save a guy to get this quest. Have a conversation with the people in the Seeker's Hideout to know about Hideout to the north on the beach. Deal with the salamanders on your way and reach the cave. Enter into it and get to the end by crossing invisible illusion bridges. Once you find the illusionist, defeat him and he will drop the Ring of Braccus. Keep following the path to the end, where you will find Soul Jars to interact. You will find illustionist Soul Jar there, you can ineract and free his Soul.
Withermoores Soul Jar:
This is can be found in the Shakedown quest where you will find Elf in the cave. In that cave, you will see two kids playing hide and seek. There you will have to talk to Mody and participate in hide and seek, find him first time and second time, he goes invisible. Walk up to the ramp on the east part of the cave to find him, then he will chat with you. You need a shovel or Red Prince/Lizard to dig a hole that he shows you.
Once you are done, go to the bottom and pull out spear from Withermoore then he will give you quest. You will get the Spear as a reward which will be your first weapon. You will have to enter into the Fort Joy to do this. It is found on the Prison floor of Fort Joy at the area with the silent monks. Keep going in the north hallway then you will come across a lever at the end near an alter. You will find a door at alter which leads to courtyard.
Use the switch and go down into crypt. You will come across poison traps, Use Teleport to put barrels over the poison and go to the other side. You will see many soul jars other side, search for the plaque that says Suplicant, which is Withermoore's Jar. Then you will have to fight with spawn skeletons and set off traps. You can also absorb the soul or free withermoore. You can also free him, which will kill withermoore and absorbs the soul. Then go back to withermoore and take his belt.
Divinity: Original Sin 2’s first challenge is getting safely, or at least successfully, in and out of the Fort Joy prison camp. You may have noticed there are quite a few ways to crack that particular egg. Here’s every way to get in, and more importantly, back out of Fort Joy. You can mix and match to your heart’s content or pick up every quest along the way if you want. There are a few ways to escape without getting into a fight, but you’re going to have to handle some combat, one way or another, to get in.
To make it easy, we've described the set up and outcome of each relevant questline, so there are spoilers ahead for the early game.
Getting in
The Magister’s key
Magister Yarrow’s father is missing and if you can reunite the two you’ll be rewarded with Yarrow’s key to the fort. Either talk to Yarrow on the North wall of the fort to start the quest or find her father, Migo, on the Southeast beach. Migo is half out of his mind and eager to rip you in half when you find him. The only way to stay out of a fight is to talk to him armed with a Yarrow Flower. Fortunately, Yarrow flowers are all over the island (they're purple, and we found one near the man with the coffin). Give him one to remind him of his Yarrow Girl and he’ll give you his ring. Present the ring to Yarrow as proof her father still lives, follow her to the family reunion, and she’ll give you a key to help you escape before you turn into as sorry a sight as her father. The only problem is, the key goes to a door just south of the main fort gates on a catwalk whose ladder is propped up out of your reach. To put the Magister’s Key to use, you’ll need to teleport up to the catwalk with the Teleportation Gloves.
![Fort Fort](https://guides.gamepressure.com/originalsinII/gfx/word/518487091.jpg)
Lord Withermore
In the Strange Cave on the South beach is a small group of elves who’ve made a sort of hideaway from Griff and his bullies. The kids playing hide and seek off to the side can reveal a hidden passage if you talk to them. With high enough Wits, you can discover it yourself without their help. You'll need a shovel, and you can find one just outside the entrance to the Fort Joy slums (where you first approached from the beach), on top of a ruined wall where there's also a bedroll. Down the hatch is a long-undead Skeleton named Lord Withermore. If you agree to take on a quest for him in Fort Joy’s basement, he’ll reveal a hidden route into the dungeons. In the waypoint statue at the entrance of the camp is a switch revealing another secret door. If you climb inside, you’ll find yourself another waypoint and an entrance to the dungeons. A locked door blocks your way but if you look closely there is a lever nearby to open it.
From there, you'll find a locked door up some stairs. You'll either have to pick the lock, or get into a fight. Note that the key doesn't drop from one of the Magisters—it's sitting on a stool where you fight them.
The Teleportation Gloves
An enterprising human named Gawin who hangs out near the Northwest wall will tell you he has a teleportation scroll to help get out of the island. He needs an accomplice who also possesses the powers of teleportation. If you want to come along, you’ll have to find yourself the Teleportation Gloves. Don’t worry, Gawin informs you, they’re just in the stomach of a furious crocodilian. You’ll find them on the beach north of the boat where you first encounter Beast. Watch out, those crocs have a teleportation skill of their own. Why wouldn’t they, right? Once you pry the Teleportation Gloves out of their cold, dead jaws, you can go help Gawin with his scheme outside the North side of the fort walls. He claims that only one of you can come along but that isn’t entirely true. Gawin will double-cross you as soon as you send him across to the opposite ridge, leaving you in the dust. Send your party over after him with those gloves anyway. You’ll still be close enough to one another that you can send the gloves to the inventory of your party members on the opposite side. Teleport the last poor member of your crew over and get going. This path will lead you to the docks. If you’re alone and unable to follow Gawin, you can smash the trunk on the ridge to bits and fall down the hole to the beach. After that, a cave below the opposite ridge will take you into Fort Joy’s dungeons.
