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The Prologue of Baldur's Gate 3 takes place immediately after the opening cinematic, in which the main character is infected with a [[Mind Flayer]] larva.  The [[Nautiloid]] in which this takes place is attacked by [[Githyanki]] warriors, allowing the main character to break free. While trying to escape the attacking Githyanki, the mind flayer controlling the ship warps it into different planes of existence, ending up in [[Avernus]], the first of the [[Nine Hells]]. The objective of the Prologue is to find a way out of the Nautiloid, ideally not by dropping down into Hell.
{{PageSeo
| description = Escape the Nautiloid is the first major quest of Baldur's Gate 3. It takes place immediately after the opening cinematic.
| image = Prologue.webp
}}
[[File:Prologue.webp|right|400px|thumb|The Nautiloid in Avernus]]
The first major [[Quest]] of ''Baldur's Gate 3'', '''Escape the Nautiloid''', takes place immediately after the opening cinematic. The player character, now infected with a [[Mind Flayer|mind flayer]] tadpole, is aboard the [[Nautiloid]] ship when it is attacked by [[Githyanki|githyanki]] warriors. While trying to escape, the Mind Flayer controlling the ship warps the Nautiloid through different planes of existence before ending in [[Avernus]], the first of the [[Nine Hells]]. The objective of the Prologue is to find a way out of the Nautiloid, ideally by not dropping down into Hell.
 
== Objectives ==
{{Quest objective|Find a way off the nautiloid.|
* We've been abducted by mind flayers and infected with some kind of parasite. We need to find a way off this ship.}}
{{Quest objective|Reach the Helm.|
* We met one of the mind flayer's minions - an intellect devourer. It wants us to go to the helm of the ship.
* We met a githyanki named [[Lae'zel]]. She told us we can escape if we reach the ship's helm.
}}
{{Quest objective|Connect the nerves of the transponder.|
* The mind flayer told us we need to connect the nerves of the transponder to escape the Hells.
}}
{{Quest objective| Quest Completed!|
* We escaped the Hells on the nautiloid.
}}


== Walkthrough ==
== Walkthrough ==
=== Nursery Room ===
[[File:Prologue-01.jpg|thumb|right|Nursery Room]]


=== Nursery room ===
The game begins in the [[Nautiloid#Nursery|Nursery]], where the player character breaks free from a [[Mind Flayer Pod]]. Empty mind flayer pods are scattered throughout the room, indicating that there might be other survivors.
 
This is the room in which the game begins.  The main character has broken free out of a [[Mind Flayer Pod]] and is standing alone in the room.  Around the room there are various empty mind flayer pods indicating that there might be other survivors.
 
In the middle of the room there is a mind flayer "nursery" i.e. a pool filled with larvae.  Upon interacting with it, you can [[Ability check|Investigate]] it to determine that it's about to break apart.  If you try to touch it, it explodes and causes a small amount of damage to your character.
 
To the south of the nursery you can find a dead mind flayer.  Looting him yields a [[Spiked Bulb]].
 
Further south you can climb up to a small elevation in the room, where a dead [[Mind Flayer Thrall]] can be looted for a [[Scroll of Mage Armour]] and 3gp.  Lying aside him is a [[Slave Mind]] --a human brain preserved in a jar-- that can be picked up.
 
To the east of the room, slightly southward, you can go up to a larger elevated area of the room, circling around it all the way to the northwest.  Along this elevated area you can find: 1. a [[Cartilaginous Chest]] containing a [[Potion of Healing]] and a [[Potion of Fire Resistance]], 2. a [[Caustic Bulb]] lying on a table, and 3. a second Cartilaginous Chest containing a bottle of [[Alchemist's Fire]] and a [[Grease Bottle]].
 
On the west side of the room you will find an illithid restoration device that fully heals you upon interaction, and a door to the next room.
 
=== Brain room ===
 
The dead bodies of three [[Lesser Imp|Lesser Imps]] will greet you in this room.  Loot them for a [[Potion of Healing]] and a [[Scroll of Fire Bolt]].  Directly aside their bodies is a table on which you can find a [[Caustic Bulb]], three [[Mucoid Shell|Mucoid Shells]], a [[Sodalite Shell]], and a [[Barbed Device]].  These are mostly junk items; only the bulb has a use.
 
