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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 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 ===
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.


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


==Related Quests==
=== Ceremorphosis chambers ===
*[[Escape the Nautiloid]]
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".


==Notable Loot==
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.
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
*{{SmallIcon|Everburn Blade.png}} [[Everburn Blade]]
*{{SmallIcon|Brain Jar C Icon.webp}} [[Dark Mind]]
*{{SmallIcon|Brain Jar C Icon.webp}} [[Slave Mind]]


==Notable NPCs==
=== Helm ===
*[[Lae'zel]] (Companion)
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.
*[[Shadowheart]] (Companion)
 
*[[Commander Zhalk]]
== Related areas ==
*[[Us]]
* {{Loc|Ravaged Beach}}
 
== Characters ==
{{div col}}
* {{MdCharLink|Lae'zel}}
* {{MdCharLink|Losiir}}
* {{MdCharLink|Mind flayer (prologue)}}
* {{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}}


== Creatures ==
== Creatures ==
* [[Lesser Imp]]
* {{MdCharLink|Cambion}}
* [[Lesser Hellsboar]]
* {{MdCharLink|Intellect Devourer}}
* [[Intellect Devourer]]
* {{MdCharLink|Lesser Hellsboar}}
* [[Mind Flayer]]
* {{MdCharLink|Lesser Imp}}
* [[Cambion]]
* {{MdCharLink|Mind Flayer}}
 
== Loot ==
* {{MdRarityItem|Dark Mind}}
* {{MdRarityItem|Eldritch Rune}}
* {{MdRarityItem|Everburn Blade}} disarmed or looted from {{MdCharLink|Zhalk}}
* {{MdRarityItem|Gold Key}}
* {{MdRarityItem|Rune Slate}}
* {{MdRarityItem|Slave Mind}}
 
== Related quests ==
* {{Quest|Escape the Nautiloid}}
* {{Quest|Rescue the Illithids' Captive}}


== 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>
== External LInks ==
 
== Notes ==
{{notebegin}}
* 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}}
 
== External links ==
* {{FRWiki|Nautiloid|long}}
* {{FRWiki|Nautiloid|long}}


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

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]