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Baldur's Gate: Siege of Dragonspear Game Guide by gamepressure.com

Baldur's Gate: Siege of Dragonspear Game Guide

Table of Contents
Baldur's Gate: Siege of Dragonspear - M11 Boareskyr Bridge
Baldur's Gate: Siege of Dragonspear - M11 Boareskyr Bridge
Starting area
You begin the exploration of the map here. The north-western path leads to the crusaders camp (02). The north-eastern path is occupied by monsters (hobogoblins).
Entrance to the crusaders camp
You will be let inside the camp if in the ruined temple of Bhaal (M10,8) you've released Keherrem ("The Missing Patrol" quest) or if you've killed him and checked his corpse for a Keherrem's Badge.
Crusaders camp
You can move around freely in the camp. The main hero may be recognized only by Oloneiros - the crusaders will attack the team unless you apologize for a mistake.
You can talk to lieutenant Kharm about Keherrem ("The Missing Patrol" side quest) and about lowering the drawbridge after using the wardstone ("Down With the Drawbridge" side quest).
There's Tepid Mug of Ale for the mercnearies in one of the containers - "The Irregulars" side quest (M9,2).
A half-orc named Dorn Il-Khan is being held in one of the cages in the camp. You can free him and ask him to join your team (his belongings are in a nearby crate).
Later in the game a battle may take place here or you may surrender and outsmart the crusaders - "Crossing the Boareskyr bridge" main quest.
Teleport circle in the forest
A large group of goblins is stationed nearby.
You can use teleportation only if you have the Wardstone from the ruined temple of Bhaal (M10,14). You will be transported to one of the rooms of the Bridgefort (05). You can use the teleport circle many times.
Teleport circle inside the fort
You will be transported here after you use the Wardstone on the teleport located to the east of the fort (04). From this point onward you can travel freely between both locations.
Cave
A very large group of goblins is in this cave. You can check the stash after the battle to find a magical circlet and some gold among other things.
Drawbridge
The bridge separates the crusaders camp from the fort. Both sides will be fighting here when you arrive.
Later in the game you can lower the drawbridge to surrender or to start a huge battle with the crusaders - "Crossing the Boareskyr bridge" main quest.
Fort's back rooms
During your first visit to this location you'll talk to Khalid about the siege - "Crossing the Boareskyr bridge" main quest.
The smithy Jegg is selling weapons and armor and you must talk to him about the situation in the fort. He can also forge unique items for the hero if the team has dragon scales (M10,4) or a beetle shell (M10,2).
Wynan Hess is also a person you must talk to about the fort. It will result in a Spellstone appearing in the main room (08) - "The Creeping Darkness" quest.
Neera is in a cell. You can invite her to your team and unlock her side quest "The Call of the Wild Mage".
Fort's main room
After you've met with Wynan Hess a Spellstone will appear here and you'll have to neutralize its effects - "The Creeping Darkness" quest.
Room with the altar
Two people can be found here. After talking to Frair Tajik you can donate gold, pay for healing, purchase potions and ask for identifying magical items.
Junia will ask the team to transport the corpses to the altar - "Tender of the Dead" side quest.
Doors
This passageway connects the main room of the fort (09) with the surface (12).
Bridgefort
You can't get to the fort by using the drawbridge (07). Instead you must use a Wardstone on a teleport circle to the east (04).
You can meet with Khalid when you're ready to resolve the siege problem "Crossing the Boareskyr bridge" main quest (you'll also have a chance to recruit Khalid).
There are also other characters here - Thirrim and Elandro ("The Fear" side quest) and Tharantis ("Tender of the Dead" side quest).
Corpse
You can go here after starting the "Tender of the Dead" side quest (10). You'll find Ymori's corpse and you'll be attacked by zombies when trying to inspect the body.
Gate
You can enter the bridge after you've surrendered in the fort (12) or after you've won the battle in the crusaders camp (03) - "Crossing the Boareskyr bridge" main quest.
Blockade on the bridge
You must defeat enemies trying to blow up the bridge. Once you've done that meet with the allies in the camp (03) and then cross the bridge (16).
Exit
You can get here after you've dealt with the enemies on the bridge. You can leave the map right away or you can inspect a nearby well first. Throwing a lot of money into the well (at least 25 coins) will result in a blessing or healing.
The goblins are inside the cave. Watch out mostly for the witch doctor, because he can cast spells.
He's leading the crusaders. He won't attack your team by default. You will have to fight him if you decide on an aggressive approach after reaching the fort (22) or if you're going to be recongized by Oloneiros.
You can lie about being a new recruit during a conversation with him.
You could rescue Keherrem from the ruined temple of Bhaal (M10,8) - "The Missing Patrol" side quest.
Kharm is a lieutenant and Keherrem's uncle.
This mage is responsible for the Spellstone appearing in the fort (09) - "The Creeping Darkness" quest.
Vichand is also in the possession of a unique feather - "The Call of the Wild Mage" quest (08).
The half-orc is being kept in one of the cages. You can free him and ask him to join your team.
It's best not to talk to him, because he may recognize the hero and the battle with all of the crusaders will start very suddenly.
She's a smithy. He's selling melee weapons and armors and he can also forge unique items.
You must talk to this person about the situation in the fort. It will unlock "The Creeping Darkness" quest which is about the Spellstone (09).
You can invite the half-elf to the team and take interest in her quest "The Call of the Wild Mage".
Locked chest.
You can donate gold, pay for healing, buy potions and identify magical objects.
You can help her in moving the bodies to the altar - "Tender of the Dead" side quest.
Doors
This passageway connects the main room of the fort (09) with the surface (12).
You can ask him to join your team, but only when you're ready to surrender or to begin the battle - "Crossing the Boareskyr bridge" main quest.
You can join the conversation and defeat the Greater Feyr monster - "The Fear" side quest.
Thirrim is selling various potions and he can also identify items.
You can inform him about the death of his sister Kendra - "Tender of the Dead" side quest.
Enlarge this map