Back near the entrance, there's another table with an [[Illithid Record]] and a [[Hollow Shell]].  The shell is a junk item, but the record can be interacted with to reveal that it contains knowledge about [[Goblin]] culture.
 
Further westwards and to the north of the room there is a table on which you can find an [[Eldritch Tablet]], an [[Illithid Manuscript]], and a [[Dark Mind]] (another brain in a jar).  The tablet and manuscript can be interacted with just like the illithid record.  The tablet contains knowledge about humanoid history (elves, dwarves, humans, etc.), and the manuscript seems to tell a story about "a brain, a githyanki warrior, and centuries of darkness."
 
In the middle of the room, a small elevator can get you to an upper section of the room.  Here you will find a dying person sitting on a chair with their scalp removed, their exposed brain telepathically asking you for help.  Otherwise, you can find here a pair of Cartilaginous Chests containing [[random loot]].
 
When you interact with the person in the chair, your character [[Ability check|may be able]] to notice that the exposed brain is not in fact the person's own brain, but rather an [[Intellect Devourer]].  You have various options to try to free the creature from the skull, although you can also just leave it in place or destroy it outright.  Should you choose to free it and succeed, it can give you a bit of information about your situation, and will become a temporary [[companion]] who can assist you in battle.
 
While freeing the Intellect Devourer from the skull, you also have the option of trying to mutilate it to make it more obedient to you, although this seems to be unnecessary as it's obedient to you either way, and failing the [[ability check]] while trying to mutilate it will cause the creature to go hostile.
 
To the west of the room there's an opening in the Nautiloid's shell.  An outer path leads northwest, where you have to jump over a gap and will have your first encounter with the [[Githyanki]] soldier [[Lae'zel]], who was previously seen in the opening cinematic, also being infected with a larva.
 
=== Imp battle room ===
 
As Lae'zel jumps down from a ledge to attack you, the telepathic connection between you caused by the mind flayer larva makes her realize that you're not under mind control, and that the two of you could cooperate.  She insists that you go to the helm of the Nautiloid, where you can take control of it.
 
In the room ahead that you need to pass, there are three lesser imps that you need to defeat.  This is most easily done with ranged sneak attacks.  One imp will drop a [[Handaxe]] and another a [[Light Crossbow]].  Other than that, you can loot a dead mind flayer in this room for two void bulbs and a potion of healing, and another dead mind flayer who has been incinerated can be looted for a [[Potion of Speed]], a void bulb, and a caustic bulb.


You can exit this room to the west, climbing some stairs out to open air and towards the nose of the Nautiloid. There's a healing pod too before the stairs, should you need it.
A mind flayer "nursery" i.e. a pool filled with larvae can be found in the center of the room. Passing a {{Ability check|Investigation|10}} reveals that the casing is fragile. If touching the pool, it explodes and causes damage. Health can be restored at the [[Restoration]] device on the western side of the room at {{Coords|33|-428}}.


=== Nose of the Nautiloid ===
South of the nursery, the body of a mind flayer can be looted for a random [[Valuables#Gemstones|gem]] at {{Coords|43|-429}}.


A short cinematic will play as you walk out into open air, in which the nose of the Nautiloid in front of you is badly damaged by attacking red dragons.  Thankfully this doesn't affect our route.
Farther south of the mind flayer, a raised path leads to a {{SmRarityItem|Cartilaginous Chest}} containing random loot at {{Coords|-43|-440}}.


Various dead lesser imps and thralls can be looted here for minor riches and equipment, including a [[Studded Shield]]. One incinerated dead thrall all the way towards the nose of the ship has a [[Potion of Poison Resistance]].  You just have to jump over some fire to reach the body.  She also holds on to yet another brain in a jar, and this one is called [[Our Mind]].
Toward the eastern side of the room, another raised path leads to an elevated area, which curves along the northwest side of the room. An {{SmRarityItem|Onyx}} and {{SmRarityItem|Rune Slate}} can be found on a table at {{Coords|50|-408}}. Interacting with the slate confers visions of the Nautiloid traveling through the Planes.


