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Nautiloid

Baldur's Gate 3 guide · The prologue sequence on the mind flayer ship ✓ Checked against sources
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The Nautiloid serves as the tutorial area where your infected protagonist awakens aboard a crashing illithid flying ship traversing the planes. You must recruit allies like Lae'zel, potentially free companions like Shadowheart, and fight through imps and hellish thralls to reach the helm. Once in the control room, your primary objective is to connect the transponder before the ship crashes.

Region
Prologue
Levels
1
Getting there
Start of game (awakening in a Mind Flayer Pod upon character creation) (X: 48, Y: -434)
Connects to
Ravaged Beach
Related quests
Escape the Nautiloid · Rescue the Illithid's Captive
Services and people
Restoration Apparatus · Lae'zel · Shadowheart · Us · Commander Zhalk
Enemy types
Lesser Imp · Imp · Lesser Hellsboar · Cambion · Intellect Devourer · Mind Flayer

The short version

What matters

  • •Freeing Us without mutilation secures a helpful early combat pet and unlocks a summonable ally later in your journey.
  • •Rescuing Shadowheart from her pod gives you a fourth party member for the helm encounter and gives a significant boost to her initial approval.
  • •Disarming or killing Commander Zhalk yields the Everburn Blade, one of the strongest martial weapons available in the early game.
  • •Stashing the green jars (Slave Mind and Dark Mind) in your camp chest preserves them for unique lore interactions later in the campaign.

Common mistakes

  • •Missing the Everburn Blade by assuming Commander Zhalk must be killed; having Shadowheart cast Command: Drop lets you steal it from the floor on turn 1 and flee safely.
  • •Lingering in melee range near the Mind Flayer after Commander Zhalk dies; the illithid immediately turns hostile and can mind-blast your party while you try to escape.
  • •Allowing the 15-turn timer on the helm to run out, which triggers a cutscene that instantly kills your entire party and results in a Game Over.

What you can skip

  • •The middle button ("Aggression") on the cultist console in the pod chamber, which pointlessly awakens two hostile thralls.
  • •Trying to fight the two level 8 Cambion reinforcements that spawn into the helm when 9 turns remain; loot what you can and leave.

Walkthrough

The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.

  1. 1

    Break Out in the Nursery

    When you break out of the Mind Flayer Pod, inspect the fragile pool of tadpoles in the center of the room with a DC 10 Investigation check, but avoid touching or shooting the glass unless you want to trigger an explosion that deals acid and force damage. Before leaving through the north sphincter door, loot the nearby Cartilaginous Chests and interact with the blue tentacle Restoration device along the west wall to fully restore your health and resources.

    Tip: Pick up any purple Nautiloid Tanks you see throughout the ship, as they can be carried in your inventory to set up a massive explosive ambush later on the helm.

    Watch out: Interacting recklessly with the central pool shatters it immediately, inflicting avoidable early damage on your character.

  2. 2

    Extract Us in the Surgery Room

    Climb the elevated platform via the Neural Apparatus to find a dying elf named Myrnath strapped to a chair, whose exposed brain addresses you telepathically. Inspect the tissue with an Arcana, Perception, or Investigation check, then carefully lever the creature free using a DC 10 Strength or DC 10 Dexterity check so it introduces itself as Us. Once the newborn creature drops to the floor, do not mutilate it unless you intentionally want a weakened pet; instead, let it follow you as a controllable companion for the rest of the ship escape.

    Tip: If you want to weaken Us, a DC 10 Medicine check applies the "Lobotomised" condition, reducing its movement speed and hit points permanently, but leaving it intact keeps it stronger for upcoming fights.

    Watch out: Failing the extraction checks or selecting the option to crush the brain destroys Us outright, permanently costing you a companion and a summonable ally later in the campaign.

  3. 3

    Clear the Balcony with Lae'zel

    As you step out onto the dragon-scorched exterior deck, Lae'zel ambushes you before forming a truce and joining your active party. Immediately target the three Lesser Imps that attack, using ranged attacks and Us to draw aggro while closing the distance. Before heading up the ramp to re-enter the interior hull, use the Restoration device on the upper ledge to top off your spell slots and hit points.

    Tip: If you are playing the Origin Lae'zel path, a githyanki fighter named Losiir will temporarily take her place in this battle instead.

    Watch out: Rushing straight ahead without grouping up can leave fragile spellcasters surrounded by the flying imps before Lae'zel gets into melee range.

  4. 4

    Free Shadowheart in the Ceremorphosis Chambers

    Enter the ceremorphosis chamber to discover Shadowheart trapped inside a Mind Flayer Pod, which begins the quest "Rescue the Illithids' Captive". Ignore the nearby console tied to two unconscious cultists unless you wish to kill them, and instead head east into the adjoining room to loot an Eldritch Rune and a Gold Key from a Dead Thrall. Return to the pod's console, insert the Eldritch Rune, and succeed on the DC 2 Illithid Wisdom check—or bypass the mechanism entirely with a DC 10 Barbarian Strength check or DC 7 spellcaster Arcana check—to pry the pod open and recruit her into your party.

    Tip: In the room east of the pod, the Gold Key unlocks the nearby Elaborate Reliquary Chest, while the solitary button labeled "Perfect" behind the unresponsive captive will instantly transform her into an illithid.

    Watch out: Leaving Shadowheart in her pod means you lose an extra party member for the boss fight on the helm, and she will start with a cool, guarded attitude when you meet her again on the beach.

