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Siege of Dragonspear Online Walkthrough by Beren


INTRO & ABOUT | CHARACTERS | ITEMS | SHOPS
AREAS | QUESTS | IMPORTING ITEMS TO BG2

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Areas: Prologue | Chapter 7 | Chapter 8 | Chapter 9 | Chapter 10 | Chapter 11 | Chapter 12 | Chapter 13

Chapter 9: Troll Claw Woods | Troll Cave | Forest of Wyrms | Spider Cave | Wyrm Cave | Bugbear Cave | Temple of Cyric | Boareskyr Bridge | Bridgefort

BOARESKYR BRIDGE

You must cross this bridge to reach Dragonspear Castle. But that is made difficult by the forces of the Crusaders having the Bridgetower under siege. It is also of deeper significance to the Hero of Baldur's Gate, as it is where Cyric slew Bhaal during the Time of Troubles.

Boareskyr Bridge

  1. Here is your initial point of entry. The edge of the map provides access to the World Map.

  2. There will be a lot of Hobgoblins here. Hobgoblin Veterans will each have a Potion of Healing. One Scout will have three Arrows of Piercing while the others will have Arrows +1. The Hobgoblin Captain has a Potion of Healing and an Oil of Fiery Burning.

  3. The World Map can be accessed from these points.

  4. There will be numerous Goblins here, including Goblin Worg Riders (who each have two Potions of Healing).

  5. Here is the Summoning Circle. If you have obtained the Wardstone from the Temple of Cyric, then you can use it here to reach the Bridgefort at 1.

  6. There will be a few Bombardier Beetles to fight here.

  7. A cave here has a lot of Goblins, led by a Goblin Chieftain, a Goblin Sharpshooter and a Goblin Witchdoctor. The Chieftain has two Potions of Healing while the Sharpshooter has a few Arrows of Fire.

    A barrel at the back of the cave has the Circlet of Lost Souls.

  8. The dead body of a priest named Ymori will be here, but only after you have made sufficient progress with the Tender Of The Dead Quest.

    Clicking on it the first time causes several Zombies and a weaker version of a Wight to attack. The Wight will leave behind Ymori's Head (as a clue), Kendra's Chain and Herdrin's Short Sword +2.

    If Edwin is in the party he will confirm that Ymori couldn't possibly have been the one to have raised the undead that attacked. If Dynaheir is in the party, she'll recognize Ymori's murder and subsequent reanimation as the work of a servant of Velsharoon.

  9. Here is the entrance to the Crusader Camp. It is held fast by several Crusader Soldiers led by a Crusader Sergeant. It drives home the point that the summoning circle will be the only way into Bridgefort.

    But the Crusader Sergeant also indicates the possibility of joining by impressing Kharm, which in turn will require ensuring the safe return of Kharm's nephew, Keherrem, as part of The Missing Patrol Quest. Alternatively, if you killed Keherrem, you can bring Keherrem's Badge to the Sergeant and gain entrance. Gaining entry through the gate by either means will conclude The Missing Patrol Quest.

    Another way is to insist that you have a message for the commander. It requires Charisma checks of 16 and 17 as you work your way through the dialogue options to pull off. If it works, someone named Delgar Munsch will arrive and have you placed in the cell at 13 until you actually being a Crusader messenger can be verified. Click on the door to open it, you don't have to succeed, and the nearby Mercenary will reveal that he remembers you kindly from his days as a guard at Nashkell. He'll then let you out the door, and you'll have run of the Crusader camp.

    There are other possibilities that don't involve speaking to the Sergeant. You can try to slaughter your way through, although that holds the distinct prospect of your party getting overwhelmed by sheer numbers. You can also use a Charm spell on one of the Guards, command him to move away, and then slip through the gap.

  10. Here is Kharm. He'll reward you with 250gp if you completed The Missing Patrol Quest in a way that his nephew, Keherrem, returned alive to the Crusader camp. He'll be grateful, but won't reward you, if you inform him of Keherrem's death.

    He also gives the Down With The Drawbridge Quest. One way to get the Quest is by informing him that you have the Wardstone from the Temple of Cyric while actually having it in your inventory. The other way is to ask him for an assignment if you do not yet have the Wardstone. Completing this Quest is mutually exclusive from completing The Desperate Defenders Quest.

    Attacking him will certainly turn the rest of the Crusader camp hostile against you. He is equipped with:

  11. Delgar Munsch will be here, both before and after and if he had been called to the gate earlier. But he won't have much to say here.

  12. A chicken will be here. Speak to it to obtain the Dusty Chicken. It will disappear if you take too long to grab it and with no further opportunity to obtain the Dusty Chicken.

  13. Here is the cage that you end up in temporarily if you successfully posed as a messenger for the commander at the gate at 9.

  14. There will be a couple of Trolls imprisoned in a cage here. There won't be any way to free them.

  15. Here is Dorn, who is willing to join you as a party member if you release him.

  16. Here is a Red Wizard named Vichand. He is a focus of The Creeping Darkness and Edwin's Tale of Woe Quests. He's also potentially an obstacle for Neera's personal Quest, The Call of the Wild Mage.