Turning back, you can climb another set of stairs to reach an upper level of the Nautiloid.  Here, an Intellect Devourer will tell you that you must go to the helm of the ship to provide assistance.  You can choose to attack, but the ensuing fight may actually prove difficult as there are also two lively thralls here maintaining some cannons.  If you want to kill them for the little XP you will get, ranged sneak attacks might be the best option.
Past this table, another Cartilaginous Chest with loot can be found at {{Coords|36|-409}}.


There are also two lesser imps towards the south here having some sort of argument, one of them already wounded.  Just use some ranged attacks on them and you can easily finish them off.
To advance to the next room, enter through the door next to the restoration device on the western side of the room at {{Coords|24|-423}}.


Talking to some of the dying [[Enthralled Cultist|Enthralled Cultists]] on the ground around this area can give you a little insight on how they think.  One will talk about red, flying rats in the kitchen clawing at him, clearly referring to the imps who attack the thralls.  Another will speak as if he's talking to his mother, saying that he's tired and wants to go to sleep early.  Although talking to them reveals, rather tragically, that the thralls are just poor, regular humans under mind control, you can nevertheless finish them off for some very minor gold and XP.  (They are about to die anyway, might as well put them to rest.)
=== Surgery Room ===
[[File:Prologue-02.jpg|thumb|right|Surgery Room]]


The path forward is back into the Nautiloid via a corridor to the north, stretching east. There's a mucous membrane you just need to attack to break through, and then a door leading into the next major room.
Immediately upon entering the [[Nautiloid#Surgery_room|surgery room]], a table can be found containing an {{SmRarityItem|Illithid Record}} and [[Goblin]] corpse. Interacting with the record imparts images of Goblin history and culture. The corpse can be looted for a small amount of [[Gold]].


=== Shadowheart room ===
North-west of the table, three additional rune slates can be found, which provide more images of the Nautiloid and an anomalous feeling.


In this room you will be greeted by a pair of knocked out cultists on chairs, and some sort of control panel with three pairs of sigils and buttons.  Lae'zel will warn you not to touch anything.
On the far north side of the room, an {{SmRarityItem|Eldritch Tablet}} reveals images of [[Humanoid]] history.


You will also hear a woman trapped in a mind flayer pod thudding against its glass encasing.  It's [[Shadowheart]], who will suggest you try to use the contraption next to the pod to get it opened.  Looking at said contraption will reveal that there is an empty socket of some sort.  You need an object to fit in there.
In the middle of the room, a small elevator leads to an upper level. Interacting with the Neural Apparatus will raise the platform. On the upper level, a [[High Elf|high elf]] named {{CharLink|Myrnath}} can be found with a removed scalp, their exposed brain telepathically pleading for help.


Aside Shadowheart's pod, there is a backpack with some minor riches in it like some gold and an [[Agate]]. To the south, there's a table with various objects on it: a [[Burnished Necklace]], a [[Scoll of Inflict Wounds]], a [[Scroll of False Life]], and a locked [[Elaborate Reliquary]]. You might be able to pick the lock of the reliquary, otherwise you can look for the key. It will contain 15gp, an [[Onyx]], and an [[Eldritch Rune]] that can be inserted into the control panel of Shadowheart's pod to free her.
=== The Intellect Devourer ===
When interacting with Myrnath, if succeeding a {{Ability check|Arcana|10}}, it is revealed that the exposed brain is an [[Intellect Devourer|intellect devourer]]. It is possible to free, abandon, or destroy the brain. If the player character decides to free the creature it can be asked about its name, which is {{CharLink|Us}}. The creature will task the player character to reach the Helm and take control of the Nautiloid. It is also possible now to obtain Us as an [[Attached Follower|attached follower]].


If you have Lae'zel as a companion, Shadowheart will be a little snarky, but either way she asks to join you as a companion.
Before freeing Us, if the passing a {{Ability check|Investigation|10}}, a cerebral extraction can be done by passing a {{Ability check|Medicine|10}} with {{Advantage}}. Otherwise, a {{Ability check|Strength, Dexterity|10}} must be passed.


