Part two of our Divinity Original Sin 2 – FORT JOY walkthrough and a detailed overview of everything you can do in the HOLLOW MARSHES!
Fort Joy – Hollow Marshes Map
If you’re struggling with this map, make sure to check out this INCREDIBLE interactive map of Fort Joy, which includes the Hollow Marshes, created by reddit user The_Mighty_Tspoon
Step 31 – Sewers Exit to Follow Marshes
This is the exit point from Fort Joy to the Hollow Marshes if you choose to leave through the sewers after killing Kniles the Flenser. This will also allow the young Trice to run free into the incredibly dangerous Hollow Marsh. This is also the last time you will see her in the game and it is possible that she dies in the Marsh. This will also end the quest Escaping from Fort Joy.
Step 32 – Han’s Boat Exit to the Hollow Marshes
This is the exit point from Fort Joy into the Hollow Marshes if you choose to leave with Han on the boat. Han will tell you about a mysterious camp that is safe and that the group helping escaped Sourcerers are known as Seekers. This will also prompt you to go find this camp and its vaunted security. Escaping from Fort Joy.
This is also the exit point from Fort Joy if you choose to leave by means of the cranes from the High Judge’s courtroom. If you leave by crane, however, you will not get to talk with Han about the seekers. This will also end the quest Escaping from Fort Joy.
Step 33 – Fort Joy Drawbridge Exit to the Hollow Marshes
Zaleskar is important both for Ifan’s quest and Sebille’s. If you have either or both of these characters in your group you should have both interact with him independently.
Sebille will interrogate him about her past and there is a particular skill check that requires some serious persuasion skill, which will cause him to drop a withered heart. You should eat the heart with Sebille to advance her storyline.
Step 34 – Windego
Here you will find Windego in the Hollow Marshes. She has come a long way since she destroyed the ship carrying us here. She has also gone a little bit raving mad.
If you have Fane in your group he will be particularly pleased to see her, as she is the one who stole his mask. This is your chance to get it back! A conversation will take place between Windego and Fane where Ms. Windego’s eyes will turn back and demand that the traitor (Fane) be destroyed. She agrees and it is time to fight.
Windego is a powerful spellcaster, but she is only level 5 and you should be the same level or higher by now. Destroy her with impunity. She will have some items on her, of course, but the most important one is the Mask of the Shapeshifter. This will allow you to switch your race at will. It is important when you need to eat body parts to learn information or talk to a racist lizard.
You should also note, if you are feeling particularly perceptive, that the Magisters died from physical injuries and not magic. Which means Windego did not kill them.
It would appear that you have located the creatures that killed the Magisters in the Hollow Marshes. They are skeletons and they require your help to be served a warm plate of second death. Make it happen. Before combat there will be a brief conversation. You find out that they serve… or served… Braccus Rex. Even though he has been dead for some time, apparently he still has groupies. Once you have wiped them out, loot the bodies and we can move along.
Here you will find a few more undead in need of another trip to the mortuary. Wipe them out and continue on with your day. Oh, and you can find some orders from Dallis on the body of a magister in this area of the Hollow Marshes. It will let you know that the Seekers are operating in the South. This will provide you with a clue of where to find their elusive camp.
Step 37 – The Trap
This is one of the more amusing situations in the Hollow Marsh. There are several severed heads surrounding a chest with a bunch of incinerated corpses and dead magisters littering the area. It is clearly a trap. You should speak with the heads to find out exactly what is going on. Turns out the chest is trapped and the bulbs around the area will explode in a variety of elements if you open the chest. This will destroy all of the heads and make leaving this area a little bit annoying. Also the severed heads are the remains of the group that built the Gargoyle Maze that we will encounter later on.
There are two methods of handling this particular puzzle that will allow you to take the chest without damaging your group.
- You can simply stand outside of the ring of bulbs and teleport the chest out to where you are.
- The other, much more time consuming method, is to teleport all of the bulbs away from the area. You should group them by their element so that they don’t cause any sort of explosion loop. Once you do this you should be able to open the chest with no concern.
Unfortunately the only method of saving the heads is to not open the chest. Moving the bulbs will simply prevent an annoyance for yourself. The heads themselves actually explode when you open the chest. There is no way to both open the chest and save them as far as I know.
