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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 ship the [[Nautiloid]] when it is attacked by [[Githyanki]] warriors. While trying to escape the attacking githyanki, the mind flayer controlling the ship warps it 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, 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 ==
 
{{Quest objective|Find a way off the nautiloid.|
* 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.|
 
* We met one of the mind flayer's minions - an intellect devourer. It wants us to go to the helm of the ship.
* Reach the Helm.
* We met a githyanki named [[Lae'zel]]. She told us we can escape if we reach the ship's helm.
** We met one of the mind flayer's minions - an intellect devourer. It wants us to go to the helm of the ship.
}}
**''(Alternatively if [[Us]] is skipped or destroyed)'' We met a githyanki named [[Lae'zel]]. She told us we can escape if we reach the ship's helm.
{{Quest objective|Connect the nerves of the transponder.|
 
* The mind flayer told us we need to connect the nerves of the transponder to escape the Hells.
* Connect the nerves of the transponder.
}}
** The mind flayer told us we need to connect the nerves of the transponder to escape Hell.
{{Quest objective| Quest Completed!|
 
* We escaped the Hells on the nautiloid.
*We escaped Hell 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.''
<!-- 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 from 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 player character breaks free from a [[Mind Flayer Pod]] and stands 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 you can loot for a random gem.
 
2. Further south you can climb up 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:
In the middle of the room is a mind flayer "nursery" i.e. a pool filled with larvae. Passing an [[Investigation]] check will reveal that it is about to break apart. If trying to touch the "nursery", it explodes and causes a small amount of damage. To the south of the "nursery" is a dead mind flayer that can be looted for a random gem.


* An [[Onyx]] and a [[Rune Slate]] lying on a table. Interacting the slate confers visions of the nautiloid ship.
Farther south, it's possible to climb to a small elevation in the room, where a {{SmRarityItem|Cartilaginous Chest}} which contains some random loot including gold.
* 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 the east of the room, slightly southward, there is a larger elevated area, circling around all the way to the northwest of the room. There are an {{SmRarityItem|Onyx}} and a {{SmRarityItem|Rune Slate}} lying on a table. Interacting with the slate confers visions of the Nautiloid ship. A Cartilaginous Chest in the rooms contains some gold.


<!-- empty space -->
On the west side of the room, there is an illithid restoration device that fully heals any party member upon interaction, and a door to the next room.


=== 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.
In the northeast there is a table with an {{SmRarityItem|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. 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. West of the goblin there is a table with three further rune slates, one of which is about the composition of the nautiloid ship.
Westwards and to the north of the room is a table with an {{SmRarityItem|Eldritch Tablet}}. The tablet can be interacted with to reveal that it contains knowledge about humanoid history (elves, dwarves, humans, etc.).


2. Westwards and to the north of the room there is a table on which you can find an [[Eldritch Tablet]]. The tablet can be interacted with just like the illithid record. The tablet contains knowledge about humanoid history (elves, dwarves, humans, etc.).
In the middle of the room, a small elevator to an upper section of the room. A dying person sits on a chair with their scalp removed, their exposed brain telepathically asking for help.
 
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.


==== The Intellect Devourer ====
==== The Intellect Devourer ====
If interacting with the person in the chair, the player character can 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 {{CharLink|Us}}. There are various options to try to free the creature from the skull, and it's also possible to leave it in place or destroy it outright. If choosing to free Us can give a bit of information about the situation and will become a temporary [[Companion]].


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, there is also the option to mutilate it to make it more obedient. Howewever, this seems unnecessary as it's obedient to either way. Us will become hostile if attacking any non-hostile creatures while on the [[Nautiloid]] unless its was [[lobotomised]]. Failing the [[Dexterity]] Check while trying to mutilate it will cause the creature to become hostile, too.


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.
If freeing Us and ensuring it survives the Prologue without being lobotomised, it will reappear in [[Act 2]].
 
<!-- empty space -->


=== Meeting Lae'zel ===
=== 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 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.
[[File:Prologue-04.jpg|thumb|right|Imp battle room]]
 
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 will need to clear the way by battling some [[Lesser Imp|imps]].


[[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 the [[Githyanki]] soldier {{CharLink|Lae'zel}} can be encountered, who was previously seen being infected with a tadpole in the opening cinematic. If  Lae'zel was chosen as [[Origin]], {{CharLink|Losiir}} will be met instead.