You might notice that an Intellect Devourer occasionally walks through this room. You can kill it easily if you surprise it, but it won't drop anything. The two cultists in the chairs can be interacted with and will seem awake, but totally unresponsive.
After freeing Us, the player character can mutilate the creature by passing a {{Ability_check|Dexterity|15}}. On failure, the creature flees and all intellect devourers become hostile. On success, Us is [[lobotomised]], which permanently reduces [[Intelligence]] and [[Resources#Movement_speed|movement]]. If playing as [[The Dark Urge]], the character has a different unique option.


Going back towards the entrance, you can look at the sigils on the control panel.  Each will trigger an [[Ability check|Arcana check]] to allow you to read it.  The left one says "Unleash," the middle one "Aggression," and the right one "Annihilate."  The Unleash button apparently makes psionic energy radiate from the two knocked out cultists, but it's unclear what use this has.  (It does not allow you to talk to them.  This might be just unimplemented yet.)  The Aggression button will make them attack you, and Annihilate will, unsurprisingly, kill them.  Making them attack you and then defeating them gives you 1 XP each if you're into that.  Looting them can also be done by just pressing Annihilate.  They hold 3gp in total, a [[Quill]], and a [[Small Bottle]]; in other words, junk.
=== Meeting Lae'zel ===
[[File:Prologue-04.jpg|thumb|right|Imp battle room]]


If you weren't able to pick the reliquary containing the Eldritch Rune for Shadowheart's pod, you'll want to look into the room to the east to find the key. To the south, in turn, you can finally enter the helm.
To advance to the next room, the party must follow the south-western path that leads outside. The party will encounter the [[Githyanki|githyanki]] soldier {{CharLink|Lae'zel}}, who joins the party to escape. If Lae'zel was chosen as an [[Origin|origin]] character, {{CharLink|Losiir}} will join the party instead.


=== Ceremorphosis room ===
As Lae'zel jumps from a ledge to attack, a telepathic connection between her and the player character causes her to realise that the player character is not under mind control. She insists on taking control of the Nautiloid at the [[Nautiloid#Helm|Helm]]. To reach the Helm, the party needs to defeat three [[Lesser Imp|lesser imps]].


In this room there's yet another mind flayer pod at the center.  This one contains a dazed woman who seems unresponsive.  Behind her is a console with a sigil and a button.  The sigil yet again triggers an arcana check, and succeeding it reveals that it says "Perfect."  Gee, what could that mean in mind flayer logic?  Pushing it makes the woman in the pod become a mind flayer.
There is a health restoring device at the northern side of the room at {{Coords|-39|-376}}. To reach the next room, the party must continue north by climbing the arterial meshes.


On a raised platform at the back of the room there's a dead thrall on which you can find the key to the reliquary in the previous room.
=== Meeting Shadowheart ===
[[File:Prologue-07.jpg|thumb|right|Shadowheart Room]]
[[File:Prologue-08.jpg|thumb|right|Ceremorphosis Chamber]]
In the center of {{CharLink|Shadowheart|Shadowheart's}} room are two unconscious victims of the mind flayers, a [[Sacrificed Cultist (High Elf)|high elf]] and [[Sacrificed Cultist (Human)|human]]. 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" will kill both instantly. Selecting "Aggression" and defeating both enemies will reward 10 XP.


There's nowhere to go from this room but back to the previous, so at this point you can go back and south, towards the helm.
Toward the north-east side of the room, Shadowheart is trapped in a Mind Flayer pod. Interacting with Shadowheart initiates the quest {{Quest|Rescue the Illithids' Captive|Rescue the Illithid's Captive}}. If Shadowheart was selected as an origin character, this pod will be empty. [[Warlock|Warlocks]], [[Wizard|wizards]], and [[Sorcerer|sorcerers]] can free her by passing an [[Arcana]] Check on the contraption next to the pod. [[Barbarian|Barbarians]] can free her through passing a [[Strength]] Check. Otherwise, the party must head east to the [[Nautiloid#Ceremorphosis_chambers|Ceremorphosis Chamber]] to obtain an {{SmRarityItem|Eldritch Rune}} from a corpse on the far east side at {{coords|62|-355}}. After opening the pod, the party can recruit Shadowheart or ignore her.


