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[[File:Prologue.webp|right|400px]]
{{PageSeo
The first major [[quest]] of Baldur's Gate 3, '''Escape the Nautiloid''', takes place immediately after the opening cinematic. The main character, now infected with a [[Mind Flayer]] tadpole, is aboard the ship the [[Nautiloid]] when it is attacked by [[Githyanki]] warriors. While trying to escape the attacking githyanki, the mind flayer controlling the ship warps it through 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.
| 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 ==
== Objectives ==
 
{{Quest objective|Find a way off the nautiloid.|
* 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.}}
** 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.
* Reach the Helm.
* We met a githyanki named [[Lae'zel]]. She told us we can escape if we reach the ship's helm.
** We met one of the mind flayer's minions - an intellect devourer. It wants us to go to the helm of the ship.
}}
**''(Alternatively if [[Us]] is skipped or destroyed)'' 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.
* Connect the nerves of the transponder.
}}
** The mind flayer told us we need to connect the nerves of the transponder to escape Hell.
{{Quest objective| Quest Completed!|
 
* We escaped the Hells on the nautiloid.
*We escaped Hell on the Nautiloid.
}}


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


'''''Hint:''' This walkthrough makes extensive use of compass directions (north, south, east, west). Disabling the option '''Rotating minimap''' under the User Interface settings may make it easier to follow these directions.''
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.
 
<!-- empty space -->
 
=== Nursery room ===
 
[[File:Prologue-01.jpg|thumb|right|Nursery room]]
 
This is the room in which the game begins. The main character has broken free from 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.
 
1. 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 there is a dead mind flayer you can loot for a random gem.
 
2. Further south you can climb up to a small elevation in the room, where a [[Cartilaginous Chest]] can be looted for some random loot including gold.


3. To the east of the room, slightly southward, you can go up to a larger elevated area, circling around all the way to the northwest of the room. Along this elevated area you can find:
A mind flayer "nursery" i.e. a pool filled with larvae can be found in the centre 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}}.


* An [[Onyx]] and a [[Rune Slate]] lying on a table. Interacting the slate confers visions of the nautiloid ship.
South of the nursery, the body of a mind flayer can be looted for a random [[Valuables#Gemstones|gem]] at {{Coords|43|-429}}.
* A Cartilaginous Chest containing some gold.


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.
Farther south of the mind flayer, a raised path leads to a cartilaginous chest containing random loot at {{Coords|-43|-440}}.


<!-- empty space -->
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 travelling through the Planes.


=== Brain room ===
Past this table, another cartilaginous chest with loot can be found at {{Coords|36|-409}}.


[[File:Prologue-02.jpg|thumb|right|Brain room]]
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}}.


1. In the northeast there is a table with an [[Illithid Record]] and a [[Goblin]] corpse with a little gold. The record can be interacted with to reveal that it contains knowledge about [[Goblin]] culture.
=== Surgery Room ===
[[File:Prologue-02.jpg|thumb|right|Surgery Room]]


2. West of the goblin there is a table with three further rune slates, one of which is about the composition of the nautiloid ship.
Immediately upon entering the [[Nautiloid#Surgery_room|surgery room]], a table can be found containing an {{SmRarityItem|Illithid Record}} and [[Goblin|goblin]] corpse. Interacting with the record imparts images of goblin history and culture. The corpse can be looted for a small amount of [[Gold]].


2. Westwards and to the north of the room there is a table on which you can find an [[Eldritch Tablet]]. The tablet can be interacted with just like the illithid record. The tablet contains knowledge about humanoid history (elves, dwarves, humans, etc.).
North-west of the table, three additional rune slates can be found, which provide more images of the Nautiloid and an anomalous feeling.


3. 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.
On the far north side of the room, an {{SmRarityItem|Eldritch Tablet}} reveals images of [[Humanoid]] history.


==== The Intellect Devourer ====
In the middle of the room, a small elevator leads to an upper level. Interacting with the Neural Apparatus raises 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.


When you interact with the person in the chair, your character may be able to notice that the exposed brain is not in fact the person's own brain, but rather an [[Intellect Devourer]] named [[Us]] by succeeding an [[Arcana]] Check. 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.
=== 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 frees the creature, it can be asked about its name, which is {{CharLink|Us}}. The creature tasks the player character to reach the Helm and take control of the Nautiloid. It is also possible to obtain Us as an [[Attached Follower|attached follower]].


