How to escape Fort Joy in Divinity Original Sin 2

Escaping Fort Joy in Divinity Original Sin 2
(Image credit: Larian)

To Escape Fort Joy in Divinity Original Sin 2 can be done in different ways, with multiple paths that the player can use to escape, including the Path of Greatest Resistance, The Path of the Soul, the Path of Common Knowledge, and even the option to steal special teleporting gloves that let you transport short distances and out of the Fort for good. Or, if you're so inclined, you can just brute force and battle your way out of the main gate, assuming you're capable of winning such a fight.

If you're sick of being stuck in prison and want to explore the rest of this tropical pirate island – and why wouldn't you be – I'll explain how you can escape Fort Joy and get full access to Reaper's Eye beyond.

How to escape Fort Joy

How to escape Fort Joy

(Image credit: Larian)

There are multiple major methods to escape Fort Joy, each one of which has their own questline. I'll lay them out quickly below before going into more detail on each one further down.

  • The Path of Common Knowledge: Rescue Amyro from Griff, then use his help to escape through the Caverns.
  • The Path of the Soul: Work with the trapped spirit Lord Withermoore so he'll show you how to escape.
  • The Path of Greatest Resistance: Help an undead ghoul, Migo, beginning a chain of events and rumours that leads you to an escape boat.
  • Leaving Hand in Hand: Acquire the Teleporter Gloves through a quest called "The Teleporter" and use them to teleport out of Fort Joy.

Many of these methods simply direct you to the main building of Fort Joy, which is supposed to be inaccessible. Once you're here on the ground-level floor, simply head East into Kniles' bloody workshop, where there's a sewer pipe in the wall that leads you to the marshes beyond. Of course, you can always choose your own path, and improvise/battle your way out.

You can pursue any and all of these methods, depending on your preference. However, once you leave Fort Joy for the first time, no matter your method, all Magisters will be permanently aggressive against you. You can come back into Fort Joy by fast travel or valid paths, but any Magister will immediately try and kill you.

The Path of Common Knowledge walkthrough

(Image credit: Larian)

In this path, you save an elf named Amyro who is being held captive by Griff, a gang leader in the town square. Once rescued, Amyro can help you escape.

  1. Speak to Griff in the Town square and agree to help recover his stolen goods (the Imprisoned Elf quest).
  2. Go to Stingtail and get him to relinquish the Drudanae.
  3. Go back to Griff and return his goods. You can either tell him that Stingtail stole it (which has Stingtail killed by an assassin) or withhold the information, making Griff's whole camp aggressive. Either way, Amyro can be freed afterwards.
  4. Speak to Amyro in the Caverns and he'll guide you to a marked tunnel that takes you to the cell block, in which you can sneak or battle your way to an escape (for most, this'll be the sewer tunnel in the floor above, near Kniles).

The Path of the Soul walkthrough

(Image credit: Larian)

Here you find an ancient, undead Source Hunter named Lord Withermoore. If you can free him, physically and spiritually, he'll guide you to an exit.

  1. Head to the Caverns south of the Fort Joy Ghetto and play Hide and Seek with the boy Mody. This will lead you to a hidden hatch, revealing an underground chamber.
  2. Inside the chamber you'll find Lord Withermoore, pinned to the wall by a spear. You'll need a character with Strength 12 or higher to free him. If you aren't strong enough, the NPC Kalias (the lizard in the caverns) sells Strength potions.
  3. Withermoore will ask you to break his soul jar, and reveal a secret hatch on the statue in the main square that'll get you there.
  4. Take the hatch down, then go up the stairs in the cell block to the main fort. North of you is an altar by a staircase (ignore the silent monks) that leads to the chamber of Soul Jars.

(Image credit: Larian)
  1. Place vases on the vents creating poison gas to proceed, before you find multiple Soul Jars. Pick up the jar entitled "Withermoore the Supplicant", as all others are traps that spawn enemies or deal damage.
  2. Take it back to Withermoore and break it in front of him for the full reward. You can then use the path to the altar again to escape, this time heading East in the main fort to the sewer exit, near Kniles.

The Path of Greatest Resistance walkthrough

Divinity Original Sin 2 Path of Greatest Resistance walkthrough

(Image credit: Larian)

In this path, players find themselves escaping Fort Joy through the help of an undead Gheist called Migo, leading to an ocean escape. This is probably the most complex of the quests.

  1. Head to the beach at coordinates X:256, Y:79 to find Migo, a strange undead monster, and give him a Yarrow Flower (these can be found growing around the outskirts and on the beaches of Fort Joy).
  2. Migo will give you a ring. Head to the battlements by the main entrance to Fort Joy, where you saw Atusa killed, and speak to Magister Yarrow. Give her the ring and tell her that her father is still alive (sort of).
  3. Head back to Migo and speak to them both to get the Magister's Key, allowing you to access the Fort via different doors.

(Image credit: Larian)
  1. Head to the cell block to discover Magister Delorus being tortured by the Houndmaster. Kill the Houndmaster and save Delorus.
  2. Delorus will tell you a password that will allow you to escape. Head upstairs to the ground floor and go South, to discover a boy – Han – being hassled by guards by a dock. Tell them the password to make them leave, and Han will take you on his boat to the beaches beyond Fort Joy.

Leaving Hand in Hand walkthrough

Divinity Original Sin 2 Leaving Hand in Hand walkthrough

(Image credit: Larian)

This quest gets you gloves that allow you to teleport items and people around, a fantastically fun spell. Even if you don't pursue this exit route, you should definitely try to get the Teleportation Gloves anyway, or get the spell for your party's Aeromancer later on.

  1. Speak to Gawin in the Fort Joy Ghetto and he'll offer one person a way to escape, if they get the Gloves of Teleportation.
  2. He'll direct you to some Saltwater Crocodiles on the beach. You need to kill them, then take the gloves off their bodies. This is a tough fight – be prepared and at least level 3.
  3. Equip the gloves and go back to Gawin. He'll lead you to a hidden exit before moving on. You can still use the Gloves to teleport your party across, then transfer the gloves from one character's inventory to the other, then have them teleport you!
  4. This will put you in the Harbor. You'll probably have to fight the Magisters lurking here to continue, a major battle, but once you're past them you'll be on the beaches, able to progress.

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Joel Franey
Guides Editor, GamesRadar+

Joel Franey is a writer, journalist, podcaster and Very Tired Man with a BA from Brunel University, a Masters from Sussex University and a decade working in games journalism, often focused on guides coverage but also in reviews, features and news. His love of games is strongest when it comes to groundbreaking narratives like Disco Elysium, UnderTale and Baldur's Gate 3, as well as innovative or refined gameplay experiences like XCOM, Sifu, Arkham Asylum or Slay the Spire. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at Eurogamer, Gfinity, USgamer, SFX Magazine, RPS, Dicebreaker, VG247, and more.

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