=== Helm of the Nautiloid ===
If the player character fails the {{Ability_check|Wisdom|2}} check to open the pod using the Eldritch Rune, they can try again using Lae'zel (or Losiir, if he is present). If both characters fail the check, Shadowheart remains trapped in the pod but can be found after the Prologue.


As you enter the helm, you will see a mind flayer fighting [[Commander Zhalk]], a powerful [[Cambion]] wielding a flaming greatsword. A cutscene will play in which the mind flayer orders you to connect the nerves of the transponder, referring to the control apparatus of the ship that allows it to travel between dimensions.  The flayer thinks that you're a thrall, thus considers you an ally.
The locked {{SmRarityItem|Elaborate Reliquary}} at {{Coords|7|-361}} can be opened with a {{SmRarityItem|Gold Key}} carried by the dead thrall at {{Coords|31|-355}}. Alternatively, the reliquary can be opened with a [[Sleight of Hand]] Check. If the party is attempting to retrieve the {{SmRarityItem|Everburn Blade}} in the next room without defeating its wielder (described in the next section), it is mandatory that at least one party member has prepared {{SAI|Command}}. Enemy reinforcements can be blocked from entering the room by placing several Cartilaginous Chests in the hallway right before entering the Helm near {{Coords|-12|-389}}.


A pair of lesser imps and a [[Lesser Hellboar]] will block your path, but they should be easy to defeat if you have both Lae'zel and Shadowheart as companions. One of the imps carries a light crossbow, the other a [[Scimitar]].
=== The Helm ===
[[File:Prologue-09.jpg|thumb|right|The Helm]]


There are also lots of dead bodies on the floor, though none contain any notable loot. A dead thrall can be looted for a [[Leather Armour]] and a [[Short Sword]], an already-dead lesser imp for yet another light crossbow, and two more thralls for further short swords.
When the party enters the Helm, their goal is to reach the transponder on the far west side of the room. A pair of lesser imps and a [[Lesser Hellsboar|lesser hellsboar]] will block the path. A mind flayer will fight against {{CharLink|Zhalk|Commander Zhalk}}, a powerful [[Cambion|cambion]] wielding an {{SmRarityItem|Everburn Blade}}. The mind flayer is not initially hostile to the party because it believes them to be thralls; Zhalk, although technically hostile, will generally ignore the party to focus on the mind flayer.


You can find two more [[Caustic Bulb|Caustic Bulbs]] in this room as well, lying on tables (one in an upper area of the room), but it's probably not worth chasing after them.
The mind flayer corpses scattered throughout the room yield random gems. Other corpses can be looted for equipment and armour. Dotted around the room, including in the upper area, are 3 {{SmRarityItem|Caustic Bulb|Caustic Bulbs}}, 4 {{SmRarityItem|Void Bulb|Void Bulbs}}, and several {{SmRarityItem|Mucoid Shell|Mucoid Shells}} and a {{SmRarityItem|Sodalite Shell}}.


While all the cutscenes and dialogue in this scene of the game tell you to ignore Commander Zhalk and reach the console, it's actually possible to help the mind flayer kill him. This gives you a large XP boost, and he will drop the greatsword [[Everburn Blade]].
Although the cutscenes and dialogue encourage the party to ignore Zhalk to reach the transponder, it is possible to kill him. Defeating Zhalk gives the party a large XP boost and the Everburn Blade. It is also possible to obtain the Everburn Blade by casting {{SAI|Command}} with Shadowheart or another character, forcing Zhalk to drop the weapon. Zhalk will continue to fight using unarmed attacks.


