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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 [[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, 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]] 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 ==
== Objectives ==
{{Quest objective|Find a way off the nautiloid.|
{{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.}}
* We've been abducted by mind flayers and infected with some kind of parasite. We need to find a way off this ship.}}
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== Walkthrough ==
== Walkthrough ==
'''''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.''
=== 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.
[[File:Prologue-01.jpg|thumb|right|Nursery room]]


This is the room in which the game begins. The main character breaks free from a [[Mind Flayer Pod]] and is standing alone in the room. There are various empty mind flayer pods around 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 {{Ability check|Investigation|10}} will reveal 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}}.


1. In the middle of the room is a mind flayer "nursery" i.e. a pool filled with larvae. Upon interaction, you can [[Ability Check|Investigate]] to determine that it is about to break apart. If you try to touch the "nursery", it explodes and causes a small amount of damage to your character. To the south of the "nursery" is a dead mind flayer that can be looted for a random gem.
South of the nursery, the body of a Mind Flayer can be looted for a random [[Valuables#Gemstones|gem]] at {{coords|43|-429}}.


2. Farther south, you can climb to a small elevation in the room, where a [[Cartilaginous Chest]] can be looted for some random loot including gold.
Farther south of the Mind Flayer, a raised path leads to a {{SmRarityItem|Cartilaginous Chest}} containing random loot at {{coords|-43|-440}}.


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:
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.


* An [[Onyx]] and a [[Rune Slate]] lying on a table. Interacting with the slate confers visions of the Nautiloid ship.
Past this table, another Cartilaginous Chest with loot can be found at {{coords|36|-409}}.
* 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.
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}}.
{{clear}}


=== Brain room ===
=== Surgery Room ===
[[File:Prologue-02.jpg|thumb|right|Brain room]]
[[File:Prologue-02.jpg|thumb|right|Surgery Room]]


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.
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]].


2. West of the goblin is a table with three additional rune slates, which give further insight about the Nautiloid and a comment about an anomaly, likely referring to the player character.
North-west of the table, three additional rune slates can be found, which provide more images of the Nautiloid and an anomalous feeling.


2. Westwards and to the north of the room is a table with an [[Eldritch Tablet]]. The tablet can be interacted with to reveal that it contains knowledge about humanoid history (elves, dwarves, humans, etc.).
On the far north side of the room, an {{SmRarityItem|Eldritch Tablet}} reveals images of [[Humanoid]] history.


3. In the middle of the room, a small elevator can bring you to an upper section of the room. A dying person sits on a chair with their scalp removed, their exposed brain telepathically asking you for help.
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 {{CharLink|Myrnath}} can be found with a removed scalp, their exposed brain telepathically pleading for help.


==== The Intellect Devourer ====
=== The Intellect Devourer ===
When you interact with the person in the chair, your character may notice by succeeding an [[Arcana]] Check that the exposed brain is not in fact the person's own brain, but rather an [[Intellect Devourer]] named [[Us]]. You have various options to try to free the creature from the skull, although you can also 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 assists you in battle.
When interacting with Myrnath, if succeeding an [[Arcana]] [[Abilities#Ability_checks|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 {{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]].


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 unnecessary as it's obedient to you either way (Note: [[Us]] will become hostile if you attack any non-hostile creatures while on the [[Nautiloid]] unless you [[Lobotomised]] it.), and failing the [[Dexterity]] Check while trying to mutilate it will cause the creature to go hostile.
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.


If you free [[Us]] and ensure it survives the Prologue, it will reappear in [[Act 2]].
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.


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


To the west of the brain room there's an opening in the Nautiloid's shell. An outer path leads northwest, where you have your first encounter with the [[Githyanki]] soldier [[Lae'zel]], who was previously seen being infected with a tadpole in the opening cinematic. If you are playing the Lae'zel [[Origins|origin]], you will encounter [[Losiir]] instead.
To advance to the next room, the party must follow the south-western path that leads outside. The party will encounter the [[Githyanki]] soldier {{CharLink|Lae'zel}}, who joins the party to escape. If Lae'zel was chosen as an [[Origin]] character, {{CharLink|Losiir}} will join the party instead.