Freeing Amyro
The camp’s resident gang boss, Griff, has an elf named Amyro locked up in the kitchens. If you free Amyro, he’ll show clue you in on a secret passage into the fort. To free him, you’ll need to prove to Griff that the elf isn’t the one who stole a shipment of oranges. The real culprit, Stingtail, is on the Southwest beach. Be careful about approaching him because you can wind up putting a damper on two companion quests by accident. The Red Prince needs to speak to Stingtail and Sebille needs to kill him. Let them both do their thing, in that order, separately. Don’t worry about Stingtail winding up dead. You can grab the oranges out of a nearby crate and give them to Griff in exchange for Amyro’s freedom. The path Amyro shows you will eventually lead you to the dungeons, with some gags in between that I refuse to spoil. Suffice it to say, you’ll want to either bring a character with the Pet Pal perk or make sure to hug the east side walls and look for vines to climb to get through the passage safely.
![Divinity Original Sin 2 Fort Joy Dungeons Divinity Original Sin 2 Fort Joy Dungeons](https://cdn.mos.cms.futurecdn.net/s4BamAYBVnb4CjijFAE8u5-320-80.jpg)
The arena of Fort Joy
The fighting ring beneath the kitchens is another tough fight. If you plan to take this one on, I recommend starting each of the other quests to get the experience first. Not only that, but if you do choose to play for a win in the arena, your reward will be having your collar removed, which the Magisters will promptly throw you in the dungeon for. This will force you to exit the fort by fighting your way out of the dungeons, so wrap any other matters of interest up first.
Getting out
If you took an entry route that leads to the dungeons, prepare to fight your way out. When you do, you’ll exit from a staircase that takes you to the main floor of the Fort. Otherwise, you’ll have found yourself on the main or second floor of the fort with all of the following escape routes:
The drawbridge
The drawbridge at the back of the fort can simply be lowered with a lever nearby. To reach it, you may have to fight a few Magisters on the north side walls. You can reach this area either by walking up the outer stairs within the fort’s courtyard or by entering the second floor and walking out the North door where Paladin Cork is already confronting them. Alternatively, you can sneak out the back door of the same room, lower the drawbridge unnoticed, and get gone fast.
The broken ladder
On the second floor, East of the Hall of Penitence where High Judge Orivand is lecturing some poor prisoner, there’s a small, circular room that looks like a guard tower. There are some barrels blocking your exit onto a wooden catwalk. Simply move the barrels out of your way and you’re home-free. At the end of the platform is a broken ladder. You’ll land on your rear, but that isn’t so bad as far as escape attempts go.
The docks
If you painstakingly teleported your party across the cliffs where Gawin so thoughtlessly abandoned you, the docks will be your escape route. When you arrive, Gawin is getting what he had coming at the hands of the Magisters on the docks. You can either take out this group yourself and simply walk out or do some sneaking. It is possible to sneak behind the main dock area and teleport your party one-by-one onto the beach below. It takes time, but was worth it for a coward like me.
Han the Ferryboy
If you got onto the second-story catwalk of the fort but don’t have the Magister’s Key, you can climb down the ladder inside the courtyard while sneaking and enter the main fort doors. Conveniently, those aren’t locked. Once inside, head immediately to your right to confront two Magisters harassing a young boy named Han. The kid was sent in to rescue someone else who, if you explored the dungeons, you can tell him won’t be making it. After taking out the Magisters, Han will help you escape in his boat.
Sewer grate
Also on the main floor of the fort is a torture area. Instead of heading for the docks where Han is waiting, take a left and make your way back. You can fight Kniles the Flenser if you really want to, but be warned that the Silent Monks in the room, who are passive elsewhere, will join him. Instead, you can sneak around the left side of his room and out an unlocked gate leading to the sewer drainage pipe. Freedom!
Key points of Divinity: Original Sin 2 - Fort Joy map
Companions
Waypoint Shrines
Enemies
Merchants
Treasures
Entrance or exit
START – Your journey starts here.
Sebille – Sebille, elf companions that can join the party.
Beast – Beast, dwarf companion that can join the party of the player.
Fane – Fane, an undead companion that can join the party of the player.
Red Prince – Red Prince, lizard companion that can join the party.
Lohse – Loshe, human companion that can join the player.
Ifan ben-Mezd – Ifan Ben-Mezd, human companion that can join the party.
E1 A – The entrance to the Underground - it will become visible only during the Withermoore's Soul Jar quest.
E1 B – The exit from the Underground into Fort Joy.
E2 A – The entrance to the Arena of the One.
E2 B – The exit from the Arena of the One to Fort Joy.
E3 B – Entrance to the Caverns.
E3 B – The exit from the Caverns to Fort Joy.
E4 A – The entrace to the Underground Tunnel. The entrance is hidden and must first be dug out - you need a Shovel or a Lizard character for the task.
