Wyrm's Crossing

When the player comes here before clearing the Cloakwood Mines, the small central section of the bridge is gone, with a Flaming Fist soldier explaining that the disturbances down south has Duke Eltan worried. We will overlook the fact that a giant city cannot survive for long with its drawbridge up. Quayle will not be there either. Afterwards, the guard instead inquires of the party if they are the ones everyone is talking about, and requests they investigate the Seven Suns trading company in Southwest Baldur's Gate.


 * Tel-anon, a Harper, appears at the very southwest corner of the bridge if the party's Reputation is lower than 4. He can be convinced that the party will not fight him (why does he believe in the party's bad reputation, and believe the party's lies, both? Harpers aren't just some random guys with costumes on). It is against his principles to attack the defenseless, so he goes away. Or kill him for 2,000 XP and a Long Sword +1


 * Tenya is in front of her house, north end of the east side of the river. Very minor loot. Tenya is the supposedly evil witch the farmers in the Fishing Village were complaining of. The party will have to fight Tenya to continue the quest; the best (Good) way to do this is to unequip a weapon slot and use Fists; even if you reduce her HP to zero this way, she will only be unconscious, and not permanently dead.


 * Just north of Tenya's house, an Ankheg, which has eaten Nester and his dagger with it. One supposes the beast regurgitates the dagger as it dies, or perhaps got it stuck in its teeth, or mandibles, or whatever. Keep the dagger for the Northwest Baldur's Gate section

In an isometric universe like Baldur's Gate, the shortest distance between two points is a diagonal line, if the Bridge to Baldur's Gate, as this area is also called, and Firewine Bridge are anything to go by, each sprawling across their respective river and canyon

Optional: an extra area, easily missed, on the west side of the river: Farmlands

Rest here may be undisturbed

Nearby areas

 * East Baldur's Gate is the area the city gates open into
 * North of the Friendly Arm (Fishing Village) x hours
 * Exit out the north zone transition on the west side of the river, to get to the East of Baldur's Gate (Farmlands, or Zombie Farm as one of the mods has it)
 * Exit out the north zone transition on the east side of the river, to get to the Farmlands, on the east side of the river (but there is not much to do there)