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 [[Dexterity]] Check while trying to mutilate it will cause the creature to go hostile.
Before freeing Us, if 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.


<!-- empty space -->
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]]. [[The Dark Urge]] has a different unique option.
 
=== Meeting Lae'zel ===
To the west of the brain room there's an opening in the Nautiloid's shell. An outer path leads northwest, where you will have your first encounter with the [[Githyanki]] soldier [[Lae'zel]], who was previously seen being infected with a tadpole in the opening cinematic.
 
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, but first you will need to clear the way by battling some [[Lesser Imp|imps]].


=== Meeting Lae'zel ===
[[File:Prologue-04.jpg|thumb|right|Imp battle room]]
[[File:Prologue-04.jpg|thumb|right|Imp battle room]]


In the battle, there are three imps you need to defeat. This is easily done by going on the offense. They drop [[Scimitar]], [[Handaxe]] and [[Light Crossbow]].
To advance to the next room, the party must follow the south-western path that leads outside. The party 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}} joins the party instead.
 
After the battle, you can loot a dead incinerated Mind Flayer, two imp corpses and four dead thralls for minor loot, including another [[Handaxe]] and [[Light Crossbow]] as well as [[Shortsword]], [[Simple Robe]] and [[Potion of Healing]].
You can exit this room to the northeast, climbing some cliffs. There's a healing pod on the ascent.
 
{{clear}}
 
<!-- empty space -->
=== Shadowheart room ===
 
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.
 
[[File:Prologue-07.jpg|thumb|right|Shadowheart room]]
 
1. 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 (see the next section). Aside Shadowheart's pod, there is a backpack with gold and a random gem.
 
2. To the south, there's a table with various objects on it: a [[Burnished Necklace]], [[Dark Mind]] (a brain in a jar), the [[Illithid Manuscript]], which seems to tell a story about "a brain, a githyanki warrior, and centuries of darkness", and a locked [[Elaborate Reliquary]]. You might be able to pick the lock of the reliquary, otherwise you can look for the key (see below). It contains gold and an [[Onyx]].
 
3. Going back towards the entrance, you can look at the sigils on the control panel. Each will trigger an [[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 become hostile against you. Annihilate will 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.
 
You might notice that an intellect devourer occasionally walks through this room. The intellect devourer won't drop any loot if it is killed.
 
If you weren't able to lockpick 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.
 
<!-- empty space -->
 
=== Ceremorphosis room ===


[[File:Prologue-08.jpg|thumb|right|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 need to defeat three [[Lesser Imp|lesser imps]].
At the entrance of the room lies a dead thrall on which you can find the [[Gilded Key|key]] to the reliquary in the previous room.
There is 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". Pushing it makes the woman in the pod become a mind flayer.


On a raised platform at the back of the room there is a cartilaginous chest with 2 [[Potion of Healing|Potions of Healing]] and another dead thrall with an [[Eldritch Rune]], that can be inserted into the control panel of Shadowheart's pod back in the other room to free her.
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.
There's nowhere to go from this room but back to the previous, so at this point you can go back and south, to free Shadowheart and/or go to the helm to the south.


* If you are a [[Warlock]], [[Wizard]] or [[Sorcerer]], you can free her without using the rune by passing an [[Arcana]] Check on the machine.
=== Meeting Shadowheart ===
* If you are a [[Barbarian]], you can free her without using the rune by passing a [[Strength]] Check on the pod.
[[File:Prologue-07.jpg|thumb|right|Shadowheart Room]]
With Lae'zel as a companion, Shadowheart will be a little snarky, but either way she asks to join you as a companion.
[[File:Prologue-08.jpg|thumb|right|Ceremorphosis Chamber]]
In the centre 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" kills both instantly. Selecting "Aggression" and defeating both enemies rewards 10 XP.


{{clear}}
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 is empty. [[Warlock|Warlocks]], [[Wizard|wizards]], and [[Sorcerer|sorcerers]] can free her by passing {{Ability check|Arcana|7}} on her 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.


<!-- empty space -->
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.


=== Helm of the Nautiloid ===
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 prepares {{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}}.