Map and location description - M11 BG: Siege of Dragonspear Guide

Last update: 01 July 2016

Key points of Baldur's Gate: Siege of Dragonspear - M11 Boareskyr Bridge

Important areas on the map

Locked doors or chests

Traps

Important characters (allies, quest givers, merchants, potential team members etc.)

Dangerous enemies (main bosses, mini-bosses, stronger types of monsters etc.)

Whereabouts of the potential new team members

Important areas on the map

Starting area
You begin the exploration of the map here. The north-western path leads to the crusaders camp (02). The north-eastern path is occupied by monsters (hobogoblins).

Entrance to the crusaders camp
You will be let inside the camp if in the ruined temple of Bhaal (M10,8) you've released Keherrem ("The Missing Patrol" quest) or if you've killed him and checked his corpse for a Keherrem's Badge.

Crusaders camp
You can move around freely in the camp. The main hero may be recognized only by Oloneiros - the crusaders will attack the team unless you apologize for a mistake.
You can talk to lieutenant Kharm about Keherrem ("The Missing Patrol" side quest) and about lowering the drawbridge after using the wardstone ("Down With the Drawbridge" side quest).
There's Tepid Mug of Ale for the mercnearies in one of the containers - "The Irregulars" side quest (M9,2).
A half-orc named Dorn Il-Khan is being held in one of the cages in the camp. You can free him and ask him to join your team (his belongings are in a nearby crate).
Later in the game a battle may take place here or you may surrender and outsmart the crusaders - "Crossing the Boareskyr bridge" main quest.

Teleport circle in the forest
A large group of goblins is stationed nearby.
You can use teleportation only if you have the Wardstone from the ruined temple of Bhaal (M10,14). You will be transported to one of the rooms of the Bridgefort (05). You can use the teleport circle many times.

Teleport circle inside the fort
You will be transported here after you use the Wardstone on the teleport located to the east of the fort (04). From this point onward you can travel freely between both locations.

Cave
A very large group of goblins is in this cave. You can check the stash after the battle to find a magical circlet and some gold among other things.

Drawbridge
The bridge separates the crusaders camp from the fort. Both sides will be fighting here when you arrive.
Later in the game you can lower the drawbridge to surrender or to start a huge battle with the crusaders - "Crossing the Boareskyr bridge" main quest.

