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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 [[Chapter One]]. The player arrives on the Nautiloid immediately after character creation.
{{Location page
| prefix = The
| name = Nautiloid
| alt name =
| image = Nautiloid.webp
| 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 =
}}
==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 [[Investigation|investigated]]. If touching it, it will explode and damage the player character.


==Related Locations==
=== Surgery room ===
*[[Ravaged Beach]]
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}}.


==Related Quests==
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.
*[[Escape the Nautiloid]]


==Notable Loot==
=== 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.
 
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".
 
=== Helm ===
After leaving the ceremorphosis chambers, The party will enter the helm of the ship, where a Mind Flayer and a [[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. 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 ==
* {{Loc|Ravaged Beach}}
 
==Notable characters==
*{{MdCharLink|Lae'zel}} (Companion)
*{{MdCharLink|Losiir}} (Companion if Lae'zel is chosen as [[origin]])
*{{MdCharLink|Mind flayer (prologue)}}
*{{MdCharLink|Myrnath}} (Host of Us)
*{{MdCharLink|Shadowheart}} (Companion)
*{{MdCharLink|Us}} (Attached Follower)
*{{MdCharLink|Zhalk}}
 
== Notable creatures ==
* {{MdCharLink|Cambion}}
* {{MdCharLink|Intellect Devourer}}
* {{MdCharLink|Lesser Hellsboar}}
* {{MdCharLink|Lesser Imp}}
* {{MdCharLink|Mind Flayer}}
* {{MdCharLink|Sacrificed Cultist|icon=Sacrificed Cultist High Elf.png}}
 
==Related quests==
* {{Quest|Escape the Nautiloid}}
* {{Quest|Rescue the Illithids' Captive}}
 
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
*{{SmallIcon|Everburn Blade.png}} [[Everburn Blade]]
* {{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 NPCs==
== Gallery ==
*[[Lae'zel]] (Companion)
<gallery heights="250px" mode="packed">
*[[Shadowheart]] (Companion)
Nautiloid Concept Art.png|Concept Art
*[[Commander Zhalk]]
Dan-iorgulescu-bg3-nautiloid-mind-draining-device-room-dan-iorgulescu.jpg|Concept art by Dan Iorgulescu
*[[Us]]
Dan-iorgulescu-baldur-s-gate-3-nautiloid-interior-dan-iorgulescu.jpg|Concept art by Dan Iorgulescu
</gallery>


== Creatures ==
== Notes ==
* [[Lesser Imp]]
{{notebegin}}
* [[Lesser Hellsboar]]
* 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.
* [[Intellect Devourer]]
* Prior to meeting Lae'zel or Losiir, characters cannot cast certain spells that summon 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 {{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.
* [[Mind Flayer]]
{{noteend}}
* [[Cambion]]


== External LInks ==
== External links ==
* [https://forgottenrealms.fandom.com/wiki/Nautiloid Nautiloid on the Forgotten Realms Wiki], a wiki for the ''Dungeons & Dragons'' campaign setting ''Forgotten Realms''.
* {{FRWiki|Nautiloid|long}}


{{Nautiloid}}
[[Category:Locations]]
[[Category:Locations]]
[[Category:Chapter One Locations]]
[[Category:Act One Locations]]

Latest revision as of 17:06, 21 November 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 character starts on the Nautiloid immediately after character creation.

Locations[edit | edit source]

Nursery[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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 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".

Helm[edit | edit source]

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[edit | edit source]

Notable characters[edit | edit source]

Notable creatures[edit | edit source]

Related quests[edit | edit source]

Notable loot[edit | edit source]

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

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 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 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]