Don't take too long though, as a pair of Cambion soldiers will enter the room to join the fight at some point. They are almost as powerful as Commander Zhalk himself, so if they defeat the mind flayer and start attacking you, the battle will become nigh impossible.  Although killing them might give you another big XP boost, this is almost certainly not worth the effort.  (By killing Zhalk, you're already gaining more XP from this section of the game than you're really meant to.)
After several combat rounds, two cambion soldiers will enter the room through the east entrance. They are almost as powerful as Zhalk. To delay their arrival, it is possible to stack three Cartilaginous Chests in the narrow passageway just before the door to the Helm. This will delay the cambions from joining the fight as they are forced to attack the chests first to clear a path.


Nearing the console also makes another two lesser imps and another lesser hellboar appear, though again these should be easy to kill.  Once you've reached the console, interact with it to start a cutscene and end the prologue.
If Zhalk and all minor minions in the room are defeated before the two cambions arrive, the mind flayer will attack the party. If the cambions arrive while the mind flayer is still hostile to the party, the mind flayer will redirect its attention to the cambions. If the cambions defeat the mind flayer, the party gain XP as if they killed the mind flayer themselves. If the mind flayer does not become hostile toward the party but is defeated, no XP is awarded. This is true if the cambions or any other enemy lands the killing blow; however if the party kill the mind flayer using explosives, for example, the party is rewarded with the experience as if it was hostile.


=== The crash (cutscene) ===
When a party member (excluding Us) gets near the console, two lesser imps and a lesser hellsboar will appear and attack. If a character interacts with the console, the Prologue will end, regardless of any remaining enemies.


In the cutscene that follows, the character that interacted with the neural console connects two arms to make the ship warp out of [[Avernus]] and back into the [[Prime Material Plane]], but moments before the warp a red dragon latches on to the ship and breathes fire onto the console.
=== The Crash ===
Shortly before a party member connects the transponder, a [[Red Dragon|red dragon]] latches onto the ship and breathes fire onto the console. The character at the console will connect the transponder and cause the ship to warp out of Avernus into the Prime Material Plane. As the ship appears in the sky, {{CharLink|Nadira}} watches from behind a telescope with concern. {{CharLink|Dror Ragzlin}} and {{CharLink|Minthara}} also observe the ship's descent. They order a group of [[Goblin|goblins]] to march out.


As the ship appears in the sky of the Material Plane, a Tiefling behind a telescope is seen looking at it with worry, and in another place, a [[Hobgoblin]] and a rather smug-looking [[Drow]] (later revealed to be [[Minthara]]) observe the ship's descent. They order a group of goblins to march out of some sort of fort they seem to be occupying.
As the Nautiloid falls, the player character tries to hold onto the ship, but is struck by debris and sent flying. As the player character is about to plummet into the ground, they are suddenly held mid-air by a magical force. They land softly but lose consciousness until the next day.


Back in the crashing Nautiloid, our main character is trying to hold on, but is hit in the face by a piece of debris and sent flying out of the Nautiloid.  As the character falls to the ground, moments before impact they are held mid-air by magical force and end up having a soft landing.  There's nobody nearby, indicating that this might be the doing of the mind flayer larva lodged behind the character's eye.
== Achievements ==
{{Achievement|Descent From Avernus}}
{{Achievement|Devil's in the Details}}
<br>
{{NavQuests|state_zero=expanded}}
[[Category:Quests]]

Latest revision as of 00:28, 23 November 2024

The Nautiloid in Avernus

The first major Quest of Baldur's Gate 3, Escape the Nautiloid, takes place immediately after the opening cinematic. The player character, now infected with a mind flayer tadpole, is aboard the Nautiloid ship when it is attacked by githyanki warriors. While trying to escape, the Mind Flayer controlling the ship warps the Nautiloid through different planes of existence before ending in Avernus, the first of the Nine Hells. The objective of the Prologue is to find a way out of the Nautiloid, ideally by not dropping down into Hell.

Objectives[edit | edit source]

Find a way off the nautiloid.
  • We've been abducted by mind flayers and infected with some kind of parasite. We need to find a way off this ship.
Reach the Helm.
  • We met one of the mind flayer's minions - an intellect devourer. It wants us to go to the helm of the ship.
  • We met a githyanki named Lae'zel. She told us we can escape if we reach the ship's helm.
Connect the nerves of the transponder.
  • The mind flayer told us we need to connect the nerves of the transponder to escape the Hells.
Quest Completed!
  • We escaped the Hells on the nautiloid.

