Troubled Waters

[PIC]
Location  The Merryweather
Suggested Level 1
Next Quest Escape from Fort Joy

Troubled Waters is a Quest in Divinity: Original Sin II. Escape the prison ship.

 

It all happened — like I knew it would…
A single drop of Source magic...
And, like flies to honey,
the monsters swarmed.
The rabble panicked — the carnage began.
And the Magisters pointed their fingers at me.
Just as I’d planned.
I was shackled and collared
and sent to Fort Joy.
I’d come here to kill Godwoken.
But instead, I became part of their story...

- Windego

Important NPCs

 

 

Objectives

  1. Find Magister Williams
  2. Escape the ship
  3. Save the fellow prisoners

 

 

Walkthrough

Speak with Magister Waters in the room with blood to advance the quest then head to the stern of the ship, past all the NPCs. Speak with Magister Payde to unlock the door on the left side and head inside. He will have a Key to Stern Room after he dies, so be sure to note his location and come back shortly.

Once inside you will see a prisoner attacked magisters. The use of source abilities summoned voidwokens to this ship. You can now loot from dead bodies and explore the ship, but right now other prisoners are in a coma. 

Go upstairs and search the rest part of the ship, be aware of the fire on the ground, if you step on fire you will burn and keep losing health. At this level, you will find Magister Murtof and Magister Ricks, you can persuade (need 1 or more Persuasion skill points) them to help Magister Siwan, or you can kill them. They are behind two locked doors, break down by holding CNTRL + LEFT CLICK, or lockpick, or find the key. (remember to use ALT to highlight the items)

Find the Skull-Marked Key from the corpse of Magister Priest Medwyn and you will be able to open the Skull-Marked door, which is optional. Head to the main deck, a giant Kraken appears and attack the ship. Now you need to fight some voidwokens in order to reach another side of the deck.

Once you reached the lifeboat, a kid on boat asks you to find other survivors on this ship. Agree to that, so you can earn more XP. Use the ladder next to the life boat to reach the lower deck, now the other prisoners are awake, but this place is also filled with voidwokens. Defeat the enemies by planning your move, don't let yourself be ambushed by multiple voidwokens and use the prisoners as the shield. After the battle, return to lifeboat But before you can reach it, the Kraken destroyed the entire ship. (Alternatively, you can try to Siwan, you won't make to the boat but you will survive anyway.)

 

 

Tips & Tricks

  • ???
  • ???

 

