Jezal_k23
Guest
While DOS2 has a host of unfortunate issues that have never been addressed by Larian (although thankfully modders have made attempts to fix the most serious issues), it has just occurred to me that one area the game excels at happens to be the overall design of Fort Joy.
Although the rest of the game fails to hold up to how well thought out Fort Joy is, demonstrating Larian's usual MO of putting the best content in the first 20-30 hours of the game (followed by about 70 hours of commonly uninspired content), I think Fort Joy excels at much of what it set out to do: offering you tons of options on how to resolve the situation and escape.
I can think of several escape routes right now:
What does everyone else think?
Although the rest of the game fails to hold up to how well thought out Fort Joy is, demonstrating Larian's usual MO of putting the best content in the first 20-30 hours of the game (followed by about 70 hours of commonly uninspired content), I think Fort Joy excels at much of what it set out to do: offering you tons of options on how to resolve the situation and escape.
I can think of several escape routes right now:
- Fighting through the magisters, leading you to the docks, or to the drawbridge that takes you to the swamps, or to the Hall of Penitence and escaping through the broken ladder found there.
- Teleporting yourself to the docks leading to the swamp.
- Entering the dungeons through the cave on the secluded beach featured in Gawyn's quest, or through the shortcut revealed to you during "Withermoore's soul jar" quest, or through getting arrested on purpose, and from the dungeons you can either:
- Go back to the surface and take any of the previously mentioned routes stealthily if need be.
- Take the boat to the swamps.
- Fight Kniles or persuade him to let you through the tunnel to the swamps.
What does everyone else think?