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Of the plot, I think.

I think one character could do this, but i'll confirm and you don't need Teleport, but you will need yarrow.

You need a rogue and a lizard (or shovel) and good wits. Also a lock pick.

Near migo (give him the yarrow to stop him turning you into marmalade) there is a hidden entrance to the fire slug cave. They remain neutral until you annoy the Queen. She can be avoided by a vine ladder. This takes you into the cells. The door facing needs a pick and takes you into the main fort and the silent monks who don't react (well not to my party anyway).

Go past the dogs cages (you can go in if you spoke to Buddy and give the right responses) and you can loot most of the Flensers room if you leave the middle out. On the left hand side (if you entered at the bottom) the sewer leads out of the fort. (I didn't meet a maniac, either a bug or something I did earlier? )

There is a statue in the swamp that keys you fast travel back if you want to (in classic difficulty).

That's the simplest way without teleportation, I think. I hope I remembered it right. It was last night and I have old brain.


Last edited by Xanderfelice; 20/09/17 10:25 PM.
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Just remember going back into the fort after escaping this way makes all magisters hostile. It will also make the dogs hostile

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You could do this. But there isn't any good reason to do so. There is at least one unavoidable fight at the end of the act, and while you probably can make it to most places on the map while avoiding combat, sooner or later you'll need to fight.

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Originally Posted by Stabbey
You could do this. But there isn't any good reason to do so. There is at least one unavoidable fight at the end of the act, and while you probably can make it to most places on the map while avoiding combat, sooner or later you'll need to fight.


level 3 voidvoken dweller ambush *shudders*

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You won´t get happy with this way avoiding most fights cause you need not only the XP, but the loot! Especially the fights vs the magisters in the fort gives you some really nice equipment. Without that I wouldn´t dare the last fight of this chapter....

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There's like 5 or 6 different ways out of Fort Joy, but killing everything in it is good xp and loot.

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You can leave the fort and still be able to interact with the magisters (sort of).

The magisters only become hostile towards the specific inmates who leave. So what I did was have my thief/recon dude leave since he sneaks best and he's telekinetic. My other three characters remained inside Fort Joy. The Magisters became hostile towards the escaped inmate, but not the other three (in my case - Fane, Ifan, and The Reddy Prinze Jr).

Anytime you want to TP your thief/recon back into Fort Joy, have one guy talk to Magister Alise (the archer on the LEFT side of the main gate) so she turns away. Have another one talk to inmate Dominick (the dude praying at the statue of the Divine). With these two looking away, a hidden party member can TP into the Fort Joy Square point without being revealed.

You can also do the reverse, sending out your 3 hardest hitters and keeping your best talker inside the Fort.

Specifically, the points I found at which hostility commences were;

- Any inmate who descends the partial ladder outside of the courtroom

- Any inmate who utilizes the sewer pipe in the upper cellblock

- Any inmate who allows him/herself to be transported by Han

- Any inmate who crosses the drawbridge (I'm not sure specifically where the trigger is on the bridge)

- Any inmate who teleports to any point NOT beginning with 'Fort Joy - '

- Any inmate caught inside the courtroom (duh)

- Any inmate caught in the area beyond the main gate guarded by Magister Borris (also duh)

That's all I have at the moment. Another thing that might work (haven't tried yet) is to dismiss a 'burned' party member and recruit one who's still inside Fort Joy proper. I don't know where the burned inmate would end up, or if the magisters would remain hostile toward them.


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