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]].
As Lae'zel jumps down from a ledge to attack, the telepathic connection between her and the player character caused by the mind flayer tadpole makes her realize that the player character is not under mind control, and that cooperation would be wise. She insists to go to the helm of the Nautiloid, where it's possible to take control of it, but first it's necesssary to clear the way by battling three [[Lesser Imp|Lesser Imps]].


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]].
This is easily done by going on the offense. They drop {{SmRarityItem|Scimitar}}, {{SmRarityItem|Handaxe}} and {{SmRarityItem|Light Crossbow}}.
You can exit this room to the northeast, climbing some cliffs. There's a healing pod on the ascent.


{{clear}}
After the battle, you can loot a dead incinerated Mind Flayer, two imp corpses and four dead thralls for minor loot, including another {{SmRarityItem|Handaxe}} and {{SmRarityItem|Light Crossbow}} as well as {{SmRarityItem|Shortsword}}, {{SmRarityItem|Simple Robe}} and {{SmRarityItem|Potion of Healing}}.


<!-- empty space -->
The incinerated mindflayer corpse has a {{SmRarityItem|Potion of Speed}}.
=== 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.
the exit of this room is to the northeast, after climbing some cliffs. There's a healing pod on the ascent.


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


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 (see the next section). Aside Shadowheart's pod, there is a backpack with gold and a random gem.
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 not to touch anything.


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]].
If interacting with the sigils on the control panel each will trigger an [[Arcana]] Check to allow 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 because it does not allow to talk to them. The Aggression button will make them become hostile. The Annihilate button will kill them instantly. Making them attack and then defeating them gives 10 XP each.  


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.
The party also hear a woman trapped in a mind flayer pod thudding against its glass encasing. She's {{CharLink|Shadowheart}}, who will suggest using 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. There is an object needed to fit in there, the {{SmRarityItem|Eldritch Rune}} from the next room to the north.  


You might notice that an intellect devourer occasionally walks through this room. The intellect devourer won't drop any loot if it is killed.
Shadowheart's pod can be opened by inserting the {{SmRarityItem|Eldritch Rune}} in the empy socket. [[Warlock|Warlocks]], [[Wizard|Wizards]] or [[Sorcerer|Sorcerers]] can free her without using the rune by passing an [[Arcana]] Check on the machine. [[Barbarian|Barbarians]] can free her without using the rune by passing a [[Strength]] Check on the pod.


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.
With Lae'zel as a companion, Shadowheart will be a little snarky, but either way she asks to join the party as a [[Companion]].


<!-- empty space -->
There is a backpack with gold and a random gem. If Shadowheart is chosen as Origin, this pod will be empty and there will be no way to open it.


=== Ceremorphosis room ===
To the south, there's a table with various objects on it: a {{SmRarityItem|Burnished Necklace}}, a {{SmRarityItem|Dark Mind}} (a brain in a jar), an {{SmRarityItem|Illithid Manuscript}}, which seems to tell a story about "a brain, a githyanki warrior, and centuries of darkness", and a locked {{SmRarityItem|Elaborate Reliquary}}. The lock of the reliquary can be lockpicked. Otherwise it's possible to look for the key. It contains gold and an {{SmRarityItem|Onyx}}.
 
An intellect devourer occasionally walks through this room. The intellect devourer won't drop any loot if it is killed. If choosing to attack this intellect devourer for the extra XP, then Us will attack at will, unless it was successfully mutilated.


[[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 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]], that 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]] 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.
{{clear}}


<!-- empty space -->
At the entrance of the next room to the north, the ceremorphosis room, lies a dead thrall on which the {{SmRarityItem|Gilded Key}} can be found, which opens the reliquary in the previous room.
There is yet another mind flayer pod at the center of the ceremorphosis room. This one contains a dazed woman who seems to be 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.


=== Helm of the Nautiloid ===
On a raised platform at the back of the room there is a cartilaginous chest with 2 {{SmRarityItem|Potion of Healing|Potions of Healing}} and another dead thrall with an {{SmRarityItem|Eldritch Rune}}, which can be inserted into the control panel of Shadowheart's pod back in the previous room to free her.


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.
There's nowhere to go from this room but back to the previous room.


=== The Helm of the Nautiloid ===
[[File:Prologue-09.jpg|thumb|right|The helm]]
[[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.
If entering the helm, the party can watch a mind flayer fighting {{CharLink|Zhalk|Commander Zhalk}}, a powerful [[Cambion]] wielding the flaming greatsword, the {{SmRarityItem|Everburn Blade}}. A cutscene will play in which the mind flayer orders the party 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 the party are thralls, thus considers them an allies.