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 need to clear the way by battling [[Lesser Imp|imps]].
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]]s.  


The incinerated mindflayer corpse has a Potion of Speed.
There is a health restoring device at the northern side of the room {{coords|-39|-376}}. To reach the next room, the party must continue north by climbing the arterial meshes.


=== 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 Flyers, 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.


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.


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]].
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 will be trapped in the pod but can be found after the prologue.


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]].
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}}.
You can exit this room to the northeast, climbing some cliffs. There's a healing pod on the ascent.
{{clear}}


=== Shadowheart room ===
=== The Helm ===
[[File:Prologue-07.jpg|thumb|right|Shadowheart room]]
[[File:Prologue-09.jpg|thumb|right|The Helm]]


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.
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 {{CharLink|Zhalk|Commander Zhalk}}, a powerful [[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 and focus his attention on the Mind Flayer.


1. You 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. Interacting with the contraption will reveal that there is an empty socket of some sort. You need an object to fit in there (see the next section). On the other side of Shadowheart's pod, there is a backpack with gold and a random gem. If you are playing the Shadowheart origin, this pod will be empty and there will be no way to open it.
The Mind Flayer corpses scattered throughout the room will 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}}.


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]].
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.


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 10 XP each if you're into that. Looting them can also be done by just pressing Annihilate.
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.


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 choose to attack this intellect devourer for the extra XP, note that [[Us]] will attack you at will, unless you successfully mutilated it and gave it the [[Lobotomised]] condition.{{clear}}
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 gains 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 kills the Mind Flayer using explosives, for example, the party will be rewarded with the experience as if it was hostile.


=== Ceremorphosis room ===
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.
[[File:Prologue-08.jpg|thumb|right|Ceremorphosis room]]
 
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 triggers an arcana check, and succeeding it reveals that it says "Perfect". Pushing it transforms the woman in the pod into 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]], which can be inserted into the control panel of Shadowheart's pod back in the other room to free her.
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.
* If you are a [[Barbarian]], you can free her without using the rune by passing a [[Strength]] Check on the pod.
With Lae'zel as a companion, Shadowheart will be a little snarky, but either way she asks to join you as a companion.
 
NOTE: If you wish to obtain the [[Everburn Blade]] without killing Commander Zhalk, then be sure to prepare [[Command]] on Shadowheart. Although there is only a 55% chance of him failing the save, he will drop his weapon for 1 turn and you can steal it from him while it is on the ground. This can also greatly increase your chances of defeating [[Commander Zhalk]].
 
Another strategy to make the upcoming fight easier would be to stack the three [[Cartilaginous Chest]]s found around the ship in front of the area where it is narrows just before the door to the Helm. This will block the two [[Cambion]]s from joining the fight as they will be forced to attack the chests to clear a path, and since they have a high damage resistance it will take some time for them to do so.
{{clear}}
 
=== Helm of the Nautiloid ===
[[File:Prologue-09.jpg|thumb|right|The helm]]
 
As you enter the helm, you will see a mind flayer fighting [[Commander Zhalk]], a powerful [[Cambion]] wielding the flaming greatsword, the [[Everburn Blade]].  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.
 
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.
 
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.
 
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.
 
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 [[Everburn Blade]].
 
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.
 
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.


=== The Crash ===
=== The Crash ===
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.
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, {{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 Goblins to march out.
 
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.
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==
==Achievements==
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{{Achievement|Devil's in the Details}}
{{Achievement|Devil's in the Details}}
<br>
<br>
{{NavQuests}}
{{NavQuests|state_zero=expanded}}
[[Category:Quests]]
[[Category:Quests]]

Latest revision as of 12:54, 28 October 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 will reveal 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 an 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 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 Flyers, 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 will be 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 and focus his attention on the Mind Flayer.

The Mind Flayer corpses scattered throughout the room will 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 gains 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 kills the Mind Flayer using explosives, for example, the party will be 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]

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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.