Fort's back rooms
During your first visit to this location you'll talk to Khalid about the siege - "Crossing the Boareskyr bridge" main quest.
The smithy Jegg is selling weapons and armor and you must talk to him about the situation in the fort. He can also forge unique items for the hero if the team has dragon scales (M10,4) or a beetle shell (M10,2).
Wynan Hess is also a person you must talk to about the fort. It will result in a Spellstone appearing in the main room (08) - "The Creeping Darkness" quest.
Neera is in a cell. You can invite her to your team and unlock her side quest "The Call of the Wild Mage".

Fort's main room
After you've met with Wynan Hess a Spellstone will appear here and you'll have to neutralize its effects - "The Creeping Darkness" quest.

Room with the altar
Two people can be found here. After talking to Frair Tajik you can donate gold, pay for healing, purchase potions and ask for identifying magical items.
Junia will ask the team to transport the corpses to the altar - "Tender of the Dead" side quest.

Doors
This passageway connects the main room of the fort (09) with the surface (12).

Bridgefort
You can't get to the fort by using the drawbridge (07). Instead you must use a Wardstone on a teleport circle to the east (04).
You can meet with Khalid when you're ready to resolve the siege problem "Crossing the Boareskyr bridge" main quest (you'll also have a chance to recruit Khalid).
There are also other characters here - Thirrim and Elandro ("The Fear" side quest) and Tharantis ("Tender of the Dead" side quest).

Corpse
You can go here after starting the "Tender of the Dead" side quest (10). You'll find Ymori's corpse and you'll be attacked by zombies when trying to inspect the body.

Gate
You can enter the bridge after you've surrendered in the fort (12) or after you've won the battle in the crusaders camp (03) - "Crossing the Boareskyr bridge" main quest.

Blockade on the bridge
You must defeat enemies trying to blow up the bridge. Once you've done that meet with the allies in the camp (03) and then cross the bridge (16).

Exit
You can get here after you've dealt with the enemies on the bridge. You can leave the map right away or you can inspect a nearby well first. Throwing a lot of money into the well (at least 25 coins) will result in a blessing or healing.

Basic information about Boareskyr Bridge

The above map shows Boareskyr Bridge, location which is very important for the plot. Here, one can find the crusader's camp (M11,3), Bridgefort (M11,12), and the titular Boareskyr bridge (M11,15). Location is studied in a very specific way, because by default, bridge is closed, and the fort can be reached only through the magic Wardstone. The objective of being in this place is to solve the problem of crusaders besieging the fort, in order to gain access to the bridge, to be able to cross the river. Aside from actions carried out as a part of the main quest, don't forget about smaller activities offered on this map - you can find few vendors here, undertake few side tasks, and recruit three new characters to the party.

Most important locations in the Boareskyr Bridge

2. Entrance to the crusader camp

The camp is closed for unauthorized persons. You can gain access only if in Forest of Wyrms (M10) you visited the prison, where Keherrem and other crusaders (M10,8) were held. If you freed Keherrem (The Missing Patrol side quest), you have to invoke him. In turn, if you caused the crusaders' demise, you have to search Keherrem's body, and take Keherrem's Badge, which needs to be shown to the sergeant guarding the entrance to the camp.

3. Crusader camp

If you were let in the camp (M11,2), you can freely travel inside of it, and you won't be stopped by the crusaders' commander, Barghest. Only person who can recognize the main hero, is the mage Oloneiros. If you talked to him by a mistake, quickly abort the conversation. Otherwise, every person in the camp will attack the party, which means a quick and sure death. There are few less important persons in the camp, which can be talked to. You can talk to colonel Kharm about the Wardstone and the Bridgefort drawbridge (this won't affect the main quest)

A half-orc, Dorn Il-Khan is imprisoned in one of the cages in the western part of the camp. You can free the orc and invite him to the party, or send him back to the Flaming Fist camp (he won't be stopped by the crusaders). The important information is that his equipment (weapon, crossbow, armor etc.) are stored in nearby chest (near Vichand)

In the further part of the game (main quest Crossing the Boareskyr bridge) the situation in the camp will change, following either the defeat of the crusaders in a great battle or by letting them inside. Both those variants will lead to unlocking the gate separating the crusader camp from the Boareskyr bridge.

