This is the Paladin class quest. At the start of Chapter 2, if you are a Paladin, Gaelan Bayle tells you that a certain Lord Jierdan Firkraag is looking for adventurers in the Copper Coronet in the Slums. Go to the Copper Coronet and find Lord Jierdan at 3 on that map. He offers you the job to clear his lands in the Windspear Hills of invading monsters. In fact, he offers you 10,000 GP for doing the job!
It has often been said that if something sounds too good to be true, it probably is. In this case, this is definitely true! But accept the job anyway.
All classes can do this quest but only Paladins get a stronghold at the end.
If you have not yet left Athkatla, go to the City Gate district. Exit through the town gate at 4.
When you arrive in the Windspear Hills, you are ambushed by a group of strangely eloquent monsters who accuse you and your party of being monsters. Unfortunately you have no choice but to fight them. Ah well...
When you have killed the monsters, the illusion is lifted and the monsters turn out to be knights. If Keldorn is in your party, he recognizes one of them as Ajantis, one of the NPCs from the original Baldur's Gate game.
At this point, Garren Windspear appears on the scene and warns you that you will be seen as killers of knights and persecuted by members of the Order of the Most Radiant Heart if you travel outside the Windspear Hills. He offers you to rest in his cabin while he goes to speak to the order. Accept. The party receives 6,000 XP for accepting Garren's offer to help.
The party now finds itself at 2 on the Windspear Hills map, outside Garren's cabin. Enter, and Garren will speak to you.
Garren tells you that he is the previous owner of the land, before Lord Firkraag arrived and took it from him. Yes, the same "Lord" who tricked you into journeying to this place and killing the knights. Garren, too, was discredited by Firkraag.
Garren leaves to speak to his friends in the order. His daughter Iltha or son Taar (depending on your own gender – the child's gender will be the opposite of yours) speaks to you, and the party rests.
A gnome called Jum turns up and warns you that bandits are approaching. Before you can do anything, they abduct Iltha/Taar – apparently to discredit you further. You have to kill the remaining bandits.
When the last bandit fails, Garren Windspear returns and bemoans the loss of his child. Promise him to return his kin. The party gains another 2,500 XP.
Jum returns to give you Firkraag's Challenge. Looks like Lord Firkraag has an axe to grind with you for some reason.
In the first room, you will come under fire from orcs firing arrows from behind the walls. If you can detect and open the hidden doors, it becomes a lot easier to dispatch them.
After the two first rooms, at 2, awaits a selection of Golems, depending on your level. You can get an Adamantite Golem and two Stone Golems or an Iron Golem, two Stone Golems, and a Clay Golem.
Clear out the minor enemies at 3, 4, 5, and 6, then prepare for a large Undead battle. Ideally, have a Cleric prepare a Sunray spell (7th Level Cleric spell) which can take out large numbers of Undead.
Clear out the Vampires at 7, then clear out the various Shadows and Wraiths at 8. Beware of Level Drains!
At 8, make sure to get the Chapel Key from the floor container.
Open the door to 9 where you will meet Samia. By all means accept her quest to help her find the tomb of King Strohm III. Please see the quest page for the solution to this quest.
Once done with Samia and her "scientific" expedition, continue south and west, killing the Wolfweres and Dread Wolves at 20 on the way.
On the bridge at 21, you may run into another Golem ambush. Make sure to click the well to get the Dragon Helm. You will also pull up an Air Elemental which you will have to kill.
Loot the rest of the level south and west of the bridge before proceeding to the room at 28. Here you will have to fight Tazok, one of Sarevok's old lieutenants, along with some of his minions.
Once the killing is done, make sure to loot the dead bodies – especially Tazok for the Sewer Key which will allow you to enter the Mind Flayer Area in the Sewers under the Temple District back in Athkatla.
Speak to Garren Windspear's child in the cell. She or he warns you not to risk your life against Firkraag, and tells you that Firkraag's Mage, Conster, has the key to the cell.
Go to 29 where you find the entrance to level 3. Prepare for a battle against a Dragon!
Move down the stairs and further into the room. You will find Conster, a Mage – and Firkraag in his real form, as a Red Dragon!
Firkraag explains why he has ruined your reputation: Your foster-father, Gorion, once crossed his way, and Firkraag still bears a grudge.
Firkraag offers you to leave without fighting him. Instead, you can fight Conster on the level above. This is recommended for low-level parties and if you are a Paladin; otherwise you'll miss out on a stronghold quest.
If you choose to, kill Firkraag and Conster. Otherwise, prepare for a Mage battle and go back upstairs to Level 2. Conster will be in the cell room at 28 where you fought Tazok. Kill him and loot him for the Firkraag Prison Key.
Find Garren Windspear's cabin at 2 and enter to speak to him.
If you didn't kill Firkraag, Garren will be a bit disappointed. But whether or not Firkraag is dead, each party member receives 44,500 XP.
If you are not a Paladin, this concludes the quest. If you didn't kill Firkraag, I recommend that you come back and do so when your party is fairly advanced, especially if Keldorn is in your party. As a Paladin, Keldorn can use the holy avenger Carsomyr +5. But you may also want the rest of the loot, and the 64,000 killing XP.
If you are a Paladin, he also suggests that you should speak with the Prelate in the Most Noble Order of the Radiant Heart back in Athkatla. This will set in motion the Paladin Stronghold quests.
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