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Fort Joy Prison

From dos2.wiki

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Background

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Layout

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Houndmaster room

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A pack of source hounds, including Bruno and Emmie, can be found here. Emmie is the target of the quest Finding Emmie, which can be resolved here. In a cage in the adjacent Houndmaster's bedroom contains a caged hound, Birdie, who mourns the mental trauma he received at the hands of his masters.

The Dock

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Magisters Goa and Carin can be found harassing Han. You can use the boat here to escape Fort Joy.

The Flenser's Playground

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Template:Quote The Flenser's Playground is a laboratory and torture chamber of the magister torturer Kniles the Flenser. The room is full of torture devices and heaps of corpses and body parts.

The chamber is guarded by few silent monks and meat golems which are locked in metal cages. Kniles can be found in the middle of the room, next to the statue of the Divine, speaking to a silent monk.

Connecting Zones

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Notable

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Characters

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Creatures and Unnamed NPCs

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Following table shows all creatures and unnamed NPCs which can be found within the location as well as their numbers and level.

Table of unnamed NPCs found in Fort Joy Prison
Creature Number / Level Creature Number / Level
File:Agitated Silent Monk Icon (DOS2DE).png
Agitated Silent Monk
3 / 4 File:Meat Golem Icon (DOS2DE).png
Meat Golem
3 / 4
File:Elven Prisoner - Silent Monk Icon (DOS2DE).png
Silent Monk
7 / 4 Template:Empty Template:Empty

Items

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Quests

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Encounters

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Please note that the following situations are based on one player's personal experience with the fight and constantly testing the same scenario over and over to determine their most likely course of action. Encounters can and quite possibly will play out differently depending on factors such as gear, abilities, and strategy. The following are only meant to provide a rough idea of what may be encountered.

Goa and Carin Fight

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File:Goa carin fight-0.png

First off examine your battlefield, if you look at the image to the right I've circled in yellow four Fire Sources and four Oil Sources, you or the NPCs can take advantage of these to change the battlefield and the NPCs will make use of them if you get too close to them and since they'll have more magical armor than you most likely, it won't hurt them to use it against you.

You could destroy the barrels early causing them to burn the battlefield and reducing the magister's magical armor and forcing them to come to you or you can put out the torches with water spells to prevent them from using the oil.

Beware that the Silent Monk on the staircas e will join in on the fight after the first round of turns and she is incredibly dangerous as she will start her turn with Haste into Spontaneous Combustion or Blazing Burn which will nuke your party. However, she has no physical armor making her easy to pick off by locking her up using skills like Battle Stomp.

Opening Moves

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If you stay at range, on the staircase is about as close as you can get before they notice you, and you choose to not move anyone closer to them they will start their turns with Goa using Bouncing Shield and moving closer to your party, rarely he will also use Battle Stomp along with Bouncing Shield. Carin will start her turn by also using Bouncing Shield, this will most likely reduce your parties physical armor to nothing or extremely low, she'll follow up with a Razzle Dazzle Grenade blinding anyone whose lost their physical armor.

If you move into melee range Goa will use Battle Stomp into Decaying Touch and Restoration, this has a very high chance of killing your character in a single turn. Goa may also use Battle Stomp and Bouncing Shield the rest of your party. Carin will open with Bouncing Shield on your party and possibly Crippling Blow on your melee character if they are still alive after Goa's turn.

Kniles the Flenser

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Kniles will begin the fight after you finish speaking to him, he will have teleported to your party before speaking began. He'll most likely start by using Backlash to get behind one of your characters and follow that up with Crippling Blow or backstabs, the backstabs are particularly deadly and can kill an unprepared party member nearly instantly or within one more turn.

You'll also have to deal with three silent monks of whom all use spears for longer reach and can use magic spells like Silencing Stare, Burning Blaze, Fireball, they'll attempt to stop your casters from being able to use magic and follow up with damaging spells, so it is best to keep your mage safely away if possible or take out the monks as soon as possible.

The third enemy you'll have to deal with are Flesh Golems, they have a simple attack and spell uses like Haste and Enrage, they'll charge your party and attack with physical damage, however they have no armor of either kind so they can be easily CC'd and nuked.

Experience

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Battle

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  • 7600 experience in total
    • 4600 experience for killing Kniles the Flenser, all Meat Golems and all Agitated Silent Monks
    • 1400 experience for killing all silent monks
    • 1600 experience for killing Magisters Carin and Goa (800 exp per each)

Exploration

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  • Enter the Houndmaster's room: 800 XP

Other

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  • 1400 for not killing Birdie and passing Persuasion check
  • 1000 for letting Birdie out of his cage

Quest

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  • 2400 for escaping with Han after defeating Carin and Goa
  • 2200 for pacifying (or killing) Emmie and other Source Hounds
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Interactive Map

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Template:Map:Fort Joy Ground Floor