Walkthrough[edit | edit source]

Nursery Room[edit | edit source]

Nursery Room

The game begins in the Nursery, where the player character breaks free from a Mind Flayer Pod. Empty mind flayer pods are scattered throughout the room, indicating that there might be other survivors.

A mind flayer "nursery" i.e. a pool filled with larvae can be found in the center of the room. Passing a DC 10 Investigation check reveals that the casing is fragile. If touching the pool, it explodes and causes damage. Health can be restored at the Restoration device on the western side of the room at X: 33 Y: -428.

South of the nursery, the body of a mind flayer can be looted for a random gem at X: 43 Y: -429.

Farther south of the mind flayer, a raised path leads to a Cartilaginous Chest containing random loot at X: -43 Y: -440.

Toward the eastern side of the room, another raised path leads to an elevated area, which curves along the northwest side of the room. An Onyx and Rune Slate can be found on a table at X: 50 Y: -408. Interacting with the slate confers visions of the Nautiloid traveling through the Planes.

Past this table, another Cartilaginous Chest with loot can be found at X: 36 Y: -409.

To advance to the next room, enter through the door next to the restoration device on the western side of the room at X: 24 Y: -423.

Surgery Room[edit | edit source]

Surgery Room

Immediately upon entering the surgery room, a table can be found containing an Illithid Record and Goblin corpse. Interacting with the record imparts images of Goblin history and culture. The corpse can be looted for a small amount of Gold.

North-west of the table, three additional rune slates can be found, which provide more images of the Nautiloid and an anomalous feeling.

On the far north side of the room, an Eldritch Tablet reveals images of Humanoid history.

In the middle of the room, a small elevator leads to an upper level. Interacting with the Neural Apparatus will raise the platform. On the upper level, a high elf named Myrnath Myrnath can be found with a removed scalp, their exposed brain telepathically pleading for help.

The Intellect Devourer[edit | edit source]

When interacting with Myrnath, if succeeding a DC 10 Arcana check, it is revealed that the exposed brain is an intellect devourer. It is possible to free, abandon, or destroy the brain. If the player character decides to free the creature it can be asked about its name, which is Us Us. The creature will task the player character to reach the Helm and take control of the Nautiloid. It is also possible now to obtain Us as an attached follower.

Before freeing Us, if the passing a DC 10 Investigation check, a cerebral extraction can be done by passing a DC 10 Medicine check with Advantage Icon.png Advantage. Otherwise, a DC 10 Strength, or Dexterity check must be passed.

After freeing Us, the player character can mutilate the creature by passing a DC 15 Dexterity check. On failure, the creature flees and all intellect devourers become hostile. On success, Us is lobotomised, which permanently reduces Intelligence and movement. If playing as The Dark Urge, the character has a different unique option.

Meeting Lae'zel[edit | edit source]

Imp battle room

To advance to the next room, the party must follow the south-western path that leads outside. The party will encounter the githyanki soldier Lae'zel Lae'zel, who joins the party to escape. If Lae'zel was chosen as an origin character, Losiir Losiir will join the party instead.

As Lae'zel jumps from a ledge to attack, a telepathic connection between her and the player character causes her to realise that the player character is not under mind control. She insists on taking control of the Nautiloid at the Helm. To reach the Helm, the party needs to defeat three lesser imps.

There is a health restoring device at the northern side of the room at X: -39 Y: -376. To reach the next room, the party must continue north by climbing the arterial meshes.

Meeting Shadowheart[edit | edit source]

Shadowheart Room
Ceremorphosis Chamber

In the center of Shadowheart Shadowheart's room are two unconscious victims of the mind flayers, a high elf and human. 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" will kill both instantly. Selecting "Aggression" and defeating both enemies will reward 10 XP.

