You speak with some of the militia that is left; they are mostly hot-headed teenagers bent on revenge at this point. The matron of the town lets you stay in the keep. You devise a plan to wait until the ettin should be headed in to town and surprise it. A few orcs cross by on the other side of the ravine while Ithilior is watching the road. An ogre also comes by, chasing Ithilior, but you manage to kill it before it can get into town.
You head down the remains of the path to Oldkeep, escorted by the militia leader (Malwick), and find the ettin in the ruined tower. Eventually, you are able to to discern that he was once a human cleric, but was changed by the evil wizard into an ettin. Through a lengthy conversation, you are able to make him understand that he wasn’t really a very good cleric and that is why his god has denied him the ability to cast the necessary spell to return to his human shape. Meanwhile, Malwick has disappeared. You take the ettin into the ruined town to try and find the pieces of his holy symbol so that it can be repaired, Kyrnyn can repent, and then cast the spell to save himself. While you are searching for the holy symbol parts, Malwick returns with the rest of the town militia. They begin shooting at the ettin, which risks awakening Muck, the evil head. You render the militia unconscious, calm the ettin, and Kyrnyn is able to cure himself.