Step 38 – The Viscous Voidlings
Step 39 – Bahara
When you get to this area of the Hollow Marshes, you will notice a path leading down towards the ocean that is coated in poison and fire. In order to clear a safe path for yourself, simply teleport the bulbs away from the area and blow up the poison cloud with fire. Once you have done this, you will be able to ring the bell which will summon Bahara, who will be standing on the cliff above you. She will provide you entrance to the Shrine of Amadia, the safehaven of the Seekers.
Step 40 – The Shrine of Amadia
This is the Shrine of Amadia.There are a few things that you will be able to do here:
Your first priority should be to heal the three wounded individuals near the entrance to the camp. These three are Jules, Klaud, and Matis. This will both initiate and complete the quest Healing Touch, which you can turn in at Simone. If you delay in healing them for too long once you have activated the quest, they will die and you will be unable to heal them, being as they are dead.
If you speak with Samadel, you will learn that the camp’s leader Gareth has gone missing. This will update your quest Escape from Reaper’s Eye and initiate the quest Most Dangerous When Cornered. You will also learn about Shriekers, which are nasty creatures that can kill any member of your group in a single deadly attack.
Most of the NPC’s in this area are also shops as detailed below:
- Simone – Hydrosophy.
- Samadel – Pyromancy.
- Kerban – Summoning and Necromancy.
- Gratiana – Aerotheurge.
- Exter – Polymorph and Scoundrel
Gratiana should be next on your list for an in-depth discussion. She will tell you that she let the refugees into her home, this shrine, as a means to atone for the past. If you ask her about her past, she avoids the question. You can ask her a little more about the shrine and Braccus Rex. She will provide a little more information about Gareth’s location as well. She will both initiate and end the quest The Eternal Worshipper.
Duggan is part of Beast’s quest, and he will want to speak with him alone. You should, of course, let him. You will learn about a dwarf named Lohar and he will ask Leya to remove your collars. If you do not have Beast in your group, you will have to wait until after you rescue Gareth to have your collar removed by Leya. Once your collars are removed it will end the quest Hot under the Collar.
You should actually speak with the Statue of Amadia itself. If you open yourself to the voice within the statue, it will tell you that its children are gone and dead in the cradle it wrought. Commiserate with the statue’s plight and let your grief overcome you. If you do so, the pool that the statue is crying into will become blessed water. While this does suck for undead characters travelling through it, it will help with a certain quest involving pigs in the future.
You can exit the Seeker’s Camp on the eastern side, as well by lowering some vines.
Later in the map, after you have freed the pigs of their curse and found Feder at area (48) you can find the pig here near Kerban. You should speak with Feder and tell her to get into the blessed pool that you created. She will be transformed back into a human, and also a trader to buy and sell some goods at. This will also end the quest The Burning Pigs.
Once Gareth has returned to the camp, having been rescued by you at area (44) of the Hollow Marshes. You can speak with him about your current situation. It turns out that he has a plan to steal Dallis’ Flagship, the Lady Vengeance. He also lets you know that the boat is well defended by Shriekers and you are going to need a way past them, as they are pretty lethal. He lets you know that purging wands are pretty good at getting rid of Shriekers, but by now we have also gathered a few other ways of killing them, not the least of which is the Artefacts of the Tyrant set in which the helmet provides the ability to purge Shriekers.
After you tell Gareth that you have either the purging wands or the helmet, he will set off for the forward seeker camp in preparation for your attack on the flagship.
Step 41 – The Burning Pigs
In this area you are going to find a few unfortunate immortal pigs that appear to have been set on eternal fire. They are undergoing a punishment doled out by our good friend Braccus Rex, and it falls on us to free them from their eternal suffering. To do so we need the Source Ability [BLESS].
You will likely not have this ability the first time you run into the pigs, so unfortunately they will have to suffer just a little bit longer. We are also going to need access to some source. While there are a few pools of the silvery stuff around this area, usually it’s not enough to cure all of the pigs.
You will also need the [PET PAL] skill with persuasion in order to try and calm the pigs down when they speak with you. If you don’t manage to calm them down they tend to freak out and start a giant fire which you will either have to put out or wait for it to go away.
You will also see a few ornate chests in this area, they will contain a few random items to help you on your way.
After you obtain the [BLESS] spell and have charged your characters up with some source, either from area (44) or from the pools around the area, simply cast bless on each pig individually to free them of their necrofire curse. After all of them are curse free they will thank you and wander away. This is not the last time you will meet these pigs though, they will have another quest for you later on.