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 mind flayer thinks that you're a thrall, thus considers you an ally.
=== The Helm ===
[[File:Prologue-09.jpg|thumb|right|The Helm]]


[[File:Prologue-09.jpg|thumb|right|The helm]]
When the party enter 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]] block the path. A mind flayer fights 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, generally ignores the party to focus on the mind flayer.


A pair of lesser imps and a [[Lesser Hellsboar]] 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 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}}.


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 [[Shortsword]], imps for a [[Light Crossbow]], [[Handaxe]], [[Dagger]] and two more thralls for Shortswords. Two mindflayer corpses yield random gems.
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.


Dotted around the room are 3 [[Caustic Bulb|caustic]] and 4 [[Void Bulb|void]] bulbs, lying on tables (some in an upper area of the room), but it's probably not worth chasing after them. There are some [[Mucoid Shell]]s and a [[Sodalite Shell]] as well.
After several combat rounds, two cambion soldiers 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 delays the cambions from joining the fight as they are forced to attack the chests to clear a path. If the chests are stacked at the start of this corridor (as far away from the actual door as possible), it is even possible that the cambions do not act at all if they have no direct path and no line of sight to anyone, effectively removing them from the fight. However, the cambions may fly to circumvent the chests if possible.


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]].
If Zhalk and all minor minions in the room are defeated before the two cambions arrive, the mind flayer attacks the party. If the cambions arrive while the mind flayer is hostile to the party, the mind flayer redirects 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.


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.
When a party member (excluding Us) nears the console, two lesser imps and a lesser hellsboar appear and attack. If a character interacts with the console, the Prologue ends, regardless of any remaining enemies.
 
There is one plausible strategy for milking out even more XP from this room though, and that's killing Zhalk (along with all the minor minions in the room) just before the other two cambions appear.  This makes the mind flayer go hostile against you, saying "you are no longer needed," and you have to be careful not to be immediately killed by it.  If you get the timing just right, the two cambions should arrive right after that, after which the flayer will focus on them instead.  The cambions will easily kill it, providing your party XP as the killed flayer was a hostile.  (If the cambions arrive before Zhalk dies, the flayer doesn't turn hostile, thus its death doesn't provide you with XP.)
 
Note that nearing the console also makes another two lesser imps and another lesser hellsboar appear, though these should be easy to kill or even just run past. (If you've already milked Zhalk and the flayer for XP, you really don't need these minor guys on top of all that.)  Once you've reached the console, interact with it to start a cutscene and end the prologue.
 
<!-- empty space -->


=== The Crash ===
=== 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 connects the transponder and causes 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.


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.
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 to the ground, they are suddenly held mid-air by a magical force. They land softly but lose consciousness until the next day.
 
As the ship appears in the sky of the Material Plane, a [[Tiefling]] behind a telescope ([[Nadira]]) is seen looking at it with worry, and in another place, a [[Hobgoblin]] ([[Dror Ragzlin]]) and a rather smug-looking [[Drow]] ([[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.


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 is 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 22:07, 12 December 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 centre 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 travelling 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 raises 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 frees the creature, it can be asked about its name, which is Us Us. The creature tasks the player character to reach the Helm and take control of the Nautiloid. It is also possible to obtain Us as an attached follower.

Before freeing Us, if 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. The Dark Urge 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 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 joins 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 need 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 centre 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" kills both instantly. Selecting "Aggression" and defeating both enemies rewards 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 is empty. Warlocks, wizards, and sorcerers can free her by passing DC 7 Arcana check on her 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 prepares 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 enter 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 block the path. A mind flayer fights 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, generally ignores 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 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 delays the cambions from joining the fight as they are forced to attack the chests to clear a path. If the chests are stacked at the start of this corridor (as far away from the actual door as possible), it is even possible that the cambions do not act at all if they have no direct path and no line of sight to anyone, effectively removing them from the fight. However, the cambions may fly to circumvent the chests if possible.

If Zhalk and all minor minions in the room are defeated before the two cambions arrive, the mind flayer attacks the party. If the cambions arrive while the mind flayer is hostile to the party, the mind flayer redirects 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) nears the console, two lesser imps and a lesser hellsboar appear and attack. If a character interacts with the console, the Prologue ends, 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 connects the transponder and causes 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 to 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.