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.
A pair of lesser imps and a [[Lesser Hellsboar]] will block the path. One of the imps carries a {{SmRarityItem|Light Crossbow}}, the other {{SmRarityItem|Scimitar}}.


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.
There are also lots of dead bodies on the floor. A dead thrall can be looted for a {{SmRarityItem|Leather Armour}} and {{SmRarityItem|Shortsword}}, serveral dead imps have a {{SmRarityItem|Light Crossbow}}, a {{SmRarityItem|Handaxe}} and {{SmRarityItem|Dagger}} and two more thralls have {{SmRarityItem|Shortsword|Shortswords}}. Two mindflayer corpses yield random gems.


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]].
Dotted around the room are 3 {{SmRarityItem|Caustic Bulb|Caustic Bulbs}} and 4 {{SmRarityItem|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 {{SmRarityItem|Mucoid Shell|Mucoid Shells}} and a {{SmRarityItem|Sodalite Shell}} as well.


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.
While all the cutscenes and dialogue in this scene of the game tell the party to ignore Commander Zhalk and reach the console, it's actually possible to help the mind flayer kill him. This gives the party a large XP boost, and he will drop the {{SmRarityItem|Everburn Blade}}. It is possible to obtain the Everburn Blade without or before killing Commander Zhalk by using {{SAI|Command}} from Shadowheart.  


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.)
After a couple of combat rounds two Cambion soldiers will enter the room to join the fight. They are almost as powerful as Commander Zhalk himself. It is possible to stack the three Cartilaginous Chests found around the nautiloid 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.


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.
If killing Zhalk (along with all the minor minions in the room) before the other two cambions appear, the mind flayer will become hostile, saying "you are no longer needed," and attacks the party.  If getting the timing just right, the two cambions should arrive right after that and the mind flayer will focus on them instead. The cambions may kill it, providing the party XP as if they killed mind flayer themselves. If the cambions arrive before Zhalk dies, the mind flayer doesn't turn hostile, thus its death doesn't provide any XP.


<!-- empty space -->
If nearing the console, then another two lesser imps and another lesser hellsboar will appear. Once reaching the console, interacting with it will 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.


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]], {{CharLink|Nadira}} behind a telescope is seen looking at it with worry, and at another place, a [[Hobgoblin]], {{CharLink|Dror Ragzlin}} and a [[Drow]], {{CharLink|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.


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, the player 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 player character falls to the ground, moments before the impact they are held mid-air by magical force and end up having a soft landing.


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 09:29, 2 September 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, 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]

Nursery room[edit | edit source]

Nursery room

This is the room in which the game begins. The player character breaks free from a Mind Flayer Pod and stands alone in the room. There are various empty mind flayer pods around the room indicating that there might be other survivors.

In the middle of the room is a mind flayer "nursery" i.e. a pool filled with larvae. Passing an Investigation check will reveal that it is about to break apart. If trying to touch the "nursery", it explodes and causes a small amount of damage. To the south of the "nursery" is a dead mind flayer that can be looted for a random gem.

Farther south, it's possible to climb to a small elevation in the room, where a Cartilaginous Chest which contains some random loot including gold.

To the east of the room, slightly southward, there is a larger elevated area, circling around all the way to the northwest of the room. There are an Onyx and a Rune Slate lying on a table. Interacting with the slate confers visions of the Nautiloid ship. A Cartilaginous Chest in the rooms contains some gold.

On the west side of the room, there is an illithid restoration device that fully heals any party member upon interaction, and a door to the next room.

Brain room[edit | edit source]

Brain room

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. 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.

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.).

In the middle of the room, a small elevator to an upper section of the room. A dying person sits on a chair with their scalp removed, their exposed brain telepathically asking for help.

The Intellect Devourer[edit | edit source]

If interacting with the person in the chair, the player character can 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 Us. There are various options to try to free the creature from the skull, and it's also possible to leave it in place or destroy it outright. If choosing to free Us can give a bit of information about the situation and will become a temporary Companion.

While freeing the intellect devourer from the skull, there is also the option to mutilate it to make it more obedient. Howewever, this seems unnecessary as it's obedient to either way. Us will become hostile if attacking any non-hostile creatures while on the Nautiloid unless its was lobotomised. Failing the Dexterity Check while trying to mutilate it will cause the creature to become hostile, too.

If freeing Us and ensuring it survives the Prologue without being lobotomised, 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 the Githyanki soldier Lae'zel Lae'zel can be encountered, who was previously seen being infected with a tadpole in the opening cinematic. If Lae'zel was chosen as Origin, Losiir Losiir will be met instead.

