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Nautiloid

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The Nautiloid is a region in the Prologue of Baldur's Gate 3. It is the first area in the game.

Overview[edit | edit source]

The player character starts on the Nautilod immediately after character creation and has to escapeescape from it before the ship crashes in Avernus.

Nursery[edit | edit source]

The nursery is the initial area where the player characters awakens. The room contains scattered mind flayer pods and a nursery at the centre of the room, a pool filled with larvae which explodes upon the slightest touch.

Surgery room[edit | edit source]

In the adjacent room, MyrnathMyrnath is undergoing surgery on an elevated platform. The creature UsUs can be recruited by removing it from Myrnath's exposed skull. Interacting with one of the three Rune Slates laying on the table at X: 3 Y: -414 unlocks a unique option for a future dialogue with OmeluumOmeluum. Leaving the surgery room triggers a cutscene with Lae'zelLae'zel, who joins the party to escape the Nautiloid. If Lae'zel is chosen as origin, LosiirLosiir 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, ShadowheartShadowheart is trapped in a mind flayer pod, which can be opened with a slate carried by a corpse in the second room or, with certain spellcasters, by passing skill checks as presented by the narrator. 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 causes her to undergo ceremorphosisceremorphosis.

Helm[edit | edit source]

The ship's helm is past the ceremorphosis chambers, where a Mind FlayerMind Flayer battles Commander ZhalkCommander 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 impsimps and hellsboarshellsboars, 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]

Related quests[edit | edit source]

Characters[edit | edit source]

Creatures[edit | edit source]

Loot[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 which 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 HandMage Hand and Find FamiliarFind Familiar. Casting Minor IllusionMinor 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]