Locationmajor

Nautiloid

The Nautiloid is the opening region of Baldur’s Gate 3, beginning immediately after character creation.

Importancemajor

Key takeaways

  • Rescue Shadowheart before leaving the ceremorphosis chambers if you want her to join the party immediately. She can still appear later if left behind, but the pod scene and early recruitment opportunity are missable.
  • Us, the intellect devourer, can become a temporary companion A successful sequence of checks can also lobotomise it, allowing the party to fight other intellect devourers without Us turning hostile.
  • Commander Zhalk’s Everburn Blade is obtainable without killing him Shadowheart or another character can use Command to make him drop it, although this requires preparing or obtaining the spell.
  • The helm encounter has a 15-turn limit Reaching the transponder completes the prologue regardless of remaining enemies or party members.
  • The Nautiloid wreck is not part of the Nautiloid region for location purposes It belongs to the Ravaged Beach in Act One and contains different encounters, including a dying mind flayer and hostile intellect devourers.

About this guide

Spoiler warning: This guide covers the entire Baldur’s Gate 3 Prologue, including companion recruitment, missable items, Commander Zhalk and the Nautiloid’s crash.

Overview

The Nautiloid is the opening region of Baldur’s Gate 3, beginning immediately after character creation. It is an illithid vessel travelling through the planes when githyanki raiders attack. The player character awakens inside a mind flayer pod, already infected with a tadpole, and must reach the ship’s helm before the Nautiloid falls into Avernus and is destroyed.

This is a short, largely linear tutorial area rather than a conventional open region. It teaches movement, interaction, ability checks, party recruitment, combat, environmental hazards and the importance of time-limited objectives. The ship is divided into a sequence of connected rooms rather than a freely explorable map, and the prologue ends as soon as a party member activates the transponder at the helm.

This guide treats the Nautiloid Prologue as the location. It does not include the separate Ravaged Beach, the crashed Nautiloid wreck, the Roadside Cliffs or the Overgrown Ruins, although those areas are discussed under nearby connections because they follow immediately afterwards.

Named subareas

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The Nautiloid is an organic illithid vessel filled with fleshy passageways, living tissue, pods, neural machinery and arcane controls. Its playable route is mostly one-way. The party begins in the Nursery, moves through the surgery room and imp battle room, climbs towards the ceremorphosis chambers, then enters the Helm.

The ship’s architecture is designed to teach the player where to go. Doorways, arterial meshes and raised platforms lead towards the next encounter. Returning to previous rooms is possible in parts of the prologue, but there is little reason to backtrack once the route has opened.

The ship is under attack and travelling through dangerous planar space. The opening sequence shows the Nautiloid passing through multiple planes before it reaches Avernus, where the final battle takes place.

Fixed landmarks and facilities

There are no shops, businesses, vendors, ordinary roads, inns or law-enforcement facilities on the Nautiloid. Its inhabitants are prisoners, illithid servants, hostile creatures and combatants involved in the opening assault.

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Nursery

The Nursery is the starting room. The player character breaks out of a mind flayer pod here, surrounded by empty pods and illithid equipment. The central pool contains larvae and is dangerous to touch. An Investigation check can reveal that its casing is fragile, but the pool still explodes if interacted with. A Restoration device on the western side can restore lost health.

The room contains the first environmental lesson. Burning surfaces damage characters, while brine bulbs on the walls can drench nearby characters with acid if attacked. The safest approach is to walk around hazards rather than testing them with ranged attacks.

Nursery directory

The Rune Slate on the elevated table shows visions of the Nautiloid travelling through the planes. The two cartilaginous chests contain random or low-level starting loot. The mind flayer corpse contains a random gem.

Surgery room

The Surgery room contains a suspended platform and a neural apparatus. On the upper platform is Myrnath, a high elf whose scalp has been removed. His exposed brain is actually an intellect devourer, which can become the temporary companion known as Us.

The room also contains illithid records and visual tablets that reveal fragments of goblin, humanoid and Nautiloid history. These objects are not conventional quest items, but they provide early lore and demonstrate that the ship stores memories and information through strange psychic and arcane media.

