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Journey's Beginning
Thief
Stilled Wind
Stirred Water
Murderer
Eletale Book
The Ending

The Stilled Wind

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West Carmagh

New area means new monsters, so get some defense training in. Take advantage of the inn right by the port for saving. Follow the path and gather two Spirits on the slopes nearby. Along the path across the bridge is crossroads. Make a right to enter the water city.

While speaking of water, Healing will be imperative shortly. It is gained at Water levels six and twenty-five. Keep that in mind as Brian raises his next few levels.

Larapool

This place lives up to its name as the Water Capital. Gossips speak of the city's beauty and the prowling monsters. There is a general store with Blue Wings, and a lady at the inn will give you Mint Leaves. Shannon is at the inn too, and suggests that Brian fix the Wind or Water to continue his search. (She must have a dozen wings.) Another important face is Leila the water sorceress. Currently she is keeping the monsters out of Larapool with her magic. Why don't we help her out? (If you did not notice Larapool does not have those nice big walls like Dondoran to keep monsters out.) Before you leave though talk to the guy in one of the lower rooms of the inn. He will tell a legend to Brian which is actually a history lesson of Celtland.

Cull Hazard

Normoon the wind city to the south seems like the place to search, but the bridge to Windward is out. This forces Brian to take the long route through Cull Hazard. South of Larapool before the crossroads is a path on the right, take it to follow the road to Cull Hazard. At its end is a house to save at with a Spirit outside of it. Rest up and cross the bridge to enter the cave.

Cull Hazard is really just a long underground road for Brian. After several spiraling paces deep into the earth Brian will come across the main cavern. There is only one path, but the only tricky part may be the plateau shaped rock. It may disorient Brian to going in circles or back to the entrance, but always head north if he gets lost. At that rock there is a Spirit on eastern side, and a Healing Potion and Spirit on the west side. Along the trail there will be three other treasures. One is in a corner around the bend where you will see to chests across the shore with a Heroes Drink. Then further along the path are the two chests "across" the river with Honey Bread and a Healing potion. Continue on and the tunnel will be overrun with roots. There are no monsters here, so heal as needed. After the roots is an underground lake. Pick up the Silent Flute and continue onward. The rest of the tunnel is a climb up to the surface. There will be a path on the left, but that is a dead end for now. Continue going foward and follow the light.

Normoon

This city of Wind is full of retired old Druids, which have been terrorized by a band of thieves. However even the thieves are scared. The band's magician disappeared when the wind went screwy. Search the fields for three Spirits and the mills for three loaves and a Heroes Drink. There is a general store with Green Wings, and a man in the north most house will give Brian Honey Bread. At the inn is Shannon ... again. This time she tells Brian the legend that Windward keeps the Wind Jade. Upstairs is another magician Leonardo. He is stranded because of the Wind and gives word about Bartholomy. Rest at the inn and head north to the forest.

Windward Forest

The forest is basically a snaking path to a pond and another snaking path out. Brian can take the scenic route or walk right above the hills. Around the first bend is a Spirit. By the pond is a house with a Spirit and chest inside and out of it. Their contents are a Honey Loaf and Healing Potion. Rest at the house (run around and use Healing), and then continue around the bend till you meet a slender guy in silver and purple.

Zelse found the Wind Jade and with it his power and ego grew. He has three attacks, each increasing in power as range decreases. From far off he shreds Brian with paper airplane shaped gusts. The medium attack involves ripping the wind as a spiked ball horizontally before Zelse, similar to Rolling Rock if he has it. This is the only attack that can be avoided well. Just move away from the blast perpendicular to it. At staff range Zelse pounds you will a sword shaped blast similar to Large Cutter. An effective technique to use on Zelse is to place one of the trees between him and Brian. Zelse will keep trying to walk towards him but can never move. This positioning allows Brian to control the attacks. If performed correctly, Brian can force him to cast the Wind Ripper and dodge perfectly. Or he can get close to make Zelse use the Wind Sword, but be far away that it tends to Miss. When he is beaten Brian gets the Wind Jade and 10 HP.

Brian's elements should be around fifty-five for this battle. Fire magicians can use close up Fire Ball 3 or Magma Ball for beat downs, or a nice combo of Power Staff and Vampire's Touch to suck Zelse dry. Earth mages can use Avalanche on him fora quick battle since he is weak with Earth. They can also they can use Rolling Rock to estimate the distance that he uses the middle attack. Water mages pretty much have to use Water Pillar and take time outs for Healing. Wind mages should keep a distance and use Evade and Wind Cutter. Generalist can use Fire Ball, Hot Steam, Water Pillar, Rock, or Large Cutter while taking breaks for Healing.

Still Stranded

Back at Normoon the people are happy that Zelse is gone and the Wind is fixed. This frees their minds and now they have more to say on the nature of magic. Head back to Windward and collect a Spirit in the field where Zelse was. Continue along the path to cross the newly repaired bridge. Since the water is still messed up, head to Larapool to see what is new there.

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