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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 - M7 Coast Way Crossing
Baldur's Gate: Siege of Dragonspear - M7 Coast Way Crossing
Flaming Fist encampment
The most important character from the expeditions are in this encampment.
You can recruit captain Schael Corwin (first conversation after reaching this location) and Glint (gnome, cleric/thief) and you'll also find here all potential companions from the previous chapter (city).
Belegarm is selling various goods, Thaird offers room for rest and he's selling drinks, you can donate gold to Lord Tempus after talking to Mizhena and also pay for healing.
Once you've reached the eastern exit from the encampment mage Edwin will show up here. You can invite him to your team.
Menhirs
They are connected to the "Ancient Menhirs" side quest received from Prin - she's standing by the menhir located close to the encampment (01).
There are six mehirs in total in the area and you must examine all of them. You may receive some damage and you may attacked by the monsters.
Burned inn
You can check the ruined building for treasures. There's a refugee camp next to the inn.
Takos will ask for help in retrieving heirlooms - "Halfling Treasures" side quest.
You can talk to Herod about the missing refugees - "The Vanished" side quest. You can also trade with him (he's selling weapons, rings, robes and potions).
Entrance to the Dwarven Dig Site
You can help Daran Highhammer in defeating the zombies and then talk to him about the dig site - "Dwarves of Dumathoin" side quest.
Blockade
After you approach the cut-scene of the bridge being destroyed will play. After that a battle with powerful mercenaries will begin. You must keep fighting until Caelar Argent appears - the game will trigger a conversation with her. After the meeting go back to the encampment (01) to talk to Bence Duncan.
Stone statues
You may meet with Teleria here after receiving "The Vanished" side quest from Herod (03). You can kill Teleria and her stone golem and then rescue the refugees from the petrified state. Alternatively you can promise Teleria to bring a soldier and a nobleman here.
Fighting pit
Fights are taking place here and Baeloth is organizing them. After you've watched all the cut-scenes you can recruit Baeloth (elf, mage) and M'Khiin (goblin, shaman).
Dwarven clerics
You can help the clerics in defeating the undead. Talk to Brother Deepvein and begin your search of Gurn Coldhearth ("Dwarves of Dumathoin" side quest). Coldhearth is in the ritual room in the Repository of Undeath dungeon (20).
Monsters' lair
Carrion Crawlers and an Umber Hulk can be found here. Once they're gone you may find an amulet (one of five) which you can deliver to Coldhearth.
Abandoned camp
You may assist a giant named Semahl in eliminating the monsters. Once the fighting is over you can escort the giant to the dwarven clerics (08) or you can attack and kill him.
There's a locked chest here and it needs a key from the dungeon. It contains a parchment and Coldhearth's journal.
Crommus's grvae
You can find out about the grave's existence by examining all the mehirs and meeting with Crommus's ghost (02) - "Ancient Menhirs" side quest. The grave is guarded by a group of the undead and it contains several very valuable items.
Passageway to the Repository of Undeath dungeon
The purpose for visiting the dungeon is to find Gurn Coldhearth ("Dwarves of Dumathoin" side quest).
Library
You may find some books and magical scrolls here.
Raised pool
You have to defeat a group of skeletons here (warriors and archers). You can deliver scepters here - they're in a room with sarcophaguses (15), in the laboratory (16) and in the large southern room (22).
After you've delivered all three scepters you can watch a vision involving Imoen, Caelar Argent or the Hooded Man.
Sarcophaguses room
Use a thief to locate the secret western entrance to this room. A very large group of monsters is here. If you manage to defeat them you can open each of the sarcophaguses. One of them contains a scepter needed for the raised pool room (14).
Laboratory
Monsters are stationed here. You can find here cleric's clothes, chest key, notes on a field experiment and failed phylactery among other othings.
There's a throne in the northern part of the room. Interacting with it will unlock a door to the south (19).
There's a scepter on a table in the eastern part of the room. It's needed for the raised pool room (14).
Chamber with pillars
After you've defeated the monsters you will have to solve a puzzle by interacting with pillars in the right order. The correct order is (from the left): third pillar, first pillar, fourth pillar, second pillar.
If you do everything right then the nearby doors (18) will open. If you'll make a mistake new monsters will appear.
Locked door
In order to open this door you need to solve a puzzle in the room with the pillars (17).
Locked door
In order to open this door you need to examine a throne in the laboratory (16). There are some skeletons in a room behind the door.
Ritual room
Gurn Coldhearth resides here and he became a lich - "Dwarves of Dumathoin" side quest. It's best to defeat him and Deepvein (08) may help you in that. Once you've temporarily stopped Coldhearth get his philactery (21) and deliver it to a room with the portal (23) to destroy it.
Alternatively you can deliver five special amulets to Coldhearth - one of them is in the monster's nest (09) and the remaining four can be obtained by killing the dwarven clerics (08).
