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[[File:Nautiloid.webp|thumb|The sieged Nautiloid soaring over Avernus]]
{{hatnote|See [[Escape the Nautiloid]] for a detailed guide of this area.}}
The '''Nautiloid''' is a [[location]] in [[Act One]]. The player arrives on the Nautiloid immediately after character creation.
{{Location page
{{hatnote|See [[Escape the Nautiloid]] for a detailed guide of this area}}
| prefix = The
==Locations==
| name = Nautiloid
| alt name =
| image = Nautiloid Outside.jpg
| image description = The sieged Nautiloid soaring over Avernus
| act = prologue
| summary = The player character starts on the Nautiloid immediately after character creation.
| region =
| north =
| west =
| east =
| south =
}}
== Overview ==
=== Nursery ===
=== 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 [[Investigation|investigated]]. If touching it, it will explode and damage the player character.
The nursery is the initial area that the player characters awakens in. The room contains scattered [[mind flayer]] pods and a nursery at the centre of the room, which is a pool filled with larvae that explodes at the slightest touch.


=== Surgery room ===
=== 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 {{CharLink|Us}}.
In the adjacent room, {{CharLink|Myrnath}} is undergoing surgery on an elevated platform. The creature {{CharLink|Us}} can be recruited by removing it from Myrnath's exposed skull. Leaving the surgery room triggers a cutscene with {{CharLink|Lae'zel}}, who joins the party to escape the Nautiloid. If Lae'zel is chosen as [[origin]], {{CharLink|Losiir}} joins the party instead.
 
Moving out of the brain room will trigger a scene with {{CharLink|Lae'zel}} (or {{CharLink|Losiir}} if Lae'zel is chosen as [[origin]]), who will join the party while on the Nautiloid.


=== Ceremorphosis chambers ===
=== Ceremorphosis chambers ===
On the northern side of the Nautiloid are two adjoining rooms. In the first is a pod with {{CharLink|Shadowheart}}, which can be opened with a slate found on a dead body in the eastern end of the next room.  
The ceremorphosis chambers consist of two adjoining rooms on the northern side of the Nautiloid. In the first room, {{CharLink|Shadowheart}} is trapped in a mind flayer pod, which can be opened with a slate carried by a corpse in the second room. Shadowheart's pod also has a nearby control panel with the following labels, from left to right: "Unleash", "Aggression", and "Annihilate".
 
In the room with [[Shadowheart]]s 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".
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 forces her to undergo ceremorphosis.


=== Helm ===
=== Helm ===
After leaving the ceremorphosis chambers, The party will enter the helm of the ship, where a mind flayer and [[Cambion]], {{CharLink|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.
The ship's helm is past the ceremorphosis chambers, where a {{CharLink|Mind flayer (prologue)|Mind Flayer}} battles {{CharLink|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 [[cambion]]s spawn at the entrance of the helm. If Zhalk is defeated with his {{CharLink|Imp|imps}} and {{CharLink|Lesser Hellsboar|hellsboars}}, the Mind Flayer attacks the party. Interacting with the transponder ends the prologue regardless of the remaining foes and party members' status.


== Related areas ==
== Related areas ==
*[[Ravaged Beach]]
* {{Loc|Ravaged Beach}}


==Notable characters==
== Characters ==
*{{CharLink|Lae'zel}} (Companion)
{{div col}}
*{{CharLink|Losiir}} (if Lae'zel is chosen as [[origin]])
* {{MdCharLink|Lae'zel}}
*{{CharLink|Shadowheart}} (Companion)
* {{MdCharLink|Losiir}}
*{{CharLink|Us}} (Temporary companion)
* {{MdCharLink|Mind flayer (prologue)}}
*{{CharLink|Zhalk}}
* {{MdCharLink|Myrnath}}
* {{MdCharLink|Sacrificed Cultist (High Elf)|Sacrificed High Elf}}
* {{MdCharLink|Sacrificed Cultist (Human)|Sacrificed Human Cultist}}
* {{MdCharLink|Shadowheart}}
* {{MdCharLink|Us}}
* {{MdCharLink|Zhalk}}
{{div col end}}