Quests
A Craftsman of Dreams and Nightmares  ♦  A Danger to Herself and Others  ♦  A Familiar Face  ♦  A Fate Worse Than Death  ♦  A Generous Offer  ♦  A Hunger From Beyond  ♦  A Hunter of Wicked Things  ♦  A King Reborn  ♦  A Man and His Dog  ♦  A Most Urgent Matter  ♦  A Prize Kill  ♦  A Rare Prey  ♦  A Taste of Freedom  ♦  A Trial for All Seasons  ♦  A Web of Desire  ♦  A Wolf Alone  ♦  Aggressive Takeover  ♦  All In The Family  ♦  Almira's Request  ♦  An Existential Crisis  ♦  An Eye for an Eye  ♦  An Unlikely Patron  ♦  Artefacts of the Tyrant  ♦  Battle at the Gates  ♦  Bitter Tonic  ♦  Blessing from Afar  ♦  Blood Dowry  ♦  Bound by Pain  ♦  Burial Rites  ♦  Burying the Past  ♦  Business Rivals  ♦  Call to Arms  ♦  Champion of the Gods  ♦  Counting your Chickens  ♦  Crippling a Demon  ♦  Dark Dealings in the Blackpits  ♦  Delusions of Grandeur  ♦  Doctor's Orders  ♦  Drowning her Sorrows  ♦  Eithne the Trader  ♦  End Times  ♦  Escape from Fort Joy  ♦  Every Mother's Nightmare  ♦  Fane  ♦  Fane (Quest)  ♦  Finder's Fee  ♦  Finding Emmie  ♦  Finding Lord Arhu  ♦  Grebb the Scholar  ♦  Hammerfall  ♦  Healing Touch  ♦  Heroes' Rest  ♦  Hide & Seek  ♦  Hot Under the Collar  ♦  Infestation  ♦  Invaders  ♦  Keep Calm and Carrion  ♦  Lady o' War  ♦  Lost and Found  ♦  Love has a Price  ♦  Mercy is Power  ♦  Most Dangerous When Cornered  ♦  No Laughing Matter  ♦  No Way Out  ♦  Nothing But Child's Play  ♦  Old Flames  ♦  Old means Gold  ♦  On the Ropes  ♦  Opposites Attract  ♦  Past Mistakes  ♦  Popularity Contest  ♦  Powerful Awakening  ♦  Press-ganged  ♦  Proving Ground  ♦  Red Ink in the Ledger  ♦  Redemption  ♦  Running like Clockwork  ♦  Saheila's People  ♦  Saheila's Signet  ♦  School's Out  ♦  Seed of Power  ♦  Seeking Revenge  ♦  Shadow over Driftwood  ♦  Signs of Resistance  ♦  Silence Broken  ♦  Speaking in Forked Tongues  ♦  Strange Cargo  ♦  Stranger in a Strange Land  ♦  The Academy  ♦  The Advocate  ♦  The Arena of Fort Joy  ♦  The Arena of the One  ♦  The Armoury  ♦  The Bark's Bite  ♦  The Burning Pigs  ♦  The Burning Prophet  ♦  The Collar  ♦  The Consulate  ♦  The Covenant  ♦  The Cursed Ring  ♦  The Driftwood Arena  ♦  The Drowned Temple  ♦  The Druid  ♦  The Elven Seer  ♦  The Escape  ♦  The Eternal Worshipper  ♦  The Execution  ♦  The Forgotten and the Damned  ♦  The Gargoyle's Maze  ♦  The Imprisoned Elf  ♦  The Injured Magister  ♦  The Key to Freedom  ♦  The Last Stand of the Magisters  ♦  The Law of the Order  ♦  The Loremaster  ♦  The Merchant  ♦  The Midnight Oil  ♦  The Missing Magisters  ♦  The Missing Prisoners  ♦  The Mother Tree  ♦  The Murderous Gheist  ♦  The Nameless Isle  ♦  The Purged Dragon  ♦  The Reluctant Servants  ♦  The Sallow Man  ♦  The Secrets of Bloodmoon Island  ♦  The Secrets of the Dwarves  ♦  The Shakedown  ♦  The Shriekers  ♦  The Silent One  ♦  The Snoozing Adventurer  ♦  The Stoic Spirit  ♦  The Teleporter  ♦  The Three Altars  ♦  The Tribe of Saheila  ♦  The Ugly Little Bird  ♦  The Vault of Linder Kemm  ♦  The Watcher's Mercy  ♦  The Weaver  ♦  The Wrecked Caravan  ♦  They Shall Not Pass  ♦  Thinning the Herd  ♦  Threads of a Curse  ♦  To the Hall of Echoes  ♦  Treated Like Cattle  ♦  Unlikely Lovers  ♦  Unscholarly Pursuits  ♦  Up in the Clouds  ♦  Vengeance for the Fallen  ♦  What a Fuss to have Wrought  ♦  Window of Opportunity  ♦  Wishful Thinking  ♦  Withermoore's Soul Jar



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    • Anonymous

      Tip: If you kill the other origin characters while on board the ship (not including fane) the game won’t act like you killed them and you can still recruit them at fort joy. They each drop a resurrection scroll and beast drops his hat. The hat disappears from your inventory after leaving the merryweather but it helps with that fight. Note: if you kill all the others you can’t go back to rescue them. Leave one alive.