Phylactery cache
You must get here if you plan of eliminating Coldhearth Lich (20) for good - you'll need a key which you'll find next to his body. Coldhearth's phylactery is in the second stash from the left and you must deliver it to a room with the portal (23).
Large room
There's a scepter on one of the tables. It's needed for the raised pool room (14).
Room with a portal
Fire salamanders appear here regularly.
You can deliver Coldhearth's phylactery (21) here in order to defeat the lich once and for all - "Dwarves of Dumathoin" side quest.
Captain Corwin may be recruited during the first conversation after reaching the encampment.
Glint is a cleric / thief and you also only need to talk to him. You will also receive the "Glint Gardnersonson" side quest.
He's selling various goods and he can also identify magical items.
You can donate gold for Lord Tempus and also pay for healing.
Locked chest - it contains a sword and throwable weapons.
You can pay him for a place to rest and also purchase drinks.
She can unlock a side quest which is about finding menhirs - "Ancient Menhirs". Once you've examined all menhirs report back to Prin and she'll give you a magical flute.
Edwin (human, conjurer) will show up after you've moved away from the encampment. You can invite him to your team, but your other companions may not like that.
Menhirs
They are connected to the "Ancient Menhirs" side quest received from Prin - she's standing by the menhir located close to the encampment (01).
There are six mehirs in total in the area and you must examine all of them. You may receive some damage and you may attacked by the monsters.
You can promise him help in retrieving heirlooms - "Halfling Treasures" side quest.
You'll find out about the missing refugees from him - "The Vanished" side quest.
You can also trade with him - he's selling weapons, rings, robes and potions.
You can talk to her about the missing refugees - "The Vanished" side quest. She'll ask you to meet her in a nearby clearing.
Locked chest. It contains a cloak needed to complete the "Halfling Treasures" side quest received from Takos (03).
Stash. It conains Gentrus's hand mirror needed to complete the "Halfling Treasures" side quest received from Takos (03).
Menhirs
They are connected to the "Ancient Menhirs" side quest received from Prin - she's standing by the menhir located close to the encampment (01).
There are six mehirs in total in the area and you must examine all of them. You may receive some damage and you may attacked by the monsters.
Talk to him about the dig site - "Dwarves of Dumathoin" side quest.
Menhirs
They are connected to the "Ancient Menhirs" side quest received from Prin - she's standing by the menhir located close to the encampment (01).
There are six mehirs in total in the area and you must examine all of them. You may receive some damage and you may attacked by the monsters.
Menhirs
They are connected to the "Ancient Menhirs" side quest received from Prin - she's standing by the menhir located close to the encampment (01).
There are six mehirs in total in the area and you must examine all of them. You may receive some damage and you may attacked by the monsters.
Menhirs
They are connected to the "Ancient Menhirs" side quest received from Prin - she's standing by the menhir located close to the encampment (01).
There are six mehirs in total in the area and you must examine all of them. You may receive some damage and you may attacked by the monsters.
The battle will trigger after approaching the bridge and you must keep fighting until Caelar Argent appears.
The conversation will take place shortly after taking part in a battle by the bridge (05).
He will convince you to visit Baeloth's black pit (07). You will receive a flyer from him.
You can recruit this elven mage, however some of your existing companions may protest against that. Alternatively you can tell him to go to the Flaming Fist encampment.
You can recruit the goblin shaman after watching all cut-scenes. Alternatively you can tell the goblin to go to the Flaming Fist encampment.
There are many traps here.
Entrance to the Dwarven Dig Site
You can help Daran Highhammer in defeating the zombies and then talk to him about the dig site - "Dwarves of Dumathoin" side quest.
You can meet with him after the fight with the undead, as a part of the "Dwarves of Dumathoin" side quest.
You can help the giant in eliminating the monsters and then tell him about the clerics or kill him as well.
Locked chest. It contains an axe, an armor and armor pieces.
Passageway to the Repository of Undeath dungeon
The purpose for visiting the dungeon is to find Gurn Coldhearth ("Dwarves of Dumathoin" side quest).
A very large group of the undead resides here. Use a thief to uncover a hidden entrance to the room.
Use a thief to discover this door.
Locked sarcophagus - use a thief. The sarcophagus contains scrolls and a wand.
Disarm the trap and plunder the grave. You'll find a quarterstaff, some gems and gold.
There's one powerful monster in this corridor.
A very large group of the undead resides here. They're led by a Shadowed Soul.
The battle with the lich is a part of the "Dwarves of Dumathoin" side quest (08) and it's optional. In order to kill the lich you must destroy his phylactery (21 and then 23).
Locked door. Coldhearth Lich has the key - collect the item after you've defeated the lich for the first time.
Locked chest. A key from the dungeon is required.
Enlarge this map