Recruiting Us

Approach Myrnath and investigate the exposed brain. Depending on the character’s checks, the party can free Us, abandon it or destroy it.

Us can join as a temporary follower and assists in the early battles. A successful Dexterity check after freeing it can lobotomise Us. This permanently reduces its Intelligence and movement, but prevents it from becoming hostile when the party attacks other intellect devourers in the prologue. The reduced condition remains if Us is recruited again later.

The Dark Urge has a separate interaction at this point, including an option to kill Us before it becomes a companion.

Recruiting Us: The usual extraction sequence involves

  1. 01
    Discovering that the exposed brain is an intellect devourer.
  2. 02
    Passing the relevant Arcana, Investigation, Medicine, Strength or Dexterity checks.
  3. 03
    Freeing the creature.
  4. 04
    Choosing whether to mutilate it.

Imp battle room

After leaving the surgery room, the party meets Lae’zel, unless the player is using Lae’zel as an Origin character. In that case, Losiir occupies the relevant role during this sequence.

The party is then required to defeat three lesser imps. This is the first straightforward combat encounter and teaches basic positioning, attacks, movement and party control. Once combat begins, certain summoning spells that were temporarily restricted by the newly implanted parasite become available.

Imp battle room directory

A Restoration device is positioned towards the northern side of the room. After the fight, climb the arterial meshes to continue towards the ceremorphosis chambers.

Ceremorphosis chambers

The ceremorphosis chambers consist of two adjoining rooms.

The first contains two unconscious victims, a high elf and a human, beside a control panel with three options:

Choosing Aggression and defeating both victims awards experience. The decision is optional and has no major long-term quest consequence, but it is one of the prologue’s early examples of the player deciding how much to interfere with illithid experimentation.

Shadowheart’s pod

Shadowheart is trapped in a pod in the first chamber. Her rescue starts and completes Rescue the Illithids’ Captive.

If the player character fails the rune attempt, Lae’zel or Losiir can try. If both attempts fail, Shadowheart remains in the pod but can be encountered after the prologue.

Second chamber

The second chamber contains another pod and an unresponsive woman. A nearby console has a button labelled Perfect. Pressing it causes the woman to undergo ceremorphosis.

The second room also contains the Eldritch Rune needed to open Shadowheart’s pod and a dead thrall carrying the Gold Key used for the Elaborate Reliquary.

Ceremorphosis chambers directory

The Elaborate Reliquary can be opened with the Gold Key or by using Sleight of Hand. It contains early equipment and supplies. The nearby corridor can also be obstructed with cartilaginous chests to delay reinforcements in the Helm encounter.

Ceremorphosis chambers

Ceremorphosis chambers
OptionResult
UnleashReleases psionic energy from the victims
AggressionMakes the victims hostile and starts combat
AnnihilateKills both victims immediately

Ceremorphosis chambers directory

Helm

The Helm is the final Nautiloid subarea and the only location with a major timed combat encounter. A Restoration device lies in the chamber before the main control room.

Inside the Helm, a mind flayer is fighting Commander Zhalk, a cambion wielding the Everburn Blade. Lesser imps and a lesser hellsboar also defend the area. Two additional cambions arrive through the eastern entrance after several rounds. The party has a maximum of 15 turns to reach and activate the transponder before the ship crashes.

Helm directory

The prologue ends immediately when a party member connects the transponder, regardless of the remaining enemies, the mind flayer’s attitude or the condition of the party.

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Recruitable or temporary companions

Lae’zel joins after the surgery room and before the imp fight. Shadowheart joins if rescued from her pod, although she can still be found after the prologue if left behind. Us is a temporary companion and can later reappear under different circumstances.

Recruitable or temporary companions

Story-associated characters

Losiir is an Origin-specific substitute who appears when the player is playing as Lae’zel. Myrnath is the mutilated high elf whose exposed brain becomes Us. Commander Zhalk is the cambion commander encountered at the Helm.

Creatures

Most of these appear as enemies or combat participants rather than ordinary inhabitants. There are no neutral civilian populations, faction hubs or persistent residents aboard the prologue Nautiloid.

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The Nautiloid’s encounters are deliberately structured as a gradual introduction to combat.

