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The first major [[quest]] of Baldur's Gate 3, Escape the Nautiloid, takes place immediately after the opening cinematic, in which the main character is infected with a [[Mind Flayer]] tadpole. The [[Nautiloid]] in which this takes place is attacked by [[Githyanki]] warriors, allowing the main character to break free. While trying to escape the attacking Githyanki, the mind flayer controlling the ship warps it into 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.
[[File:Prologue.webp|right|400px]]
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.


== Objectives ==
== Objectives ==


* 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.}}
 
{{Quest objective|Reach the Helm.|
* 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 excape if we reach the ship's helm.
* 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.
{{Quest objective|Connect the nerves of the transponder.|
** The mind flayer told us we need to connect the nerves of the transponder to escape Hell.
* The mind flayer told us we need to connect the nerves of the transponder to escape the Hells.
 
}}
*We escaped Hell on the Nautiloid.
{{Quest objective| Quest Completed!|
* We escaped the Hells on the nautiloid.
}}


== 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.''
'''''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.''
<!-- empty space -->


=== Nursery room ===
=== Nursery room ===
[[File:Prologue-01.jpg|thumb|right|Nursery room]]
[[File:Prologue-01.jpg|thumb|right|Nursery room]]


This is the room in which the game begins. The main character has broken free out of a [[Mind Flayer Pod]] and is standing alone in the room. Around the room there are various empty mind flayer pods indicating that there might be other survivors.
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.


1. In the middle of the room there is a mind flayer "nursery" i.e. a pool filled with larvae. Upon interacting with it, you can [[Ability Check|Investigate]] it to determine that it's about to break apart. If you try to touch it, it explodes and causes a small amount of damage to your character. To the south of the nursery there is a dead mind flayer which you can loot for a [[Spiked Bulb]].
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.


2. Further south you can climb up to a small elevation in the room, where a dead [[Mind Flayer Thrall]] can be looted for a [[Scroll of Mage Armour]] and 3gp. Lying aside him is a [[Slave Mind]] --a human brain preserved in a jar-- that can be picked up, though it's unclear whether it has any use.
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.


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:
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:
* [[Cartilaginous Chest]] containing a [[Potion of Healing]] and a [[Potion of Fire Resistance]]
* A [[Caustic Bulb]] lying on a table
* A second cartilaginous chest containing a bottle of [[Alchemist's Fire]] and a [[Grease Bottle]].


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.
* An [[Onyx]] and a [[Rune Slate]] lying on a table. Interacting with the slate confers visions of the Nautiloid ship.
* A Cartilaginous Chest containing some gold.


<!-- empty space -->
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.
{{clear}}


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


[[File:Prologue-02.jpg|thumb|right|Brain 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.


1. The dead bodies of three [[Lesser Imp|Lesser Imps]] will greet you in this room.  Loot them for a [[Potion of Healing]] and a [[Scroll of Fire Bolt]]. Directly aside their bodies is a table on which you can find a [[Caustic Bulb]], three [[Mucoid Shell|Mucoid Shells]], a [[Sodalite Shell]], and a [[Barbed Device]]. These are mostly junk items; only the bulb has a use.  To the right, there's another table with an [[Illithid Record]] and a [[Hollow Shell]]. The shell is junk, but the record can be interacted with to reveal that it contains knowledge about [[Goblin]] culture.
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.


2. Westwards and to the north of the room there is a table on which you can find an [[Eldritch Tablet]], an [[Illithid Manuscript]], and a [[Dark Mind]] (another brain in a jar). The tablet and manuscript can be interacted with just like the illithid record. The tablet contains knowledge about humanoid history (elves, dwarves, humans, etc.), and the manuscript seems to tell a story about "a brain, a githyanki warrior, and centuries of darkness".
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.).


3. In the middle of the room, a small elevator can get you to an upper section of the room. Here you will find a dying person sitting on a chair with their scalp removed, their exposed brain telepathically asking you for help.  Otherwise, you can find here a pair of Cartilaginous Chests containing random loot.
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.


