The beginning of Divinity: Original Sin 2 can be one of the longest acts in the game. This is where the player is meant to escape Fort Joy by any means and with whomever they please. There are endless options when it comes to reaching the other side to The Hollow Marshes.

RELATED: Divinity Original Sin 2: 10 Amazing Must-See Mods For The Game

But there's only one path to take if the player wants to ensure everyone's safety. It may seem easier to just kill everyone for the loot and XP and be on with it, but it's even easier to casually stroll on by without mass murder and theft.

10 Don't Aggro Potential Companions

Not every companion option will be happy to see the player. Most of them are generally polite. Or will just put up with the player and their antics. Some aren't so open, though.

Companions like Sebille can easily be aggroed if the correct dialogue option isn't picked. She's a standoffish, dangerous killer who wants vengeance on those who wronged her. And those who wronged her could have enslaved her or merely passed her in a long line up. Don't disagree with and deny aid to already aggressive companions! If you kill any potential companions, they can no longer be added to the party in the future.

9 Don't Get Caught

There are various ways to accidentally or purposefully recieve the negative attention of the many Magister guards in Fort Joy. If the player has already removed their Source collar and walks within seeing-distance of a Magister, they must either fight or be sent to prison where all of their belongings are taken from them.

Another way to aggro the guards is to attempt anything they don't want you to do, in front of their face. Respect them and move on because after escaping, players can go back and get theirs. This avoids any unnecessary fighting and loss.

8 Keep The Cat At Bay

A random black cat starts following the player around once washed up to shore. He's a cute little companion that can be difficult to keep alive. If any Magister notices the black cat, they will attempt to kill it and won't stop until they do. The player must either fight for the cat, resulting in Magister fights, or allow it to die.

Another option is to make sure the cat makes it out of Fort Joy alive with you. This is the best option because it grants a reward, the entire point of the cat being in the game in the first place! The reward is a summoning spell to bring forth a black cat in battle and have it fight for you. The player doesn't need any prior summoning skill knowledge, but working towards that skill will make the spell stronger. To make sure the cat stays alive, the player can keep it in conversation with one of the companions until it's time to go or simply avoid going near any guards until safety is assured.

7 Get The Teleportation Gloves

One of the first quests players stumble upon in Fort Joy is finding teleportation gloves for an NPC. After completing this, to no surprise, the player can teleport to different locations with ease.

RELATED: Divinity Original Sin 2: 5 Best Skills In The Game (& 5 That Are Pretty Useless)

This isn't fast travel but rather being able to move characters away from you in battle, to reach tricky areas on the map that have special loot, or to sneak up in battle. The player can use these gloves to gain an advantage in many different situations so it's imperative to get this item until the player can get their hands on the teleporting pyramids.

6 Find Stingtail

Stingtail is a lizard in Fort Joy who is apart of more than one quest. If the player recruits Sebille in their party, Sebille's then current objective is to kill Stingtail somehow. Though regardless of if the player has Sebille or not, he's the key to saving Ambryo in the cage near Griff without bloodshed.

Saving Ambryo is the important thing here for escaping Fort Joy in the best way. He leads the team to a crucial member of Divinity's main story when saved. He also leads the party toward the information of the safest way out. Ambyro is accused of stealing food from the kitchen. The player can either kill Griff's men to free him or find the real thief, Stingtail. Stingtail is behind the kitchen at the very top of the map.

5 Have Pet Pal At The Ready

Pet Pal may feel useless when players are only allowed to equipped a certain amount of talents, but it's an important talent if you want to save everyone and get good with people.

There's a dog in Fort Joy who cries for his girlfriend, Emmie. Emmie is in the Fort Joy dungeons and is aggro along with other dogs. The player can't successfully complete this quest without being able to speak with animals and said talent will give the option to speak with Emmie and not have to kill all the dogs.

4 Help Migos & Yarrow

There is a dangerous, rotten man at the Fort Joy beaches who isn't in his right mind. He asks for a flower, yarrow, but really means his daughter. His daughter is Magister Yarrow, who sits at the top of the ladder found at the entrance to Fort Joy.

This quest can end with Migos, Yarrow's father, dead or it can end with them somewhat together. To help this father and daughter duo, the player must collect a yarrow flower found growing around the map and give it to Migos. Doing this makes it so Migos gives the player his ring in return and does not start a fight. Give the ring to Magister Yarrow and she will be happy enough and reward the party plenty.

3 Find The Hatch

There are various ways into the Fort Joy dungeons which is where all escape routes out of that Hell hole reside. The player can be put into prison and sent there, they can find a secret cave that leads there with the teleportation gloves, they can waltz right into the Fort, and many other ways.

RELATED: Divinity: Original Sin 2: 5 Characters You Can Romance (& 5 You Wish You Could)

The safest and easiest way is to have higher Wits to spot a hatch on the beach where Migos is, behind the kitchen. The player doesn't have to confront the beast and can sneak past him to this hatch which leads to a cave full of fire slugs. Kill them or use Pet Pal to walk on by and it will lead the party to the dungeons and prison.

2 Find Withermoore's Soul In The Dungeons

Another person that needs saving is Withermoore. His soul is trapped in the fort. Through the big gates in the prison and down the hall the party can spot a hidden latch with enough Wits. This reveals a hidden hatch.

Inside is somewhat of a crypt that holds a puzzle. Every soul jar in the room claims to be Withermoore's and the party must destroy the right one. A group of skeletal enemies will spawn each time the player smashes the wrong jar. The correct jar is "Withermoore the Supplicant".

1 Use The Seeker's Boat

Now that everyone is saved, helped, and accounted for, it's time to leave. The best option is to use the Seeker's boat. At the end of the hall in the dungeons lies two Magisters and a little boy. After defending the boy and killing the Magisters, the player can assure the boy that they know and helped his trusted friend.

Doing this ensures the safest passage onto Hollow Marshes and out of Fort Joy. All the player has to do is jump in the boat and voila, the party is magically free. Or partially free anyway. Going on the boat doesn't mean the player can never return to Fort Joy to tie up lose ends and loot. Find the first Waypoint in Hollow Marshes and then you can fast travel to and from both areas. This allows the player to go back to Fort Joy once stronger for any remaining loot.

NEXT: Baldur's Gate 3: 5 Similarities It Has To Divinity: Original Sin 2 (& 5 Differences)