Ad placeholder

Nautiloid

From bg3.wiki
Jump to navigation Jump to search
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]