== Notable Creatures ==
== Creatures ==
* [[Cambion]]
* {{MdCharLink|Cambion}}
* [[Intellect Devourer]]
* {{MdCharLink|Intellect Devourer}}
* [[Lesser Hellsboar]]
* {{MdCharLink|Lesser Hellsboar}}
* [[Lesser Imp]]
* {{MdCharLink|Lesser Imp}}
* [[Mind Flayer]]
* {{MdCharLink|Mind Flayer}}
* [[Sacrificed Cultist]]


==Related quests==
== Loot ==
*{{Quest|Escape the Nautiloid}}
* {{MdRarityItem|Dark Mind}}
* {{MdRarityItem|Eldritch Rune}}
* {{MdRarityItem|Everburn Blade}} disarmed or looted from {{MdCharLink|Zhalk}}
* {{MdRarityItem|Gold Key}}
* {{MdRarityItem|Rune Slate}}
* {{MdRarityItem|Slave Mind}}


==Notable loot==
== Related quests ==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* {{Quest|Escape the Nautiloid}}
*{{MdRarityItem|Dark Mind}}
* {{Quest|Rescue the Illithids' Captive}}
*{{MdRarityItem|Everburn Blade}} disarmed or looted from {{CharLink|Zhalk}}
*{{MdRarityItem|Slave Mind}}


== Gallery ==
== Gallery ==
<gallery heights="250px" mode="packed">
<gallery heights="250px" mode="packed">
Nautiloid Concept Art.png|Concept Art
Nautiloid Concept Art.png|Concept Art
Dan-iorgulescu-bg3-nautiloid-mind-draining-device-room-dan-iorgulescu.jpg|Concept art by Dan Iorgulescu
Dan-iorgulescu-baldur-s-gate-3-nautiloid-interior-dan-iorgulescu.jpg|Concept art by Dan Iorgulescu
</gallery>
</gallery>


== Notes ==
== Notes ==
{{notebegin}}
{{notebegin}}
* 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.
* When playing as a custom character, if Lae'zel or Shadowheart are killed before reaching the Helm, they are found dead on the beach in [[Act One]] and can be revived.
* Prior to meeting Lae'zel or Losiir, characters cannot cast certain spells that 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 {{SAI|Mage Hand}} and {{SAI|Find Familiar}}. Casting {{SAI|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.
{{noteend}}
{{noteend}}



Latest revision as of 22:25, 15 February 2025

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 character starts on the Nautiloid immediately after character creation.

Overview[edit | edit source]

Nursery[edit | edit source]

The nursery is the initial area that the player characters awakens in. The room contains scattered mind flayer pods and a nursery at the centre of the room, which is a pool filled with larvae that explodes at the slightest touch.

Surgery room[edit | edit source]

In the adjacent room, Myrnath Myrnath is undergoing surgery on an elevated platform. The creature Us Us can be recruited by removing it from Myrnath's exposed skull. 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.

Ceremorphosis chambers[edit | edit source]

The ceremorphosis chambers consist of two adjoining rooms on the northern side of the Nautiloid. In the first room, Shadowheart Shadowheart is trapped in a mind flayer pod, which can be opened with a slate carried by a corpse in the second room. Shadowheart's pod also has a nearby control panel with the following labels, from left to right: "Unleash", "Aggression", and "Annihilate".

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 forces her to undergo ceremorphosis.

Helm[edit | edit source]

The ship's helm is past the ceremorphosis chambers, where a Mind flayer (prologue) Mind Flayer battles 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 spawn at the entrance of the helm. If Zhalk is defeated with his Imp imps and Lesser Hellsboar hellsboars, the Mind Flayer attacks the party. Interacting with the transponder ends the prologue regardless of the remaining foes and party members' status.

Related areas[edit | edit source]

Characters[edit | edit source]

Creatures[edit | edit source]

Loot[edit | edit source]

Related quests[edit | edit source]

Gallery[edit | edit source]

Notes[edit | edit source]

  • When playing as a custom character, if Lae'zel or Shadowheart are killed before reaching the Helm, they are found dead on the beach in Act One and can be revived.
  • Prior to meeting Lae'zel or Losiir, characters cannot cast certain spells that 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.

External links[edit | edit source]