Toward the north-east side of the room, Shadowheart is trapped in a Mind Flayer pod. Interacting with Shadowheart initiates the quest Rescue the Illithid's Captive Rescue the Illithid's Captive. If Shadowheart was selected as an origin character, this pod will be empty. Warlocks, wizards, and sorcerers can free her by passing an Arcana Check on the contraption next to the pod. Barbarians can free her through passing a Strength Check. Otherwise, the party must head east to the Ceremorphosis Chamber to obtain an Eldritch Rune from a corpse on the far east side at X: 62 Y: -355. After opening the pod, the party can recruit Shadowheart or ignore her.

If the player character fails the DC 2 Wisdom check check to open the pod using the Eldritch Rune, they can try again using Lae'zel (or Losiir, if he is present). If both characters fail the check, Shadowheart remains trapped in the pod but can be found after the Prologue.

The locked Elaborate Reliquary at X: 7 Y: -361 can be opened with a Gold Key carried by the dead thrall at X: 31 Y: -355. Alternatively, the reliquary can be opened with a Sleight of Hand Check. If the party is attempting to retrieve the Everburn Blade in the next room without defeating its wielder (described in the next section), it is mandatory that at least one party member has prepared Command Command. Enemy reinforcements can be blocked from entering the room by placing several Cartilaginous Chests in the hallway right before entering the Helm near X: -12 Y: -389.

The Helm[edit | edit source]

The Helm

When the party enters the Helm, their goal is to reach the transponder on the far west side of the room. A pair of lesser imps and a lesser hellsboar will block the path. A mind flayer will fight against Zhalk Commander Zhalk, a powerful cambion wielding an Everburn Blade. The mind flayer is not initially hostile to the party because it believes them to be thralls; Zhalk, although technically hostile, will generally ignore the party to focus on the mind flayer.

The mind flayer corpses scattered throughout the room yield random gems. Other corpses can be looted for equipment and armour. Dotted around the room, including in the upper area, are 3 Caustic Bulbs, 4 Void Bulbs, and several Mucoid Shells and a Sodalite Shell.

Although the cutscenes and dialogue encourage the party to ignore Zhalk to reach the transponder, it is possible to kill him. Defeating Zhalk gives the party a large XP boost and the Everburn Blade. It is also possible to obtain the Everburn Blade by casting Command Command with Shadowheart or another character, forcing Zhalk to drop the weapon. Zhalk will continue to fight using unarmed attacks.

After several combat rounds, two cambion soldiers will enter the room through the east entrance. They are almost as powerful as Zhalk. To delay their arrival, it is possible to stack three Cartilaginous Chests in the narrow passageway just before the door to the Helm. This will delay the cambions from joining the fight as they are forced to attack the chests first to clear a path.

If Zhalk and all minor minions in the room are defeated before the two cambions arrive, the mind flayer will attack the party. If the cambions arrive while the mind flayer is still hostile to the party, the mind flayer will redirect its attention to the cambions. If the cambions defeat the mind flayer, the party gain XP as if they killed the mind flayer themselves. If the mind flayer does not become hostile toward the party but is defeated, no XP is awarded. This is true if the cambions or any other enemy lands the killing blow; however if the party kill the mind flayer using explosives, for example, the party is rewarded with the experience as if it was hostile.

When a party member (excluding Us) gets near the console, two lesser imps and a lesser hellsboar will appear and attack. If a character interacts with the console, the Prologue will end, regardless of any remaining enemies.

The Crash[edit | edit source]

Shortly before a party member connects the transponder, a red dragon latches onto the ship and breathes fire onto the console. The character at the console will connect the transponder and cause the ship to warp out of Avernus into the Prime Material Plane. As the ship appears in the sky, Nadira Nadira watches from behind a telescope with concern. Dror Ragzlin Dror Ragzlin and Minthara Minthara also observe the ship's descent. They order a group of goblins to march out.

As the Nautiloid falls, the player character tries to hold onto the ship, but is struck by debris and sent flying. As the player character is about to plummet into the ground, they are suddenly held mid-air by a magical force. They land softly but lose consciousness until the next day.

Achievements[edit | edit source]

A-Descent From Avernus.jpg

Descent From Avernus
Take control of the nautiloid and escape the Hells.


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Devil's in the Details
Defeat Commander Zhalk on the nautiloid.