Early encounters

The first mandatory battle is against three lesser imps in the Imp battle room. The party can use this fight to establish positioning and collect basic weapons.

The ceremorphosis chambers contain an optional combat encounter if the player chooses Aggression for the two unconscious victims.

Helm battle

The Helm is more flexible than it first appears. The mind flayer initially treats the party as thralls and focuses on Zhalk. This allows the player to use the mind flayer as temporary assistance while dealing damage to Zhalk.

The fight is optional in the practical sense. The prologue’s objective is to activate the transponder, not clear the Helm.

Special Nautiloid combat rule

While on the Nautiloid, player-character and summoned attacks cannot critically miss, while enemy attacks cannot critically hit. This makes the prologue more forgiving than later combat and supports experimentation with early abilities.

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Fixed or named items

The Dark Mind and Slave Mind are associated with the ship’s illithid experimentation and can be collected during the prologue. Rune Slates and the Eldritch Tablet provide visions or historical imagery rather than conventional equipment.

Fixed or named items

Important acquisition checklist

Exact mundane loot varies by corpse, chest and character setup. The Nautiloid also contains random gems, starting weapons, armour and supplies.

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Important acquisition checklist

Important acquisition checklist
ItemLocationHow to obtainNotes
Eldritch RuneSecond ceremorphosis chamberLoot the corpseUsed to open Shadowheart’s pod
Gold KeyCeremorphosis chambersLoot the dead thrallOpens the Elaborate Reliquary
Everburn BladeHelmKill Zhalk or use Command to disarm himMissable after leaving the prologue
Rune SlatesNursery and surgery roomInteract with or collect themProvide visions and later dialogue relevance
OnyxNurseryLoot the elevated tableEarly sellable or decorative treasure
Dark MindNautiloidCollect from the shipIllithid-related collectible
Slave MindNautiloidCollect from the shipIllithid-related collectible

Recommended exploration route

  1. 01
    Leave the starting pod in the Nursery.
  2. 02
    Avoid the larval pool and burning ground.
  3. 03
    Use the western Restoration device if necessary.
  4. 04
    Loot the Nursery’s raised paths, including the Rune Slate and Onyx.
  5. 05
    Enter the Surgery room.
  6. 06
    Investigate Myrnath and recruit Us if desired.
  7. 07
    Search the tables for the Illithid Record, Rune Slates and Eldritch Tablet.
  8. 08
    Leave the room to meet Lae’zel, or Losiir when playing Lae’zel.
  9. 09
    Defeat the three lesser imps.
  10. 10
    Use the northern Restoration device if required.
  11. 11
    Enter the first ceremorphosis chamber.
  12. 12
    Rescue Shadowheart if desired.
  13. 13
    Choose whether to confront or kill the two unconscious victims.
  14. 14
    Enter the second chamber and obtain the Eldritch Rune.
  15. 15
    Use the rune on Shadowheart’s pod if she was not already freed.
  16. 16
    Loot the Gold Key and open the Elaborate Reliquary.
  17. 17
    Arrange cartilaginous chests in the corridor if attempting the Zhalk fight.
  18. 18
    Enter the Helm.
  19. 19
    Decide whether to fight Zhalk or run for the transponder.
  20. 20
    Activate the transponder before the 15-turn limit expires.

Zhalk and the Everburn Blade

For a kill attempt, focus on Zhalk while allowing the mind flayer to absorb pressure. Do not spend too long clearing every lesser enemy, because the cambions eventually arrive and can overwhelm an inexperienced party. The achievement Devil’s in the Details requires defeating Commander Zhalk.

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For a safer disarm attempt

  1. 01
    Have Shadowheart prepare Command if possible.
  2. 02
    Enter the Helm and allow the mind flayer to engage Zhalk.
  3. 03
    Use Command: Drop on Zhalk.
  4. 04
    Pick up the Everburn Blade.
  5. 05
    Retreat towards the transponder and activate it.

Larval nursery pool

The central pool in the Nursery is unstable. Investigating it can reveal the danger, but touching it causes an explosion and damage. It is an environmental trap, not a required interaction.

