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Nautiloid

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The Nautiloid is a region in the Prologue of Baldur's Gate 3. It is the first area in the game.
“
Hells - I need to get to the helm before this ship falls apart.
„
— Wyll, wanting to escape

Overview[edit section | visual editor]

The player character starts on the Nautiloid immediately after character creation and must escape from it before the ship crashes in Avernus. Unlike most areas in-game, the Nautiloid has a linear layout where the party can only progress in one direction.

A full description on how to escape can be found at the related quest Escape the Nautiloid⁠Escape the Nautiloid.

Locations[edit section | visual editor]

Nursery[edit section | visual editor]

The nursery is the initial area where the player characters awakens. The room contains scattered mind flayer pods and a nursery in the centre of the room, a pool filled with larvae which explodes upon the slightest touch. In case of any health loss, a Restoration device is on the western side of the room.

Surgery room[edit section | visual editor]

In the adjacent room, Myrnath Myrnath is on an elevated platform. His surgery was interrupted before the player character escaped their pod. The Intellect Devourer Us Us can be recruited as a temporary companion by removing it from Myrnath's exposed skull. Interacting with one of the three Rune Slates laying on the table at X: 3 Y: -414 unlocks a unique option for a future dialogue with Omeluum Omeluum. Leaving the surgery room triggers a cutscene with Lae'zel Lae'zel, who joins the party to escape the Nautiloid. If Lae'zel is chosen as origin, Losiir Losiir joins the party instead.[1]

Imp battle room[edit section | visual editor]

After the cutscene with either Lae'zel or Losiir, the party automatically moves to the next room, where three Lesser Imp Lesser Imps must be defeated. Among the loot are common ranged weapons which can be convenient for starting characters. A restoration pod is at the northern side of the room before a stairway which leads up towards the ceremorphosis chambers.

Ceremorphosis chambers[edit section | visual editor]

The first room of the ceremorphosis chambers

The ceremorphosis chambers consist of two adjoining rooms on the northern side of the Nautiloid. In the first room, at the centre are two unconscious victims of the mind flayers. The control panel adjacent to them has three sigils and buttons. The left panel is 'Unleash', the middle is 'Aggression', and the right is 'Annihilate'. 'Unleash' causes psionic energy to radiate from the cultists while 'Aggression' causes them to become hostile, initiating combat. 'Annihilate' kills both instantly.

In a mind flayer pod nearby Shadowheart Shadowheart is trapped, rescuing her completes Rescue the Illithids' Captive⁠Rescue the Illithids' Captive. The pod can be opened in a few ways:

In the second ceremorphosis chamber, adjacent to Shadowheart's room, an unresponsive woman is trapped in a mind flayer pod. The console behind her contains a button with the label 'Perfect'. Pressing the button causes her to undergo ceremorphosis ceremorphosis.

Helm[edit section | visual editor]

The ship's helm is past the ceremorphosis chambers. In the chamber before the entrance is another Restoration pod. Inside the next room a Mind Flayer Mind Flayer battles Commander Zhalk Commander Zhalk. Upon entering this area, combat immediately commences, and the party have a maximum of 15 turns to reach the transponder before the ship crashes. After several turns, two cambions cambions spawn at the entrance of the helm. If Zhalk is defeated along with his imps and hellsboars hellsboars, the Mind Flayer attacks the party. Interacting with the transponder ends the prologue regardless of the remaining foes and party members' status.[2]

Related locations[edit section | visual editor]

Related quests[edit section | visual editor]

Characters[edit section | visual editor]

Creatures[edit section | visual editor]

Loot[edit section | visual editor]

Gallery[edit section | visual editor]

Achievements[edit section | visual editor]

Descent From Avernus
Take control of the nautiloid and escape the Hells.
Devil's in the Details
Defeat Commander Zhalk on the nautiloid.

Notes[edit section | visual editor]

  • While on the Nautiloid, attacks made by party members and their summons cannot critically miss, and attacks made by enemies cannot critically hit.

Footnotes and references[edit section | visual editor]

  1. ↑ Prior to meeting Lae'zel or Losiir, characters cannot cast certain spells which summon controllable entities. The tooltips for such spells state they "can't be cast while your new parasite adjusts to your mind and magic". This is known to affect Mage Hand Mage Hand and Find Familiar Find Familiar. Casting Minor Illusion Minor Illusion is allowed, possibly because the entity cannot be moved around like the others. The affected spells become available at the start of the first combat encounter with the Lesser Imps.
  2. ↑ When playing as a custom character, if Lae'zel or Shadowheart are killed before reaching the Helm, their corpses fall onto the beach in Act One and can be revived.
  3. ↑ This sword is wielded by Zhalk Zhalk.

External links[edit section | visual editor]