3,472
editsAd placeholder
Escape the Nautiloid: Difference between revisions
Jump to navigation
Jump to search
m
sentence structure
No edit summary |
m (sentence structure) |
||
Line 1: | Line 1: | ||
[[File:Prologue.webp|right|400px]] | [[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 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 == | ||
Line 26: | Line 26: | ||
[[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 | 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 | 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. | 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: | ||
* An [[Onyx]] and a [[Rune Slate]] lying on a table. Interacting the slate confers visions of the | * 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. | * 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. | 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. | ||
<!-- empty space --> | <!-- empty space --> | ||
Line 47: | Line 47: | ||
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. 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 | 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 | 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 | 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 | 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 | 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. | ||
<!-- empty space --> | <!-- 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 | 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. | ||
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 | 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]]. | ||
[[File:Prologue-04.jpg|thumb|right|Imp battle room]] | [[File:Prologue-04.jpg|thumb|right|Imp battle room]] | ||
Line 82: | Line 82: | ||
[[File:Prologue-07.jpg|thumb|right|Shadowheart room]] | [[File:Prologue-07.jpg|thumb|right|Shadowheart room]] | ||
1. You | 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. | ||
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, | 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. | 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 | 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. | 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. | ||
Line 98: | Line 98: | ||
[[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. | 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 | 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 [[Potion of Healing|Potions of Healing]] and another dead thrall with an [[Eldritch Rune]], | 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. | 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. | ||