    You can actually kill him without anyone else in the Crusader camp noticing. He has an Adventurer's Robe, a Potion of Extra Healing and a Wand of Paralyzation.

  17. There are two chests here. The north chest will have the Planetar Feather, which is relevant to Neera's personal Quest, The Call of the Wild Mage. It also has the Arcane Scroll of Impactful Doom, which is relevant to The Creeping Darkness Quest. Note that trying to take either item from the chest will cause Vichand to attack the party.

    The other chest will have Dorn's equipment. If you completed Baldur's Gate 1 by defeating Sarevok while Dorn was in the party, and imported Dorn into Dragonspear, then the chest will have all of the equipment Dorn had at the moment he left your party after leaving the second level of Korlasz's Tomb. The chest will otherwise by default have Rancor and a Splint Mail.

  18. A bedroll here will have The Troll-Tender's Journal, which has background information on the camp.

  19. This crate has a Bottle of Wine in it, along with a couple of other mundane items.

  20. Here is Hormorn. The rest of the camp will go hostile if you attack him. He carries:

  21. This barrel has a Potion of Healing and a Potion of Heroism.

  22. Here is Oloneiros. Attacking her will cause the rest of the camp to go hostile. She has:

  23. This crate has the Tepid Mug of Ale in it, which is potentially helpful for The Irregulars Quest.

  24. Here is The Barghest. The rest of the camp will go hostile if you attack him. He wears a Full Plate Armor, and also carries:

  25. Here is Kendra's brother, Tharantis. You can inform him of Kendra's death pan after completing The Creeping Darkness Quest and after starting the Tender Of The Dead Quest. He'll indicate that Kendra always wore a gold chain, and he would now like to have it. You will not have noticed a gold chain on her body when you had moved it to the altar. Following up will require following up with Junia in Bridgefort.

  26. This door leads to the Bridgefort at 9.

  27. Here are Elandro and Thirrim.

    Elandro provides The Fear Quest.

    Thirrim sells an assortment of Potions.

  28. Here is Khalid, although he cannot join your party just yet. What action you persuade him to take is the focus of The Desperate Defenders Quest.

  29. There is a pair of Worn-Out Boots and some minor treasure in this barrel. There's no use for the Worn-Out Boots, unlike in Baldur's Gate 1.

  30. Estebarre and Mari are here standing guard next to the drawbridge. Mari has the Drawbridge Key. Lowering the drawbridge, possibly by getting the Drawbridge Key from Mari, is the objective of the Down With The Drawbridge Quest.

  31. Fire at the BridgeA key confrontation will occur at this point on the bridge. You must first either bring about the surrender of Bridgefort, or defeat the Crusade forces that have it under siege.

    Make your way to the middle of the siege camp, near 10, where you will be greeted by members of the Flaming Fist including Bence Duncan and Skie. You will next be informed by a Flaming Fist Battlemage that the Crusade is setting up explosive barrels at this point on the bridge.

    You will be urged to hurry, but in fact there's no rush to reach the bridge. You can do as you please, even go to other areas, and attempt to prevent the destruction of the bridge when you're ready for it.

    It is only when you come here that a clock starts to run, and even then it's a pretty generous clock. A Mage will open a portal to the Elemental Plane of Fire, and teleport herself and several Crusade soldiers away. The portal will bring in creatures like Fire Elementals and Fire Salamanders and Fire Mephits. Your goal is to kill them and prevent them from igniting the explosive barrels until the portal closes. The damage, especially from the Fire Salamanders, can add up after a while. A reliable method is for a Cleric or Druid to cast Protection from Fire spells on your warriors, and let them take out the fire creatures.

    Your game will come to an end should the fire creatures succeed in igniting the barrels. Winning the battle and closing the portal clears the way to the northwest corner of the map.

    An alternative method is to try and kill the Mage before he opens the portal. It is risky since the other Crusaders will be getting in a lot of free shots on your party, but it also means that the creatures from the Elemental Plane of Fire will not be summoned. The barrels will still form a solid line across the bridge, and you can't get across it. All you need to do is inform Bence Duncan near 10 and some of the barrels will be cleared out of your way.

    Successfully preserving the bridge for the passage of the Coalition forces progresses the Important Events Quest.

  32. You will have a vision of Bhaal's death at the hands of Cyric once you reach this point. An image of Bhaal's holy symbol, a skull surrounded by flickers of flame, will also be burnt into the bridge itself. The Hooded Man will then arrive and have another discussion with you. This event progresses the Disturbing Implications Quest.

  33. Here is a well with a spirit inside of it. Throwing 1gp down it does nothing. Throwing 25gp results in the Bless spell for the party. Throwing 100gp down it results in healing for the party.

    Throwing in the Dusty Chicken from 12 results in a dog showing up and each party member having some amusing dialogue.

    Throwing in any weapon leads to the Well Spirit (which resembles a Water Elemental) attacking the party. You'll get 3,000xp and a random magical weapon for killing it.

  34. This exit makes the Coalition Camp to start Chapter 10 available on the World Map.

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