E4 B – The exit from the Underground Tunnel to Fort Joy.
E5 A – The entrance to Fort Joy Prison.
E5 B – The exit from Fort Joy Prison to Fort Joy.
E6 A – The entrance to Fort Joy Prison. The entrance is located inside of the building.
E6 B – The exit from Fort Joy Prison to Fort Joy.
E7 A – The entrance to the Ancient Passage.
E7 B – A pathway from Ancient Passage to Fort Joy Prison.
E9 A – A passage to Holding Cells.
E8 A – The entrance to Holding Cells.
E8 B – The exit from Holding Cells to a beach in Fort Joy.
E9 B Hearts of iron 4 wiki not working. – The exit from Holding Cells to Fort Joy Prison.
E10 A – The passageway Pipe to the Swamp leading outside Fort Joy Prison. Arma 3 persistent missions.
E10 B – The passageway through Sewage Pipe leading back to Fort Joy Prison.
E11 A – The entrance to Decrepit Ruins.
E11 B – The exit from Decrepit Ruins to Fort Joy.
E12 A – The entrance to Dark Cavern.
E12 B – The exit from Dark Caverns to Fort Joy.
E13 A – The entrance to Hall of Echoes - to get inside, you must interact with a statue.
E13 B – The place you start at in the Hall of Echoes.
E14 A – The entrance to Forgotten Cell.
E14 B – The exit from the Forgotten Cell to the Caverns.
E15 A – The entrance to the Gargoyle's Maze Tower.
E15 B – The exit from the Gargoyle's Maze Tower to Fort Joy.
E16 A – The entrance to Witch's Cave.
E16 B – The exit from the Witch's Cave to Fort Joy.
E17 A – A passage into the next part of Gargoyle's Maze Tower.
E17 B – A passage leading into the main part of Gargoyle's Maze Tower.
S1 – Gawin - sells Aerotheurge Skillbooks. Related with The Teleporter quest.
S2 – Rezik - a character selling Hydrosophist Skillbooks.
S3 – Butter - sells Huntsman Skillbooks.
S4 – Hilde - sells Scoundrel Skillbooks, weapons and armors.
S5 – Doctor Leste - sells Polymorph Skillbooks.
S6 – Maol - sells Geomancer Skillbooks.
S7 – Margo - a character selling a single Skillbook, Restoration (Hydrosophist).
S8 – Mona - sells Necromancer Skillbooks. Don't cast a Bless spell on her or you will have to fight her.
S9 – Nebora - sells Summoning Skillbooks and crafting materials.
S11 – Kalias - sells Warfare Skillbooks, armors and weapons.
S10 – Stingtail - sells Pyrokinetic Skillbooks.
S12 – Zaleskar - sells high-quality weapons, armors and accessories.
S13 – Bahara - sells Huntsman Skillbooks.
S14 – Samadel - sells Pyrokinetic Skillbooks.
S15 – Simone - sells Hydrosophist Skillbooks
S16 – Exter - sells Scoundrel and Summoning Skillbooks, weapons, armors and items.
S17 – Gareth - sells Geomancer and Warfare Skillbooks. You need to save him during the 'Most Dangerous When Cornered' quest.
S18 – Gratiana - sells Aerotheurge Skillbooks, weapons and items.
S19 – Kerban - sells Summoning and Necromancer Skillbooks and various items.
S20 – Samadel - sells Pyrokinetic Skillbooks during the Call To Arms quest.
S21 – Kerban - sells Summoning and Necromancer Skillbooks. (during the Call to Arms quest)
S22 – Simone - sells Hydrosophist Skillbooks during the Call To Arms quest.
S23 – Gareth - sells Geomancer and Warfare Skillbooks during the Call To Arms quest.
S24 – Exter - sells Scoundrel and Summoning Skillbooks, weapons, armors and items during the Call To Arms quest.
S25 – Gratiana - sells Aerotheurge Skillbooks, weapons and items during the Call To Arms quest.
S26 – Feder - one of the pigs you must save during The Burning Pigs quest. The pig offers rare and powerful items for sale.
The map of Fort Joy from Divinity: Original Sin 2 contains every secretandtreasure that you may find on the first island of Fort Joy. We've highlighted all noteworthymerchants who trade with books, spells and equipment. You can also find all the importantfights that await you in this area. We've indicated the entrances to other locations as well (also those secret ones), which you should find most useful.
This page is dedicated to the interior region of Fort Joy, an area in Divinity: Original Sin 2.
This area is found inside the actual fort. It's filled with Silent Monks who are not hostile by default. There are several ways to get inside, although one of the easiest is to do the Withermoore's Soul Jar quest.
Of note inside, there is a Houndmaster room. You can get in using his key if you killed him in the dungeons, or you can lockpick your way in. There are several pieces of loot in this room. There is also a large torture chamber in the back. You can find some items in a small office here that will link up with The Magisters quest.
On the first floor, you can also find 2 Magisters harassing a young boy. Kill them, then speak to the boy to discover a boat. This will let you leave Fort Joy and complete The Escape quest.
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