Map and location description - M7 BG: Siege of Dragonspear Guide

Key points of Baldur's Gate: Siege of Dragonspear - M7 Coast Way Crossing

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

Flaming Fist encampment
The most important character from the expeditions are in this encampment.
You can recruit captain Schael Corwin (first conversation after reaching this location) and Glint (gnome, cleric/thief) and you'll also find here all potential companions from the previous chapter (city).
Belegarm is selling various goods, Thaird offers room for rest and he's selling drinks, you can donate gold to Lord Tempus after talking to Mizhena and also pay for healing.
Once you've reached the eastern exit from the encampment mage Edwin will show up here. You can invite him to your team.

Menhirs
They are connected to the "Ancient Menhirs" side quest received from Prin - she's standing by the menhir located close to the encampment (01).
There are six mehirs in total in the area and you must examine all of them. You may receive some damage and you may attacked by the monsters.

Burned inn
You can check the ruined building for treasures. There's a refugee camp next to the inn.
Takos will ask for help in retrieving heirlooms - "Halfling Treasures" side quest.
You can talk to Herod about the missing refugees - "The Vanished" side quest. You can also trade with him (he's selling weapons, rings, robes and potions).

Entrance to the Dwarven Dig Site
You can help Daran Highhammer in defeating the zombies and then talk to him about the dig site - "Dwarves of Dumathoin" side quest.

Blockade
After you approach the cut-scene of the bridge being destroyed will play. After that a battle with powerful mercenaries will begin. You must keep fighting until Caelar Argent appears - the game will trigger a conversation with her. After the meeting go back to the encampment (01) to talk to Bence Duncan.

Stone statues
You may meet with Teleria here after receiving "The Vanished" side quest from Herod (03). You can kill Teleria and her stone golem and then rescue the refugees from the petrified state. Alternatively you can promise Teleria to bring a soldier and a nobleman here.

Fighting pit
Fights are taking place here and Baeloth is organizing them. After you've watched all the cut-scenes you can recruit Baeloth (elf, mage) and M'Khiin (goblin, shaman).

Dwarven clerics
You can help the clerics in defeating the undead. Talk to Brother Deepvein and begin your search of Gurn Coldhearth ("Dwarves of Dumathoin" side quest). Coldhearth is in the ritual room in the Repository of Undeath dungeon (20).

Monsters' lair
Carrion Crawlers and an Umber Hulk can be found here. Once they're gone you may find an amulet (one of five) which you can deliver to Coldhearth.

Abandoned camp
You may assist a giant named Semahl in eliminating the monsters. Once the fighting is over you can escort the giant to the dwarven clerics (08) or you can attack and kill him.
There's a locked chest here and it needs a key from the dungeon. It contains a parchment and Coldhearth's journal.

Crommus's grvae
You can find out about the grave's existence by examining all the mehirs and meeting with Crommus's ghost (02) - "Ancient Menhirs" side quest. The grave is guarded by a group of the undead and it contains several very valuable items.

Passageway to the Repository of Undeath dungeon
The purpose for visiting the dungeon is to find Gurn Coldhearth ("Dwarves of Dumathoin" side quest).