Brine bulbs and fire

Brine bulbs can spray acid when attacked. Burning surfaces damage characters who walk too close. These hazards are particularly dangerous for characters with low starting health, so use the Restoration devices rather than relying on consumables.

Us and the intellect devourers

Lobotomising Us can be advantageous. If the Dexterity check succeeds, Us remains available without immediately becoming hostile when the party attacks other intellect devourers. A failed attempt makes Us flee and can turn the intellect devourers hostile.

Corridor barricade

Cartilaginous chests can be moved into the corridor before the Helm. This can delay or obstruct the cambions, although they may fly around the barricade. It is most useful when attempting to kill Zhalk rather than simply escaping.

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The Nautiloid is heavily affected by character choice.

Shadowheart’s rescue is the clearest Nautiloid missable. The Everburn Blade is also easy to lose because the player may simply activate the transponder and leave. Certain Origin characters change which NPCs appear, while the Dark Urge has unique interactions not available to custom characters.

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Corridor barricade

Corridor barricade
SituationChange
Custom characterLae’zel joins in the normal sequence
Lae’zel OriginLosiir appears instead
Shadowheart OriginHer pod is empty
Dark UrgeUnique options involving Us and Gale’s later hand
Shadowheart not rescuedShe can appear after the prologue
Lae’zel dies before the HelmHer body can later be found on the beach and revived when playing a custom character
Zhalk defeatedEverburn Blade and additional experience
Zhalk disarmedEverburn Blade can be obtained without killing him
Transponder activatedPrologue ends immediately

Ravaged Beach

The Ravaged Beach is the first Act One region and begins after the Nautiloid crashes on the bank of the River Chionthar. The crashed Nautiloid is a separate subarea there, not part of the Prologue ship.

If Lae’zel dies during the prologue while using a custom character, her corpse can appear on the beach and can be revived. The wreck also contains a dangerous dying mind flayer that can kill an interacting character if its telepathic influence is not resisted.

Important nearby content includes

Not part of the Nautiloid

The following belong to the subsequent Act One region and should be treated as neighbouring content:

This distinction matters because the prologue’s named loot and enemy directories do not include the items, characters and encounters found in the wrecked ship after the crash.

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The Nautiloid establishes the central premise of Baldur’s Gate 3: the player character and several future companions have been abducted, implanted with mind flayer tadpoles and placed on a path towards ceremorphosis. The ship’s pods and surgery rooms show the process from the victim’s perspective, while the Rune Slates, Illithid Record and Eldritch Tablet hint that the illithids preserve and manipulate memory.

The attack also introduces the three major forces shaping the opening story:

The Nautiloid is therefore both a tutorial and a narrative compression device. It introduces the parasite, the first companions, the githyanki conflict, the illithid threat and the transplanar scale of the story before the main Act One exploration begins.

Not part of the Nautiloid

Achievement-related objectives

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Before activating the transponder, check whether you have:

The prologue is short enough to replay, but once the transponder is activated the ship sequence cannot normally be revisited. Use the transponder only after collecting the items and companions you want.

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Achievement-related objectives

Achievement-related objectives
NameDetails
Descent From AvernusTake control of the Nautiloid and escape the Hells.
Devil’s in the DetailsDefeat Commander Zhalk on the Nautiloid.

Can you return to the Nautiloid after the crash?

No. The prologue ends when the transponder is activated. The crashed Nautiloid wreck in the Ravaged Beach is a separate location with different content.

Is Shadowheart permanently lost if she is not rescued?

No. She can still be encountered after the prologue, but rescuing her on the Nautiloid is the earliest and most direct recruitment route.

Is killing Commander Zhalk required?

No. The main objective is to activate the transponder. Killing Zhalk is optional, although it awards experience and enables the Everburn Blade reward.

Can you get the Everburn Blade without killing Zhalk?

Yes. Command can force Zhalk to drop it, after which a party member can pick it up while the battle continues.

What happens if Lae’zel dies on the ship?

When playing a custom character, her corpse can appear on the Ravaged Beach and she may be revived there. Origin runs and other circumstances can alter this outcome.

Is the Nautiloid an open area?

No. It is a mostly linear Prologue region with a fixed progression route from the Nursery to the Helm.

Sources