Side Quests in Coast Way Crossing BG: Siege of Dragonspear Guide
Last update: 02 June 2016
There are few side tasks in Coast Way Crossing. Their descriptions (along with available endings) are below. The biggest side-quest - Dwarves of Dumathoin - is omitted. Its description is on the separate, previous part of the guide.
Ancient Menhirs
This task is connected to the titular menhirs, huge magical stones, which can be found in various parts of the Coast Way Crossing (M7,2). Start with the menhir closest to the Flaming fist camp (M7,1) (exactly east from the camp). You will meet Prin there, who is interested in the sounds coming from the rock. After you talk to her, the described quest will be added to the journal.
You can now begin to study the menhirs, beginning from the one which is near you. Your choices of behavior are not important, because no matter how you act, the rock will "react" in some way. The reactions vary from spawning a single monster, or an attempt to inflict atypical damage (the chosen party member has a chance to deflect it). Visit and investigate all six menhirs - their locations are marked on the above screenshot.
After you reach the sixth menhir, and try to investigate it, the rock will react in different way. You will be forced to solve a verbal riddle. Choose the fourth dialogue option - The wind blowing in a tree next to a river. After a moment, you will enter into a conversation with a freed ghost - Crommus. You can learn the circumstances under which he was imprisoned. At the end of the conversation, you will learn where he was buried, and that you can take the precious treasures hidden in his grave.
Warning - If you choose a different dialogue option, you will still be able to free Crommus. Worst case scenario, you will receive minor damage.
The Crommus's grave is in the Dwarven Dig Site, the entrance is in the eastern part of the map (M7,4). After reaching the Dig site, you have to investigate the north-eastern corridor. The grave is at the end of that branch (M7,11). As per Crommus's warning, you have to get rid of zombies nearby. You will find four magic items in the grave - Hat, Cloak, Boots and a Cittern.
This is not all of it. At the end, return to Prin (M7,2) and explain to her the secret of the menhirs. You'll receive an additional reward - a magic Reed of Echoes.
Halfling Treasures
This task can be unlocked after talking to Takos. He is in the refugee camp near the burned inn(M7, 3). Takos will ask you to retrieve three family heirlooms.
Two out of three heirlooms can be found in Coast Way Crossing. Gentrus's Hand Mirror is in the hiding place at the burned inn, marked on the screenshot above. Use a thief to locate the secret chest.
Cloak of the Beluir Watch can also be found near the burned inn. It is located in a closed chest near the southern wall of the building. You can find it on the screen above. Use a thief to open the chest.
To get the third heirloom, you have to use the world map, and go west to the Coast Way Forest (M8 map). After reaching the area, go to the northern camp (M8,2), where you meet Isabella and Ikros. During that meeting, you will notice that Isabella has a small shield, (The Suncatcher +2) , which is sought by Takos. The shield can be acquired in two ways - by attacking and killing Isabella and Ikros, or by doing a side-quest Isabella and Ikros, which involves defeating a local vampire (you can also join forces with the vampire - detailed in the description of the side-quests from M8 location).
After gathering all three heirlooms, you can return to Takos (M7,3) and talk to him. The quest can end in three ways:
- Giving all three heirlooms to Takos. As a reward, you will receive a magic Dart.
- Ask for an additional reward. Takos will allow you to keep one of the artifacts. Take the shield.
- Informing Takos, that you are keeping all the items for yourself. The quest giver will attack the party, but he is a weak enemy. If you want to keep the artifacts, avoid returning to Takos, and leave the quest active.
The Vanished
This task can be unlocked after talking to a vendor Herod, who is in the refugee camp near the burned inn (M7,3). Herod will tell you about a suspicious disappearance of five people, shortly after the appearance of the elf Teleria. Teleria can be found in the same camp. Talk with her, and she will ask you to meet on the nearby glade. It's the area with statues in the north-western corner of the map (M7,6).
After reaching your destination, you will notice five people, who were transformed into stone. A stone golem is also present. Speak to Teleria again. She will consider the current state of the affairs as her artistic work. Now, you have two ways of proceeding. The more obvious is attacking Teleria, but you will have to fight the aforementioned golem. Additionally, increase the magic resistance of the party members before the fight.
After the battle, search Teleria's body, and the scrolls (Stone to Flesh Scroll). Put them onto active bar of one of the party members, and start using them on the petrified people. You have to remove the petrification spell from all five refugees. Some of them will give you a reward (magical wands, among others). Additionally, you can return to Herod, who will want to give the team 1000 gold. You can take the gold, or let Herod leave the gold for himself, which increases the hero's reputation.
Less obvious solution is to offer Teleria some help with continuing her "work". In this case, you will be asked to bring a soldier and a nobleman. Brielle is the soldier connected with this task. He can be found near the eastern exit from the Flaming Fist encampment (M7,1). Order Brielle to go to the glade with the statues.
Note - If the party includes Captain Corwin, she will strongly protest, and won't allow Brielle to go to the glade. The problem can be solved by removing Corwin from the active team for a moment (choose a different companion in her place)
The nobleman can be found in the refugee camp near the burned inn (M7,3). He is called Vessanal. During the conversation, you can lie that you have found a chest with his ancestral emblem on the glade.
Return to the glade, and allow Teleria to change two characters into stone. As a reward, you will receive a figurine, Stone Ally, which allows you to summon a stone golem.
Raised Pool
This task doesn't appear in the journal, but in our opinion, it deserves a separate description, as it offers a unique reward, and the way to unlock it isn't very obvious. After reaching the Repository of Undeath, go to the room with the raised pool of water, which is near the starting point (M7,14). Investigating this hall will lead to a discovery that three of the scepters around the pool are missing. You can search for the three missing objects.
The scepters can be found in any possible order. The first scepter is in the room with sarcophagi in the central part of the dungeon (M7,15). Firstly, get to the neighboring hall on the western side of the room, and use the thief's ability to reveal a secret door. Using them gives you access to the room with the sarcophagi, but be ready to do a hard battle with the undead. After emerging victorious, investigate the sarcophagi. You will find a Silver Scepter in the left sarcophagus (screenshot above)
To find the second scepter, you have to reach the northern room of the dungeon, specifically - the laboratory (M7, 16). This place also contains a very large group of monsters. After defeating them, check the eastern part of the laboratory - scepter will be on one of the tables (attached screenshot)
The last scepter is in the big hall in the southern part of the dungeon (M7,22). It's the easier one to attain, all you have to do is to find the only interactive table (screenshot above)
When you have the scepters, return to the pool, and begin to click it, so the scepters will be automatically put on the nearby stands. As a reward for bringing the scepters, you can watch one of the three visions - concerning Imoen, Caelar Argent, or the Hooded Man.