You should also note that once you start blessing the pigs to remove their curse, a skeletal lizard by the name of Scapor will show up and tell you that you have to die for defying the will of Braccus Rex. If you talk with her for a little while you will find out that she is under threat of a curse and that she is forced to continue to perform Braccus’ will just incase. You can convince her to let you go but it turns out there was a curse and she will instantly die. Otherwise, kill her yourself and continue blessing the pigs. Once all five have been blessed, it will update the quest The Burning Pigs, but you aren’t quite done with them yet.
Step 42 – Voidwoken Deep-Dweller
This is one of the tougher encounters in the Hollow marshes area. Here you will find yourself facing off against a Voidwoken Deep-Dweller, along with four of his undead cronies. The Voidwoken is the greatest threat, but don’t underestimate the other four combatants. Once you have killed the group, you are free to explore the area and gather any treasures and goods.
You will also find a statue on the cliff near to where the Voidwoken spawned. If you offer a prayer to the seven, you will be transported to the Hall of Echoes, which is a demi-ethereal realm made of hexagons. This is possibly the first time that you will meet your god in the game. There are other ways to find yourself in the hall of echoes, which will be covered in their various sections of the Fort Joy guide, but let’s just focus on this one.
This is a very small area so I won’t provide a map. If you get lost in here, that’s on you. Depending on which character you are playing, if you are playing Ifan it will be Rhalic. You may get a vision of your past, depending on how you speak with your god and you will find out that you witnessed a truly awful event involving Death Fog and the elves.
I will mention that if you stand your ground and show some backbone Rhalic will ask you to be his Godwoken. You will be given the power to cast bless, which is important, and he will inform you that your fellow group members are Godwoken also. What a coincidence that two to four Godwoken gathered in one group!
Step 43 – The Illusory Wall
This area of the Hollow Marshes you can either access by travelling south from (42) or by travelling east from area (40). You will encounter a handful of Void Salamanders, who initially will not be hostile to you, but make no mistake, they will not be happy you are in their area. Kill them off. There are a few hidden treasures for you in this area that, for this point in the game, are really quite good.
First loot the dead Magister and the dead Seeker, along with the bodies of the Void Salamanders. Between the Magister and Seeker you will find a dig point where you can find a Mask of Strength, Second Skin gloves, and A Ring of Intelligence. All of which should be quite good for a level 5-6 character.
On the south-eastern side of this area you will find an illusionary wall that will allow you access into a cave. You should head into the cave before continuing on elsewhere.
Step 44 – Most Dangerous when Cornered
In this region of the Hollow Marshes you will find a small keep called Braccus’ Armory. There are two groups of Magisters in the area, and you may notice that one of the groups is embroiled in a life or death battle against someone you have heard of, the Seeker Gareth. Ideally you will want to eliminate the group of Magisters in the Courtyard before fighting the ones attacking Gareth. If you have enough persuasion you can convince the first group to leave without a fight, but doing so will cost you some experience and possible loot. Entering this area will also initiate the quest Most Dangerous When Cornered if you did not already have it.
I should note that you can also temporarily ignore the first group if you enter the keep from the western side of the keep. There is a path that will allow you to sneak past the Shrieker and use some vines to climb up the walls onto the battlements. Do not get too close to the Shrieker or it will kill a character in a single hit. You can also use a purging wand on the Shrieker if you have one, clearing the path and making it easier to enter the keep from the western side. As you will need to enter the armory, you will have to deal with the courtyard group one way or another, even if you choose to take the side path.
Once you have killed or run off both groups speaking with the Seeker himself will provide some much needed information and guidance on your next steps to leaving the island. He will tell you that he is looking for some powerful weapons to clear a path to the flagship of Dallis. He then decides that it’s time to leave and heads back to the Shrine of Amadia. Leaving you here alone.
That is pretty much all there is to do outside of the armory, so open the gate in the courtyard and head into the map Fort Joy – Braccus’ Armory.
Step 45 – Lonely Tower
Here you will find a cliff overlooking a ruined tower in the Hollow Marshes that appears to have some nasty elemental occurrence stuck inside of it. You are going to have to teleport a character over, because there is an item inside you are going to want if you are collecting the Artefacts of the Tyrant.
You should choose your character with the highest magical defense so that you can avoid the elemental debuffs as long as possible while you loot the shattered spire and then you can use the vines to get out without needing to be teleported. You will find the X of the Tyrant on the body of the lizard Lorenzo, and you can also find some miscellaneous items on the body of Maria.