==== 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 you interact with the person in the chair, your character may be able to notice that the exposed brain is not in fact the person's own brain, but rather an [[Intellect Devourer]] named [[Us]] by succeeding an [[Arcana]] Check. You have various options to try to free the creature from the skull, although you can also just 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 can assist you in battle.
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.
{{clear}}


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 to be unnecessary as it's obedient to you either way, and failing the [[Dexterity]] Check while trying to mutilate it will cause the creature to go hostile.
{{SpoilerBox|act=2|
 
If you free [[Us]] and ensure it survives the Prologue, it will reappear in [[Act 2]].
<!-- empty space -->
}}


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


[[File:Prologue-03.jpg|thumb|right|Meeting Lae'zel]]
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 the west of the brain room there's an opening in the Nautiloid's shell. An outer path leads northwest, where you have to jump over a gap and will have your first encounter with the [[Githyanki]] soldier [[Lae'zel]], who was previously seen in the opening cinematic, also being infected with a larva.
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 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.


{{clear}}
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]].
 
==== Imp battle ====
 
[[File:Prologue-04.jpg|thumb|right|Imp battle room (the imps have already been killed; the red and green dots indicate creatures on the upper level, not in this room)]]
 
(The outlines of this room are not visible on the map since it overlaps with the nose of the ship at the upper level. In the screenshot of the map to the right, the red circle indicates the approximate outline of the room.)
 
In the room ahead, there are three lesser imps you need to defeat. This is most easily done with ranged sneak attacks. They will drop [[Handaxe]] and [[Light Crossbow]] as loots.
 
Other than that, you can loot a dead mind flayer in this room for two void bulbs and a potion of healing, and another dead mind flayer who has been incinerated can be looted for a [[Potion of Speed]], a void bulb, and a caustic bulb.
 
You can exit this room to the west, climbing some stairs out to open air and towards the nose of the Nautiloid.  There's a healing pod before the stairs.


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]].
You can exit this room to the northeast, climbing some cliffs. There's a healing pod on the ascent.
{{clear}}
{{clear}}
<!-- empty space -->
=== Nose of the Nautiloid ===
A short cinematic will play as you walk out into open air, in which the nose of the Nautiloid in front of you is badly damaged by attacking red dragons.  Thankfully this doesn't affect our route.
[[File:Prologue-05.jpg|thumb|right|Nose of the Nautiloid]]
[[File:Prologue-06.jpg|thumb|right|The path forward]]
1. Various dead lesser imps and thralls can be looted around this whole area for minor riches and equipment, including a [[Studded Shield]]. One incinerated dead thrall all the way towards the nose of the ship has a [[Potion of Poison Resistance]] (where the "1" is marked on the map). You just have to jump over some fire to reach the body. She also holds on to yet another brain in a jar, and this one is called [[Our Mind]].
2. Turning back, you can climb another set of stairs to reach an upper level of the Nautiloid, from either side.  An Intellect Devourer will tell you that you must go to the helm of the ship to provide assistance. You can choose to attack, but the ensuing fight may actually prove difficult as there are also two lively thralls here maintaining some cannons. If you want to kill them for the little XP you will get, ranged sneak attacks might be the best option.
3. There are also two lesser imps towards the south here having some sort of argument, one of them already wounded. Just use some ranged attacks on them and you can easily finish them off. There's a [[Battleaxe]] lying on the ground here.
Talking to some of the dying [[Enthralled Cultist|Enthralled Cultists]] on the ground around this area can give you a little insight on how they think. One will talk about red, flying rats in the kitchen clawing at him, clearly referring to the imps who attack the thralls. Another will speak as if he's talking to his mother, saying that he's tired and wants to go to sleep early. Although talking to them reveals, rather tragically, that the thralls are just poor, regular humans under mind control, you can nevertheless finish them off for some very minor gold and XP (They are about to die anyway, might as well put them to rest).
The path forward is back into the Nautiloid via a corridor to our north, stretching east. There's a mucous membrane you just need to attack to break through, and then a door leading into the next major room.
<!-- empty space -->


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


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.
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.


[[File:Prologue-07.jpg|thumb|right|Shadowheart room]]
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.


