Ad placeholder
Rescue the Illithids' Captive: Difference between revisions
(reduced capitalization to align w style manual) |
(added dc) |
||
Line 31: | Line 31: | ||
After the first imp fight on the Nautiloid, the player character will enter a room with two unconscious victims of the mind flayers, a [[Sacrificed Cultist (High Elf)|high elf]] and [[Sacrificed Cultist (Human)|human]]. Towards the north-east side of the room, Shadowheart is trapped in a mind flayer pod. | After the first imp fight on the Nautiloid, the player character will enter a room with two unconscious victims of the mind flayers, a [[Sacrificed Cultist (High Elf)|high elf]] and [[Sacrificed Cultist (Human)|human]]. Towards the north-east side of the room, Shadowheart is trapped in a mind flayer pod. | ||
If speaking to Shadowheart, she suggests to try opening the pod by using a nearby panel. [[Warlock|Warlocks]], [[Wizard|wizards]], and [[Sorcerer|sorcerers]] can free her by passing | If speaking to Shadowheart, she suggests to try opening the pod by using a nearby panel. [[Warlock|Warlocks]], [[Wizard|wizards]], and [[Sorcerer|sorcerers]] can free her by passing a {{Ability Check|Arcana|7}} on the panel. [[Barbarian|Barbarians]] can free her through passing a [[Strength]] Check. Otherwise, interacting with the console reveals that it has an empty socket. | ||
To open the pod, the party must obtain an {{SmRarityItem|Eldritch Rune}} from a corpse in the far east room at {{coords|62|-355}}. After opening the pod, the party can recruit Shadowheart or ignore her. | To open the pod, the party must obtain an {{SmRarityItem|Eldritch Rune}} from a corpse in the far east room at {{coords|62|-355}}. After opening the pod, the party can recruit Shadowheart or ignore her. |
Latest revision as of 11:05, 22 December 2024
Rescue the Illithid's Captive is a quest in the Prologue of Baldur's Gate 3. It can be initiated by approaching Shadowheart's Mind Flayer Pod on the Nautiloid.
This quest is not available if the player chooses Shadowheart as their Origin.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
After the first imp fight on the Nautiloid, the player character will enter a room with two unconscious victims of the mind flayers, a high elf and human. Towards the north-east side of the room, Shadowheart is trapped in a mind flayer pod.
If speaking to Shadowheart, she suggests to try opening the pod by using a nearby panel. Warlocks, wizards, and sorcerers can free her by passing a DC 7 Arcana check on the panel. Barbarians can free her through passing a Strength Check. Otherwise, interacting with the console reveals that it has an empty socket.
To open the pod, the party must obtain an Eldritch Rune from a corpse in the far east room 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 to open the pod using the Eldritch Rune, it is possible try again with Lae'zel. If both characters fail the check, Shadowheart remains trapped in the pod but can be found after the Prologue in Act One.
Quest rewards[edit | edit source]
- Shadowheart as a temporary companion while on the Nautiloid.