Step 46 – The Gargoyle Maze
This is the Gargoyle Maze. It is one of the more complicated areas in the Fort Joy Overworld. One thing to note before we really get into the maze itself, is that you can skip the entire thing if you are in possession of the Band of Braccus Rex. So if you don’t feel like doing a maze, simply show the ring to the gargoyle overlooking the front gate of the maze and you will be teleported straight to the tower at the end. If you are a bit of a puzzle solver, head on into the maze and we will get started on finding our way through the place.
It should also be noted that speaking to the Gargoyle Statue will start the quest The Gargoyle Maze.
The first thing you are going to want to note when entering this place is that there are a lot of locked doors. You will not be able to lockpick them, as they require a crumbling skull to open. You can also find a corpse nearby that will let you know about an item of Braccus Rex called the Devourer’s Gloves, which are one of the newly added Four Relics of Rivellon DLC. This will begin the quest A Hunger from Beyond. Anyways, pick up the book and let’s head into the maze itself.
Your goal in this maze is to use crumbling skulls to open doors strategically so that you can get through the maze. You can also choose to just avoid this mechanic entirely by the liberal use of the Teleportation spell, but that ruins the puzzle solving fun.
The first room you enter will have three doors (not including the one you came in) to the East, South, and West. There is also a button on the ground almost directly in front of the entrance to the maze. Simply step a character onto this button you should notice a skull appear on a stone shelf in the south-eastern portion of the room. Leaving the first character on the button, use one of your other characters to go pick up the skull.
Now that you have this skull, we can reach the tower, which we will be doing. Gather your group into the room with the two oil puddles and the button that opens the blue door and you will find yourself free of the maze. We aren’t quite done yet though. On the west side of the tower in a narrow path between the tower proper and the wall, you will see the corpse of Jimfred. On his body is another crumbling skull. It is time to go back into the maze and do a quick quest.
Once you have eliminated the skeleton foes, you can have yourself a pleasant conversation with the Historian. He will tell that the flames cannot be quenched… He is wrong. First of all you will either need a way to make yourself bleed, by attacking yourself or using flesh sacrifice, or you will need the skill blood rain. Either way is fine. You are going to also need some source points and bless.
While in this cave, you may also notice another portal in the middle of a rocky outcropping with lava below it. If you are feeling particularly explorative, you can teleport a character over to that outcropping. You can shift the teleportation gloves between your group members to facilitate transporting faster, but you will need two to be here so that you can teleport one of them to a small cliff with a smoldering dwarven body. There will be a few miscellaneous items on the body, a blank fire skill book, and a dagger. There isn’t anything really special about this area, just that it’s neat to explore. Once you have recovered your character you can take the portal to get back to the maze.
We are now officially running out of skulls. We have found five of the six skulls, and already used four of them. Open the door beside the portal that will lead you back to the Historian’s room and head to the tower itself. There is one more skull to find, but we have effectively gotten everything we need from the maze anyways.
For the final skull, we are going to go to the left of the tower (which is east). Near the back of the tower, you will see a human skeleton. It will have your final skull on it. You can also descend the back of the tower to the beach below, where you can find a treasure chest. So you might as well do that while you are here. Once you have grabbed all of your loot, head to the front of the tower.
When you approach the main door, depending on how you finished the maze, the gargoyle will either be impressed (if you didn’t cheat by using teleport to get through the maze) and give you a reward, or disappointed, which will not get you a reward, although you will still be allowed into the tower itself. Entering the door will take you to the map Fort Joy – Braccus Rex’ Tower. This will also complete the quest The Gargoyle’s Maze.
Interestingly, if you talk to him again with a different character, you can have the same conversation or choose a different path. Unfortunately you cannot summon another group of skeletal enemies for you to fight. Otherwise, this would be a pretty decent experience farming operation. He will both initiate and complete the quest The Injured Magister.
Skipping right past area (53), we find ourselves face to face with one of the pigs we saved earlier. Feder. If you talk with her, she will discuss how she came to be cursed. If you ask about a way to change her back into her normal form, she claims that she has prayed to Amadia, but sadly the goddess has not responded. You can then tell her about the Shrine to Amadia which, if you have been following this guide, now has blessed water. She will race off towards the shrine of Amadia, and we can meet her there later.
This was probably the most terrifying part of Fort Joy the first time I played through the game. In most games dragons are bad news and this level 9 behemoth was a little bit scary to approach. I thought for sure I was going to die a horrible painful death. If you try and speak with the dragon, you will find that he is quite unable to do so on account of his shackles. There are two source infused chains keeping him down. Simply destroy the pillars in questions and you can free the dragon. Now you can actually talk to him.