As Lae'zel jumps down from a ledge to attack, the telepathic connection between her and the player character caused by the mind flayer tadpole makes her realize that the player character is not under mind control, and that cooperation would be wise. She insists to go to the helm of the Nautiloid, where it's possible to take control of it, but first it's necesssary to clear the way by battling three Lesser Imps.

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.

The incinerated mindflayer corpse has a Potion of Speed.

the exit of this room is to the northeast, after climbing some cliffs. There's a healing pod on the ascent.

Meeting Shadowheart[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 not to touch anything.

If interacting with the sigils on the control panel each will trigger an Arcana Check to allow 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 because it does not allow to talk to them. The Aggression button will make them become hostile. The Annihilate button will kill them instantly. Making them attack and then defeating them gives 10 XP each.

The party also hear a woman trapped in a mind flayer pod thudding against its glass encasing. She's Shadowheart Shadowheart, who will suggest using 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. There is an object needed to fit in there, the Eldritch Rune from the next room to the north.

Shadowheart's pod can be opened by inserting the Eldritch Rune in the empy socket. Warlocks, Wizards or Sorcerers can free her without using the rune by passing an Arcana Check on the machine. Barbarians 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 the party as a Companion.

There is a backpack with gold and a random gem. If Shadowheart is chosen as Origin, this pod will be empty and there will be no way to open it.

To the south, there's a table with various objects on it: a Burnished Necklace, a Dark Mind (a brain in a jar), an Illithid Manuscript, which seems to tell a story about "a brain, a githyanki warrior, and centuries of darkness", and a locked Elaborate Reliquary. The lock of the reliquary can be lockpicked. Otherwise it's possible to look for the key. It contains gold and an Onyx.

An intellect devourer occasionally walks through this room. The intellect devourer won't drop any loot if it is killed. If choosing to attack this intellect devourer for the extra XP, then Us will attack at will, unless it was successfully mutilated.

Ceremorphosis room

At the entrance of the next room to the north, the ceremorphosis room, lies a dead thrall on which the File:Gilded Key Unfaded Icon.pngGilded Key can be found, which opens the reliquary in the previous room. There is yet another mind flayer pod at the center of the ceremorphosis room. This one contains a dazed woman who seems to be 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 previous room to free her.

There's nowhere to go from this room but back to the previous room.

The Helm of the Nautiloid[edit | edit source]

The helm

If entering the helm, the party can watch a mind flayer fighting Zhalk Commander Zhalk, a powerful Cambion wielding the flaming greatsword, the Everburn Blade. A cutscene will play in which the mind flayer orders the party 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 the party are thralls, thus considers them an allies.

A pair of lesser imps and a Lesser Hellsboar will block the path. One of the imps carries a Light Crossbow, the other Scimitar.

There are also lots of dead bodies on the floor. A dead thrall can be looted for a Leather Armour and Shortsword, serveral dead imps have a Light Crossbow, a Handaxe and Dagger and two more thralls have Shortswords. Two mindflayer corpses yield random gems.

Dotted around the room are 3 Caustic Bulbs 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 the party to ignore Commander Zhalk and reach the console, it's actually possible to help the mind flayer kill him. This gives the party a large XP boost, and he will drop the Everburn Blade. It is possible to obtain the Everburn Blade without or before killing Commander Zhalk by using Command Command from Shadowheart.

After a couple of combat rounds two Cambion soldiers will enter the room to join the fight. They are almost as powerful as Commander Zhalk himself. It is possible to stack the three Cartilaginous Chests found around the nautiloid 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.

If killing Zhalk (along with all the minor minions in the room) before the other two cambions appear, the mind flayer will become hostile, saying "you are no longer needed," and attacks the party. If getting the timing just right, the two cambions should arrive right after that and the mind flayer will focus on them instead. The cambions may kill it, providing the party XP as if they killed mind flayer themselves. If the cambions arrive before Zhalk dies, the mind flayer doesn't turn hostile, thus its death doesn't provide any XP.

If nearing the console, then another two lesser imps and another lesser hellsboar will appear. Once reaching the console, interacting with it will 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, Nadira Nadira behind a telescope is seen looking at it with worry, and at another place, a Hobgoblin, Dror Ragzlin Dror Ragzlin and a Drow, Minthara 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, the player 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 player character falls to the ground, moments before the impact they are held mid-air by magical force and end up having a soft landing.

Achievements[edit | edit source]

A-Descent From Avernus.jpg

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.