Ad placeholder

Nautiloid: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
mNo edit summary
Line 1: Line 1:
{{hatnote|See [[Escape the Nautiloid]] for a detailed guide of this area}}
{{hatnote|See [[Escape the Nautiloid]] for a detailed guide of this area}}
{{Location page
{{Location page
| prefix = The
| name = Nautiloid
| name = Nautiloid
| alt name =
| alt name =

Revision as of 09:36, 18 August 2024

See Escape the Nautiloid for a detailed guide of this area
The Nautiloid is a region in the Prologue of Baldur's Gate 3. The player arrives on the Nautiloid immediately after character creation.

Locations

Nursery

This area is a mind flayer nursery, and the initial area the player will wake in. In the centre of the room is a pool filled with larvae that can be investigated. If touching it, it will explode and damage the player character.

Surgery room

Adjacent to the nursery, this room contains a small elevator which can be taken to find a dying elf whose brain can be removed to free Us Us.

Moving out of the brain room will trigger a scene with Lae'zel Lae'zel (or Losiir Losiir if Lae'zel is chosen as origin), who will join the party while on the Nautiloid.

Ceremorphosis chambers

On the northern side of the Nautiloid are two adjoining rooms. In the first is a pod with Shadowheart Shadowheart, which can be opened with a slate found on a dead body in the eastern end of the next room.

In the room with Shadowhearts pod is a control panel with labels that can be read with an Arcana check. The left label reads "Unleash," the middle one "Aggression," and the right one "Annihilate".

In the room adjoining Shadowheart's is a pod containing an unresponsive woman. Using the button on the console behind her will cause her to undergo ceremorphosis. With an Arcana check the label reads "Perfect".

Helm

After leaving the ceremorphosis chambers, The party will enter the helm of the ship, where a mind flayer and a Cambion, Zhalk Zhalk, are fighting. Once the party enters this room a countdown of 15 turns begins to reach the transponder on the other side of the room. A few turns after the timer starts, two more Cambions will spawn and make their way to the helm. Interacting with the transponder will end the prologue regardless of the status of the party or the remaining foes.

Related areas

Notable characters

Notable Creatures

Related quests

Notable loot

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Gallery

Notes

  • When playing as a custom character, if Lae'zel is killed before reaching the helm, instead of being captured in a trap and found by two tieflings, she will be dead on the beach after the crash, and can be revived. At time of writing it is uncertain if this applies to Shadowheart. This can be a great way to get a head start for honour mode.
  • Prior to reaching the initial meeting with Lae'zel or Losiir, characters are unable to cast certain spells that summon additional controllable entities. The tooltips for such spells state that 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 it summons cannot be moved around like the others. The affected spells become available at the start of the first combat encounter with the Imps.

External links