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Nautiloid: Difference between revisions

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==Locations==
==Locations==
=== 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.
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.


=== Surgery room ===
=== Surgery room ===
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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.  
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 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 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 ===
=== 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.
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 ==
== Related areas ==
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==Notable loot==
==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:
* {{MdRarityItem|Dark Mind}}
* {{MdRarityItem|Eldritch Rune}}
* {{MdRarityItem|Everburn Blade}} disarmed or looted from {{MdCharLink|Zhalk}}
* {{MdRarityItem|Gold Key}}
* {{MdRarityItem|Rune Slate}}
* {{MdRarityItem|Rune Slate}}
* {{MdRarityItem|Eldritch Rune}}
* {{MdRarityItem|Dark Mind}}
* {{MdRarityItem|Slave Mind}}
* {{MdRarityItem|Slave Mind}}
* {{MdRarityItem|Gold Key}}
* {{MdRarityItem|Everburn Blade}} disarmed or looted from {{CharLink|Zhalk}}


== Gallery ==
== Gallery ==

Revision as of 01:00, 26 October 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 arrives on the Nautiloid immediately after character creation.

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 investigated. If touching it, it will explode and damage the player character.

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 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

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

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

Notable characters

Notable Creatures

Related quests

Notable loot

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

Gallery

Notes

  • 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