Exploring Dos2: Returning To Your Boat

how to go back to boat dos2

Divinity: Original Sin 2 players can find themselves stuck on a boat in Act 2, unsure of how to get back to the fort or get the boat moving. To get back to the fort, players can follow the edge of the fort along a small path to find a sewer that can be used to get back in, but they should be prepared for a fight if they haven't cleared the downstairs area. Alternatively, they can lower the bridge before leaving and simply walk back in from the other side. To get the boat moving, players must interact with an unconscious prisoner in a cage, take an item from them, and use it to get a password from the left door. They must then take the item and password to the original door, find a book, and sing it to the dragon figurehead at the front of the boat.

Characteristics Values
Boat location Fort
How to get back to the boat Follow the edge of the fort, take a small path to a sewer
Alternative Lower the bridge before leaving and walk back in from the other side
Alternative Clear the courtyard, climb up on the platform and enter the personal chamber
How to get the boat moving Get a password from one of the doors, put a gem in the other door, then tell it the password to get past it
Find a book of hymns and sing it to the dragon thing at the front of the boat

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How to get back to the boat from the fort

If you miss the boat out of Fort Joy in Divinity: Original Sin 2, there are a few other ways to escape. If you took the little boat, you can follow the edge of the fort and find a sewer to get back in, but be prepared for a fight if you haven't cleared the downstairs area. If you lower the bridge before you leave, you can simply walk back in from the other side.

You can also escape through Kniles' room, by fighting your way through the upper levels of the Fort. There's also a teleportable path back from the camp side. You can fight through the front gate and around the side of the building to lower the drawbridge and walk out. Alternatively, you can sneak out using the room with the Judge. You can also leave via the docks.

If you're having trouble with Kniles, and you are inside the prison, you can climb up the stairs to the ground floor of the fort. In the large adjacent room, there are High Judge Orivand and four magisters performing a ritual on a sorcerer. You can sneak along the side of the upper floor and reach the broken wall in the back, from where you can climb a ladder down to freedom. You can also fight the magisters, but they may prove a challenge. Close to Flenser's Playground in the prison, you can also find two magisters threatening a kid. If you defeat them, you can escape with the kid's boat.

If you're on the second-story catwalk of the fort but don't have the Magister's Key, you can climb down the ladder inside the courtyard while sneaking and enter the main fort doors, which aren't locked. Once inside, head immediately to your right to confront two Magisters harassing a young boy named Han. After taking out the Magisters, Han will help you escape in his boat.

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How to get the boat moving in Act 1

To get the boat moving in Act 1, you need to interact with the unconscious prisoner in the cage and take something from them. Then, go to the left door and convince it to give you a password. Take the item and the password to the original door the others were trying to open. Go into the grand room and look for a book. If you have the pet pal perk, talk to the cat and play nice; otherwise, someone else will give you the hint. Take the book back up to the figurehead at the front of the boat and interact with it. You can also try flirting with the boat for bonus points. Once you've done this, you should be able to move on to Act 2.

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How to get the boat moving in Act 2

To get the boat moving in Act 2, you need to interact with the unconscious prisoner in the cage and take something from them. Then, go to the left door and convince it to give you a password. Take the item and the password to the original door the others were trying to open. Go into the grand room and look for a book. If you have the pet pal perk, talk to the cat and play nice; otherwise, someone else will give you the hint. Take the book back up to the figurehead at the front of the boat and sing from it.

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How to get the boat moving by singing to the dragon

To get the boat moving by singing to the dragon, you need to find a book of hymns. You can do this by following a few steps. First, go to the cage and interact with the unconscious prisoner until you can take something from them. Then, go to the left door and convince it to give you a password. Take the item and the password to the original door the others were trying to open. Go into the grand room and look for a book. Talk to the cat and play nice if you have the pet pal perk, otherwise, someone else will give you the hint. Take the book back up to the figurehead at the front of the boat and sing to the dragon.

If you are having trouble finding the book, you can also talk to Malady and tell her you got into The Hammer's office. You will need to show her the gem you get from Alexander in the cell, and also the correct answer.

If you are looking to go back to the boat, you can follow the edge of the fort (small path) and should see a sewer that you can use to get back in. If you haven't cleared the downstairs area, be ready for a fight. If you lower the bridge before you leave, you can walk back in from the other side.

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How to get the boat moving by using a gem

To get the boat moving in Divinity: Original Sin 2, you need to get a gem. To do this, you must first discover that the ship is controlled by singing. Head one deck down and you’ll find an unconscious Bishop Alexander. Inspect his body and you’ll see a black gem on his neck. You’ll need to persuade Magister Renly to let you take it or kill her and take it by force.

Once you have the gem, head to the Starboard Stateroom Door. Try to open it by saying you forgot the passcode and need a clue. If the door won’t give you a hint, look for a corpse near the dead Gheist. Use the gem, then tell the door the password to open it. Inside the master cabin, you’ll find a merchant called Tarquin. Through his various dialogue, you can learn more about him. On the main desk is a book of songs. Take it, then go to the main deck and speak to the dragon head at the front of the boat. You'll now be able to move it.

Frequently asked questions

You need to get a password from one of the doors, then go to the other door and put a gem in it. After that, tell it the password to get past it, then find a book of hymns and sing it to the dragon thing at the front of the boat.

Make sure you've opened the door into Dallis' chambers and done everything in there to get the boat going.

If you took the little boat, follow the edge of the fort (small path) and you should see a sewer that you can use to get back in. But be ready for a fight if you haven't cleared the downstairs area. If you lower the bridge before you leave, you can walk back in from the other side.

Someone else will give you the hint.

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