Library
You may find some books and magical scrolls here.

Raised pool
You have to defeat a group of skeletons here (warriors and archers). You can deliver scepters here - they're in a room with sarcophaguses (15), in the laboratory (16) and in the large southern room (22).
After you've delivered all three scepters you can watch a vision involving Imoen, Caelar Argent or the Hooded Man.

Sarcophaguses room
Use a thief to locate the secret western entrance to this room. A very large group of monsters is here. If you manage to defeat them you can open each of the sarcophaguses. One of them contains a scepter needed for the raised pool room (14).

Laboratory
Monsters are stationed here. You can find here cleric's clothes, chest key, notes on a field experiment and failed phylactery among other othings.
There's a throne in the northern part of the room. Interacting with it will unlock a door to the south (19).
There's a scepter on a table in the eastern part of the room. It's needed for the raised pool room (14).

Chamber with pillars
After you've defeated the monsters you will have to solve a puzzle by interacting with pillars in the right order. The correct order is (from the left): third pillar, first pillar, fourth pillar, second pillar.
If you do everything right then the nearby doors (18) will open. If you'll make a mistake new monsters will appear.

Locked door
In order to open this door you need to solve a puzzle in the room with the pillars (17).

Locked door
In order to open this door you need to examine a throne in the laboratory (16). There are some skeletons in a room behind the door.

Ritual room
Gurn Coldhearth resides here and he became a lich - "Dwarves of Dumathoin" side quest. It's best to defeat him and Deepvein (08) may help you in that. Once you've temporarily stopped Coldhearth get his philactery (21) and deliver it to a room with the portal (23) to destroy it.
Alternatively you can deliver five special amulets to Coldhearth - one of them is in the monster's nest (09) and the remaining four can be obtained by killing the dwarven clerics (08).

Phylactery cache
You must get here if you plan of eliminating Coldhearth Lich (20) for good - you'll need a key which you'll find next to his body. Coldhearth's phylactery is in the second stash from the left and you must deliver it to a room with the portal (23).

Large room
There's a scepter on one of the tables. It's needed for the raised pool room (14).

Room with a portal
Fire salamanders appear here regularly.
You can deliver Coldhearth's phylactery (21) here in order to defeat the lich once and for all - "Dwarves of Dumathoin" side quest.

General information about Coast Way Crossing

The above map shows the location called the Coast Way Crossing, which you get to automatically after joining the expedition aimed to the castle Dragonspear, that is when you get to the eighth chapter of the campaign. You start the exploration of the main map at Camp Flaming Fist. The map itself is quite large and it may take you some time to explore it all. The most important is the north-eastern corner (a blockage on the bridge) where you meet Caelar Argent people, but before you go there, make sure that you have a strong and suitably large team.

In addition to the area on the surface, there are also two underground locations to - Dwarven Dig Site and Repository of Undeath. It is not mandatory to visit them, but through exploring, you can accumulate a lot of valuable items and gain a lot of experience points. Be careful however, especially when walking through the dungeon, because your team will encounter numerous traps and large groups of monsters (there is also an optional fight with a powerful lich).

The most important places in Coast Way Crossing

1. Flaming Fist camp

Here, you start exploring the location and it is a sort of a base for you. Here you can trade with Belegarm, who sells for example weapons, armors and scrolls. Moreover, you can visit Thaird, who offers paid options of rest (they are better than regular rest because they provide temporary buffs) and also Mizhena. This second character offers paid healing and the possibility of donations for Lord Tempus.

In the camp, you can join several new characters to your team. The first one can be captain Schael Corwin, who has so far traveled with the team as an inactive ally. Another potential partner is gnome Glint - you just have to talk to him. Moreover, when you try to leave the camp, Edwin will appear. In this case, you must know that "good" team members may not like the idea of recruiting Edwin.

2. Menhirs

On the main map (surface area), there are six menhirs (large rocks) to find. Near the one located the closest to Flaming Fist camp, you will meet Prin, who you can talk to about the rocks. You will unlock a side quest - Ancient Menhirs. Every Menhir can be examined (mind that you will have to fight mobs or receive damage) and after you look at all six of them, you will be able to talk to Crommus's ghost. You will learn where to look for his grave (M7,10), where there are a lot of valuable items.