Turn’s out Slane isn’t such a bad dragon. He will tell you that his Source was purged by a witch named Radeka. He is indignant if you ask how he came to be chained, but you will find out that the witch that purged him is in a nearby cave, looking for some ingredients for her potions. He let’s you know that if you were to help recover his Source, he would be free of Radeka’s control.
Time to head into the nearby cave at (50).
Once you have obtained Radeka’s Purging Wand, you can bring it back to the Dragon. You can offer him the wand (which I recommend) or you can keep it. Honestly, it is worth giving to him, but you do whatever you want. If you give it to him, he promises to help you when the time is right. It will be sooner than you think. Also you will get some experience and a few trinkets as a reward. The quest associated with Slane is The Purged Dragon, which he both initiates and completes.
Here you will find the cave for the quest Threads of a Curse.
This ominous skull head leads to the map Fort Joy – Radeka’s Cave. While I can certainly appreciate the ambiance that the candles in the eyes provide, who honestly has the time to ensure that these ominous glowing sticks are lit for would be adventurers. It boggles the mind.
This is where you will find the skeletal arm needed for the quest Threads of a Curse. There is also a treasure chest you should loot while you are hever.
Here you will find a cursed chest for the quest Threads of a Curse. In order to breach the cursed shield defending the chest you will have to use bless upon it. Within the chest you will find Captain Sech Zapor himself. You may recognize this name by his Soul Jar obtained in the Fort Joy – Dark Cave map.
Like most NPCs who you save from certain imprisonment, he will threaten your lives almost immediately. If you have his Soul Jar with you, you can use a persuasion check to take his coat. Which is one of three pieces of the set. Alternatively, you can break his Soul Jar, killing him and loot his body. Either way, once you have dealt with the Captain, make sure you steal his journal. It will tell the password to his secret cave.
This is the abandoned camp, which has been repurposed by the Seekers as a forward staging area for their imminent assault on the remaining Magisters and for their goal of stealing the flagship of Dallis, the Lady Vengeance. There are a few people worthy of note that you should talk to, if just for lore reasons.
Ymmit – This elf is trying desperately to care for the tortured and crucified people that you encounter on your way into the camp. He tells you that they are beyond healing, and beyond saving. They can’t even be removed from their bindings because they resist at all cost. He will tell you that they will become Shriekers and that the Magisters use these powerful and horrifying entities to guard valuable secrets and treasures. One of the to-be Shriekers is also named Tolemy. There is nothing special about this character and you cannot save him. I am not even sure why he is named to be honest.
Samadel – This lizard doesn’t have much to say, but does sell Pyrokinetic skills.
Kerban – This man sells summoning and necromancy books. He is also the shopkeeper from the Shrine of Amadia, if you do not recall.
Gratiana – If you haven’t yet given her the Soul Jar with her name on it by the time that Gareth moves the seeker camp to this location, this is your last chance to do so. She also sells Aerotheurge books.
Simone – A woman of few words, but of several Hydromancy skill books.
Gareth – He will tell you that he needs you invaluable aid to take out the Shriekers. This will initiate the quest The Shriekers. There are a lot of ways to do this: Purging Wands, Helm of the Tyrant, Slane, pick whichever method works best for you and head down towards the Shriekers. He will also start the quest Call to Arms.
While this could also be technically classified as a dig site, it is also pretty important to a quest. Here you will be able to dig up a chest that contains the last item you need to complete the Threads of a Curse quest. Once you dig up the chest, you will find yourself under attack by Captain Sech Zapor. A fight is inevitable, so be ready to do battle. To kill the captain you have to destroy his Soul Jar. If you gave him his Soul Jar in exchange for the coat earlier in his quest, you will have to kill him first in order to loot it from his body. You can then destroy it normally, sending the captain to his eternal sleep.
The last piece of the set, the boots, are in the locked chest that started the fight. Once you have all three pieces you can equip them all. This ends the Threads of a Curse quest.
This is where you will find a whole lot of Shriekers in order to pass them you will either have to purge them with the Tyrant’s Helm, Purging Wands, or letting Slane kill them for you. If you choose to do it yourself be sure to use Chameleon Cloak or another invisibility spell to get in range of them without getting blown up. Good luck. Once the Shriekers are destroyed this will end the quest Call To Arms and The Shriekers.
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