1. You will 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. Looking at said contraption will reveal that there is an empty socket of some sort. You need an object to fit in there. Aside Shadowheart's pod, there is a backpack with loots such as gold and a random gem.
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]].


2. To the south, there's a table with various objects on it: a [[Burnished Necklace]], a [[Scroll of Inflict Wounds]], a [[Scroll of False Life]], 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 will contain 15gp, an [[Onyx]], and an [[Eldritch Rune]] that can be inserted into the control panel of Shadowheart's pod to free her. If you have Lae'zel as a companion, Shadowheart will be a little snarky, but either way she asks to join you as a companion.
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.
* If you are a [[Warlock]] 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.


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 1 XP each if you're into that. Looting them can also be done by just pressing Annihilate.
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.
 
You might notice that an Intellect Devourer occasionally walks through this room. The Intellect Devourer won't drop any loots if it is killed.


If you weren't able to lockpick the reliquary containing the Eldritch Rune for Shadowheart's pod, you'll want to look into the room to the east to find the key. To the south, in turn, you can finally enter the helm.
If you weren't able to lockpick the reliquary containing the Eldritch Rune for Shadowheart's pod, you'll want to look into the room to the east to find the key. To the south, in turn, you can finally enter the helm.
 
{{clear}}
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=== Ceremorphosis room ===
=== Ceremorphosis room ===
[[File:Prologue-08.jpg|thumb|right|Ceremorphosis room]]


[[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.


In this room there's 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 yet again triggers an arcana check, and succeeding it reveals that it says "Perfect". Pushing it makes the woman in the pod become 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.


On a raised platform at the back of the room there's a dead thrall on which you can find the key to the reliquary in the previous room.
* 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.


There's nowhere to go from this room but back to the previous, so at this point you can go back and south, towards the helm.
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}}
{{clear}}
<!-- empty space -->


=== Helm of the Nautiloid ===
=== 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 a flaming greatsword.  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.
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.


[[File:Prologue-09.jpg|thumb|right|The helm]]
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.


A pair of lesser imps and a [[Lesser Hellboar]] 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.


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 [[Short Sword]], an imp for a [[Light Crossbow]], and two more thralls for Short Swords.
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.


You can find two more [[Caustic Bulb|Caustic Bulbs]] in this room as well, lying on tables (one in an upper area of the room), but it's probably not worth chasing after them.
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]].
 
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 greatsword [[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.
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.
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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.)
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 hellboar 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.
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.
 
<!-- empty space -->


=== 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.
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.


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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.
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.
==Achievements==
{{Achievement|Descent From Avernus}}
{{Achievement|Devil's in the Details}}
<br>
{{NavQuests}}
[[Category:Quests]]

Latest revision as of 01:42, 21 April 2024

Prologue.webp

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.

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]

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[edit | edit source]

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.

1. In the middle of the room is a mind flayer "nursery" i.e. a pool filled with larvae. Upon interaction, you can 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.

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.

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:

  • An Onyx and a Rune Slate lying on a table. Interacting with the slate confers visions of the Nautiloid ship.
  • 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.

Brain room[edit | edit source]

Brain 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.

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.

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.).

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.

The Intellect Devourer[edit | edit source]

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.

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.

Ico knownSpells lvl 02.png Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.

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

Meeting Lae'zel[edit | edit source]

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 origin, you will encounter Losiir 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 imps.


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.

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

Shadowheart room[edit | edit source]

Shadowheart room

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.

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.

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.

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.

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.

If you weren't able to lockpick the reliquary containing the Eldritch Rune for Shadowheart's pod, you'll want to look into the room to the east to find the key. To the south, in turn, you can finally enter the helm.

Ceremorphosis room[edit | edit source]

Ceremorphosis room

At the entrance of the room lies a dead thrall on which you can find the 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 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 Chests 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 Cambions 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.

Helm of the Nautiloid[edit | edit source]

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 and 4 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 Shells 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[edit | edit source]

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.

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.

Achievements[edit | edit source]

A-Descent From Avernus.jpg

Descent From Avernus
Take control of the nautiloid and escape the Hells.


A-Devil's in the Details.jpg

Devil's in the Details
Defeat Commander Zhalk on the nautiloid.