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Baldur's Gate II: Shadows of Amn
Windspear Hills

This is an optional quest, so feel free to skip this section if you want to move on to the real story. The rewards are fairly great if you can survive the entire ordeal. You'll come off it with a ton of experience as well as a holy avenger sword, which is only useable by paladins. It's so good, however, paladins should consider it an essential piece of equipment. You can return here later in the game to face off against the rather tough enemy that guards the sword, if you wish.

screenshot
There isn't much here except for random enemy encounters.
Once you arrive in the Windspear hills, you'll find yourself surrounded by ogres and other beasts. They will attack you, so kill them all. You will immediately be approached by a man named Windspear, who will offer you sanctuary at his house. Accept his offer to be whisked away to meet his daughter. Apparently, those Ogres were actually paladins, polymorphed by some malevolent magic.

After you rest at Windspear's home, a group of bandits will warp in and kidnap his daughter. Slay the rest of them and tell Windspear that you will rescue her. Once you leave the cabin, you can walk around for a bit if you wish. You can travel to the north to check out the bodies of the paladins that you killed, but they don't have anything interesting. You should travel to the southeastern corner of the map to visit the faerie grove. You might encounter a group of fighters attacking some gnolls; the fighters are actually werewolves that will turn on you eventually. Dispatch them and head on to the faeries. You might encounter some minor monsters on the order of an ankheg or goblin. Once you reach the dryads, give them the acorns to rescue the three dryads you encountered near the beginning of the game.

Now, you can head toward the dungeon entrance to the northeast. Head inside, and you'll be ambushed by a horde of hobgoblins, so be ready. There are more hobgoblins to the northeast, including a few archers. Before you move to the north, you might want to send a scout there and lure back the kamikaze kobolds. These guys explode into what appears to be a fireball when they die, so you should have any archers or sling-users take them out before they get near your party. When they are dead, head up and take out Ruhk the Transmuter. He's a magic user, of course, so deal with him appropriately. He's not physically very strong, so swarm him with your fighters. You can travel through the stairs now or look around the rest of the cavern. There are some ogrillions to the north as well as vampiric mists. You can find an amulet of protection +1 in the pool of water.

screenshot
This dungeon can be confusing.
Once you head down to the second floor, you'll be ambushed by orc archers who sit behind bars so that your melee attackers can't reach them. There are two secret doors you can unlock and open to reach them, or you can use spells and ranged weapons to take them out. Summoning monsters or animals behind the bars seems to work fairly well. Head out to the northeastern hall and take out the stone golem, then head to the southeast. The troll cook in here will ask you to cook yourself, then attack you when you refuse. A group of hobgoblins will charge in from the southwest, so you might want to summon some monsters over there before they come through. Once that party is dead, grab the orcish cookbook from the table. You can kill the otyugh to the southwest, but there's nothing in his lair. Now, head back to the hallway. You can talk to the orcs in the northwestern room to learn a bit about the lair if you wish. Now, head to the northeast from the middle door in the hallway. You'll come out into another hallway. Head south into the nearby room. It will be almost full of undead enemies, so anything that can hurt those creatures (like turn undead) will be helpful. The chest near the wall is trapped and contains some magical bolts. Push through into the southern room that contains a greater wraith. Eliminate it and pick up the chapel key from the floor. You can close the door here and rest if you wish.

 
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