  5. 5

    Escape the Nautiloid Helm

    Open the helm doors to trigger a massive brawl between a Mind Flayer and Commander Zhalk, initiating a strict 15-turn countdown to touch the transponder before the ship crashes. Advance down the hall to eliminate the initial Lesser Imps and Hellboars, then send Shadowheart to cast Command: Drop on Commander Zhalk so he drops the Everburn Blade onto the floor for your frontliner to snatch. If you choose to defeat Zhalk for the extra experience, stack your collected purple Nautiloid Tanks around him and blow them up with fire while using the Mind Flayer as a meat shield, but make sure a party member dashes forward to touch the Transponder Apparatus before turn 9 when Cambion reinforcements arrive and before the Mind Flayer turns hostile upon Zhalk's death.

    Key fight: Nautiloid Helm (Escape the Nautiloid)

    Tip: Prepare Command on Shadowheart using your spellbook menu before entering the helm so you have two opportunities to force Zhalk to disarm on turn 1.

    Watch out: Do not linger after Zhalk falls; the surviving Mind Flayer immediately turns hostile against your party, and the two high-level Cambion reinforcements entering from the entrance corridor can quickly wipe out your squad.

Choices here

What you decide here and what it leads to.

Extracting Us

Surgery Room, interacting with Myrnath

  • Gently extract and spare→ Us joins as a temporary ally on the ship, and if it survives the prologue it can be freed in Act 2's Mind Flayer Colony to become a permanent summon
  • Mutilate the brain→ Us joins with permanently reduced HP/speed ("Lobotomised")
  • Destroy/kill the brain→ Gain minor XP, but lose Us as an ally entirely

Most players pick: Gently extract and spare

Do not pick the Dexterity mutilation check if you want Us at full combat effectiveness.

Rescuing Shadowheart

Ceremorphosis Chamber, interacting with her pod console

  • Free her (insert Eldritch Rune or pass class check)→ Joins party immediately, gives +approval, and wakes up next to you on the Ravaged Beach
  • Leave her trapped→ Miss her support in the Helm fight; she still survives the crash, but appears further away pounding on the Dank Crypt door and starts with neutral approval

Most players pick: Free her

Lae'zel strongly disapproves of wasting time to free her.

Captive Cultists Console

Ceremorphosis Chamber, console beside two bound cultists

  • "Annihilate" (right button)→ Kills them instantly
  • "Aggression" (middle button)→ Awakens them as hostile thralls, initiating combat for minor XP
  • "Unleash" (left button) or ignore→ Leaves them incapacitated on the ship

Point of no return: Cannot return to this room once you enter the Helm.

Transforming Captive

Second Ceremorphosis room, console behind pod

  • Press "Perfect"→ Transforms the trapped woman into a mind flayer inside the pod
  • Leave alone→ She remains trapped and dies in the crash

The transformed mind flayer cannot escape its pod or be fought; this choice purely provides lore/flavor.

Engaging Commander Zhalk

The Helm combat arena

  • Defeat Zhalk / Command him to drop weapon→ Zhalk drops the powerful early-game greatsword Everburn Blade, but surviving Mind Flayer turns hostile once Zhalk dies
  • Dash straight to the Transponder→ Bypasses the difficult fight and ends the prologue safely without obtaining the Everburn Blade

Most players pick: Defeat Zhalk or cast Command: Drop to steal the Everburn Blade before leaving

Strict 15-turn timer until the ship crashes, and two high-level cambion reinforcements spawn after several rounds.

Checklists

Don't miss 0/6

Achievements here

Devil's in the Details MissableDefeat Commander Zhalk at the Nautiloid helm before activating the transponder or escaping.
Descent From AvernusInteract with the transponder at the helm of the Nautiloid during the prologue tutorial.

Achievement guide and roadmap →

Secrets

0/2

Key fights

Nautiloid Helm (Escape the Nautiloid)

Enemies: Commander Zhalk, Cambion reinforcements, Hellboars, Lesser Imps, and an allied Mind Flayer (which turns hostile once Zhalk falls)

Threats: Everburn Blade cleaving attacks dealing heavy slashing and fire damage, high armor class and health pool, incoming Cambion reinforcements wielding Fire Ray, and a strict turn timer to reach the transponder

Weaknesses and resistances: Resistant to slashing, piercing, bludgeoning, fire, lightning, cold, and poison; vulnerable to mind-affecting disarms/crowd control and external fire explosions (Nautiloid Tanks)

Tactics: Clear initial Lesser Imps and Hellboars at the chamber entrance, cast Command: Drop with Shadowheart to force Zhalk to drop his greatsword, stack explosive purple Nautiloid Tanks around him, let the friendly Mind Flayer tank melee aggro, barricade the entrance chokepoint with chests to block incoming Cambion reinforcements, ignite the tanks with ranged fire from the elevated walkways, and dash to

Rewards: Everburn Blade, Scale Mail, heavy experience points, and progression to Act 1 (the Ravaged Beach)

Enemies

Commander Zhalk
Steal / drop Everburn Blade

A tough cambion fighting a mind flayer at the helm who ignores the party unless provoked or attacked.

Lesser Imp

Flying devil minions encountered on the ship deck and throughout the helm corridor.

Tips

  • Prepare the Command spell on Shadowheart to cast Command: Drop on Commander Zhalk, allowing you to easily pick up the Everburn Blade without having to kill him.
  • Stack the heavy chests found on the ship in the entryway to the helm to create a barricade that stops enemy Cambion reinforcements from joining the fight.

Not listed for this area: shops and people.

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Sources checked: reddit.com, steamcommunity.com, bg3.wiki, shacknews.com, ign.com, game-maps.com, gamespot.com, fextralife.com, youtube.com, deltiasgaming.com, gamesradar.com, vg247.com

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