      • Anonymous

        For max XP you don't need to be Undead. However, you will need to summon an Incarnate. Once up top, and the 2 voidwoken are dead, send an Incarnate up to the magisters at the helm. Even then, it takes 3 hits by the lil monster to aggro them. All the while you remain out of combat until your summon ability cools down and then start laying down totems.

        Soooo... much cheese with Summoning.

        • For the regular classic game. Experience wise 3300 exp possible (3200 without FANE). Need a starting character with 1 Persuade. Start a battle on the crew deck and kill the Magisters/Hound either yourself or using Windego's blast (975 exp for 9 magisters/1 hound). 400 exp quest with Windego's blast. Kill Magister Siwan who is unconcious in the room you started at (100 exp). Go up to middle deck, kill Hound (25 exp), persuade the 2 magisters locked in the back room (200 quest exp), then kill them (100 exp each). Go to the deathfog room and enter, setting off the deathfog. If at least 1 barrel explodes 200 quest exp (some like to take the barrels, always leave 1 if you want the exp). 100 exp if you go to top deck with Undead character with no helmet on, turns nearby magister hostile. Kill 2 Voidlings (100 exp each), then attack
          or lure the Captain/Knight to turn them hostile and kill them (100 exp each). Go back below deck to kill 4 more Voidlings (75 exp each) and finally go topdeck again 400 quest exp as you leave the ship.

          The DE has the same outcome, max of 3300 with undead/3200 without experience, but they simplified the experience a little. No need to persuade the hiding Magisters, no experience for the deathfog (-400 exp) but instead of 400 exp as the final quest reward, you get 800, so it comes out the same.

          • Anonymous

            The murderer was Windego, she confirms it, but then attacks the guys and triggers the Kraken, after this event everyone is either knocked down, or dead, so I don't see a way, how to solve the Troubled Waters aka "find the murderer" quest properly, because you have to look for a way out at this point (and Waters is dead anyway, so no clinky shiny gold coins for your all your troubles). Unless you're an elf, which I'm definitely not (playing as Lohse).

            • Anonymous

              I found a "Laboratory Key" on the Merryweather during the prologue. But i can't find what exactly it opens. If it happens to be about the room where you start, finding it ios actually pretty pointless. Pretty rare i can't find the use for a key. I wonder if maybe there is a place i did not find the first time. I will restart and retry.

              • Anonymous

                FROZEN ROOM ON SHIP: After you beat/send running the Kraken, go on the ship and find a hatch. It takes you to a room with a frozen Roth family, but it'll freeze you too soon enough. You can light all of the torches (hard way) or get the Flame Lamp down in the boat with the treasure chest which is your main reward (the family only gives you the key and no XP). I did it because I wanted to do them all and there is no guide for this hatch/room on this Wiki. :(

                • Anonymous

                  It is possible to partially fail this quest by killing every(?) npc onboard. If done so scene with fighting off void bugs is skipped and you take the lifeboat alone. Beast's hat is lost after shipwrechk though. You'll still have scolar's transformation mask btw, but not duplicated: if you invite him in the party he won't have another one.
                  Yep, everyone you killed back there are back to living, but react to you poorly, defining you as a traitor. Also every(?) recruitable character from the ship will have additional lines in dialogue, about explaining yourself to them. Carefully: you may lose some relationship points, so choose answers carefully.
                  Plases with question marks not confirmed fully by now.

                  • Anonymous

                    To solve this quest is to be an elf you get a Corpse Eater perk really useful for troubled waters or any quest

                    • Anonymous

                      on the bottom of the hold there is a room with two 500hp doors, if you grind the damage (using battlestaff: skill magnus) or casting spells...you gain access to room , on wall there is a kind of map , click on it and it gives you 6 recipes ! also scroll of restoration and rest of loot is small poison bottle + food ingredients. It's just a long grind to destroy the door but well worth it for 6 recipes.

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