3. Burnt inn

In a destroyed inn, there are several treasure chests to find (there are also quest items inside). However, the small refugee camp nearby is more important. Here you can receive the Halfling Treasures quest from Takos and The Vanished quest from Herod. The second character is also a merchant. Herod sells weapons, rings, clothes and potions.

4. The entrance to Dwarven Dig Site.

Near the entrance to the cave, you will meet Daran Highhammer. He can give you the first quest in this part of the world - Dwarven of Dumathoin. It consists in exploring the excavation site and the Respository of Undeath (M7,12).

5. Blockade

It is the only location on the map, which is connected to the main story. After reaching this place, you will watch a cut-scene about the destroying of the bridge and you will be forced to fight mercenaries. Fight until Caelar Argent arrives and you will automatically talk to her. When the conversation is over, the team will return to the camp (M7,1) to talk to Bence Duncan.

7. Battle Arena

There is an elven mage - Baeloth here. He organizes fights in a special pit. Here you can recruit two new team members. The first one is of course Baeloth, but some of your team members may be against the idea of recruiting him. The second potential partner is a goblin shaman - M'Khiin.

8. Dwarven clerics

First, you need to help the clerics get rid of the undead. You can talk to Brother Deepvein, who will give you more details about the Dwarven of Dumathoin quest. The plan is to find Gurn Coldhearth, who is now in the ritual hall in the dungeon (M7,20).

12. The passage to Repository of Undeath.

You have to use it if you want to explore the dungeon (for the Dwarven of Dumathoin quest or simply to obtain new items and experience points).

17. Chamber with pillars

Here, you have to solve a simple riddle if you want to open the southern door (M7,18) and reach the ritual hall (M7,20). You should interact with the pillars in the proper order. The correct order is (from the left): the third pillar, the first pillar, the fourth pillar and the second pillar. If you make a mistake, more mobs will appear in the chamber.

20. Ritual hall

This is the most important location in the Repository of Undeath. Here you will find Gurn Coldhearth (the Dwarven of Dumathoin side quest), who has became a lich. You will have to decide whether to kill him or help him. If you decide to kill Gurn, you will have to defeat him to obtain his phylactery (M7,21) and deliver it to the chamber with the portal (M7,23). If you decide to help him, you have to collect five special charms. One of the is located in a monster lair (M7,9) and the remaining four are obtained after killing the dwarven clerics (M7,8).

List of quests unlocked in Coast Way Crossing

Explore the area around the camp (main) - you can start completing this quest right after arriving at the camp in Coast Way Crossing (M7,1). You have to reach the blockade on the bridge (M7,5), where you will watch a cut-scene, fight with the mercenaries and talk to Caelar Argent. After that, you can go back to the camp and talk to Bence Duncan.

Ancient Menhirs (side) - you have to talk to Prin, near the menhir located the closest to the camp (M7,2). There are six such objects on the map and you have to interact with each one. It will allow you to talk to Crommus's ghost who will tell you the location of his grave full of treasures (M7,10).

Halfling Treasures (side) - you have to meet Takos in the refugee camp (M7,3) and retrieve three family treasures for him.

The Vanished (side) - You have to meet Herod in the refugee camp (M7,3) and learn about the missing persons. Talk to Teleria and meet her near the statues (M7,6). You can either kill her and rescue the refugees or bring two new persons to Teleria.

Dwarves of Dumathoin (side) - you have to help Daran Highhammer near the entrance to the dig site (M7,4). When you reach the dig site, talk to Brother Deepvein (M7,8) and search the dungeon to find Gurn Coldhearth. He is in the ritual hall (M7,20) and you can kill him (it is a complicated process) or bring him five special charms.

Raised Pool (side) - this quest appears in your quest log. You can find three sceptres in the dungeon (M7,15)(M7,16)(M7,22) and bring them to the chamber with a pool (M7,14).It will allow you to see one of three visions.

Note! During your stay in Coast Way Crossing (and all other locations in this part of the world), you can continue some of the quests from the previous chapter, despite the fact that they have disappeared from the log (they will appear again). We are talking about quests like Zaviak's Vision Quest (finding immaterial creatures with special eyepieces) or My Missed Fortune (the lost gold). You can read more about these quests in the chapters where they are described.

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