4. Teleportation circle

Before you reach this portal, you have to get rid of a big group of goblins. Additionally, make sure you have a magic Wardstone received or taken from priestess Akana in the ruined temple of Bhaal (M10,14). After setting the party near the circle, you can teleport to the inside of the fort (M11,5)

Note - You can travel between the circles without any limits. Additionally, you don't have to stay in the fort until you solve the crusader problem.

8. Bridgefort courtyard

You can reach this place using the teleportation circle. A conversation with Khalid will start automatically, starting the main quest Crossing the Boareskyr bridge, concerning the problematic situation with the crusaders.

Meeting with Jegg Hillcarver mainly concerns the situation in the fort. She is also a blacksmith, selling various weapons and armor pieces, and is able to forge unique items. You can deliver the dragon scales (M10,4) or the rhino beetle shell (M10,2) and ask her to forge a unique item. The dragon scales can result in Dragonscale Shield +3 or Dragonscale Armor. If you give her the rhino beetle shell, she can forge Rhino Beetle Shield +2 or Rhino Beetle Plate.

Wynan Hess is an another person with whom you have to speak. This conversation will result with the Spellstone appearing in the neighboring chamber. You can attempt to neutralize its negative effects through the side-quest The Creeping Darkness.

Neera is in the cell in the southern room. You can invite the half-elf to your party (or order her to stay in the cell) and receive the side-quest The Call of the Wild Mage.

10. Room with the altar

There are two people in this room, with whom you can optionally talk. Friar Tajik offers a number of services - you can give some gold as an offering, heal the whole party, buy various potions, or pay gold for the identification of magic items. Junia will give the party a side quest - Tender of the Dead. Its first part concerns moving some remains to the altar.

12. Bridgefort

By default, the fort is under siege by the crusaders (M11,3). You cannot get to the fort from the direction of the drawbridge (M11,7), because this is the main area of the fierce combat (later, you will be able to lower the bridge). Instead, you need to reach the teleportation circle in the forest (M11,4), and use the Wardstone.

The main person at the fort's exterior is Khalid. During the conversation, you can decide how you want to handle the problem of crusaders (main quest Crossing the Boareskyr bridge), and invite him to the party.

Nearby, you can find Thirrim and Elandro. After meeting them, you can complete a simple side-quest The Fear

14. Gate

This gate separates the crusader camp from the Boareskyr Bridge (M11,15). At the beginning, you cannot use it, even if you have the permission to enter the camp. It will be opened only after the battle with the crusaders, or after surrendering and letting the crusaders enter the fort during the quest Crossing the Boareskyr Bridge. Once you reach the bridge, you will have to eliminate a group of crusaders scheming to destroy it.

16. Exit

You have to reach this place in order to continue the journey to the Dragonspear castle. It becomes possible only after solving the problem of crusaders from the camp, either through defeating them in battle, or surrendering the fort to them. There is a well not far from the exit, and if you throw 25 gold coins into it, you'll receive a blessing or a free healing.

List of quests unlocked in Boareskyr Bridge

Crossing the Boareskyr Bridge (main) - This task will become available after reaching the inside of the besieged fort (M11,5) and after the conversation with Khalid. There are two available solutions - either letting crusaders inside the fort, or to lift the siege through a big battle, with the support of the Flaming Fist forces.

The Creeping Darkness (side-quest) - This task is mainly connected to the main quest mentioned above, because once you meet Wynan Hess (M11,8) in the neighboring room, a magic Spellstone will appear, having a negative effect on your allies. The person responsible for this state of affairs is Vichand, a mage from the crusader camp.

The call of the Wild Mage (side-quest) - Quest can be unlocked once you meet the half-elf Neera in the back room of the fort (M11,8). You can help Neera in a search for a rare ingredients needed for a potion (irregardless of whether you invite her to the party or not)

The Fear (side-quest) - It is a short quest, which can be unlocked once you meet Thirrim an Elandro outside of the fort (M11,12). During the conversation, a strong monster, Greater Feyr, will appear, which you need to kill.

Tender of the Dead (side-quest) - This task is unlocked once you meet Junia in the room with the altar (M11,10). She will ask the party to bring few corpses to the altar (from the room with the Spellstone), and this is not the end of the task.

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