Quest 64/Quest for the Wind Jade

Dondoran Flats
After you leave Connor Forest, follow the winding road to the cottage in the South. If you're in trouble, don't hesitate in escaping and using some Magic Wings. Also, remember that enemies will not attack when Brian is in a narrow corner or on a bridge: this way, he can walk back and forth in such areas to restore MP and use Healing to restore HP. The first narrow spot is the entrance to Dondoran Flats.

There are three spirits, and each of them is near one of the visible "dead ends" on the map, i.e. the little brown lines that cross the path.

In order to get to Glencoe Forest there's a half-concealed log that allows to go down a ledge, then you can turn right for a spirit or left to the forest.

When you're finished, you can get the ferry that will carry you across the lake (Loch in Gaelic, the Celtic language of Scotland).

Monsters of Dondoran Flats:

People of Dondoran Flats:
 * Shannon
 * Teruma at the Dondoran Flats Inn allows you to save game.
 * Arkart comments about waiting for the disappearance of Solvaring to be able to head to Melrode
 * Morague the ferryman will bring you to West Carmagh, on the other side of the lake.

''The lake is called Loch Kilderey. Loch is the Gaelic for "lake", while Kilderey reminds the Irish counties of Kildare (Cill Dara in Gaeilge, meaning "Church of the Oak") and Derry (Daire in Gaeilge, meaning "Oak-grove"). Gaelic and Gaeilge are the Celtic languages of Scotland and Ireland, respectively.''

Glencoe Forest
Glencoe (Scottish spelling: Gleann Comhan'', same pronunciation) means "Valley of the River Coe" in Gaelic, the Celtic language of Scotland. Moreover, Glencoe is the name of a real location in Scotland.''

It is not mandatory to visit Glencoe Forest now, because you cannot access the Blue Cave, but there are six spirits around that are worth being collected.

Monsters of Glencoe Forest:

People of Glencoe Forest:
 * Kelly tells you about the Blue Cave.

Chest in Glencoe Forest:
 * Silent Flute

Larapool Town
First thing to do when you land in West Carmagh (and save at the cottage) is to follow the road to the town of Larapool. To get there, simply follow the road, cross three bridges and then, at the fork, follow the sign pointing to the right.

People of Larapool:
 * Shannon
 * Alexandir the innkeeper allows you to save game.
 * Galita the waitress gives you some mint leaves.
 * Jiryo the shopkeeper gives you blue wings.
 * Leonitis
 * Limelin
 * Donovan
 * Leila the sorceress sets you on the wind quest.
 * Russel
 * Glion tells you about the Blue Cave and the Crystal Valley.
 * Camelia
 * Margeret
 * Olden tells you about the Crystal Well.
 * Naltese

Welcome to Larapool, the town stabilized on top of water. Get the blue wings and save here before continuing.

In a room on top of the inn, Leila the Sorceress will tell you the problem of the town, and set you on a quest for the wind element. Now you can continue exploring West Carmagh.

West Carmagh
Carmagh reminds very closely the name of Co. Armagh in Ireland, one of the Celtic nations.

''Question: if this is West Carmagh, where is East Carmagh? It is called "East Limelin", but it should be "Limelin and East Carmagh".''

After you visited Larapool, you can explore West Carmagh in more detail. There are two spirits on the ledges near the road from the lake to Larapool.

Backtrack to the fork and take the other road, but the woodcutters at the cottage will inform you that the bridge is closed: you need to find a different way. Check the map, and you'll see that another path leads to a third cottage in the South-West. A third spirit can be found outside the buiding.

Save at the Cull Hazard cottage and continue in Cull Hazard cave across the bridge.

People of West Carmagh:
 * Morague the ferryman brought you here from Dondoran Flats.
 * Efna at the West Carmagh Inn will let you save game.
 * Jeff
 * Lloyd
 * Dorothy at the Cull Hazard Cottage will let you save game.

Monsters of West Carmagh:

Cull Hazard Cave
Monsters of Cull Hazard:

Chests in Cull Hazard:
 * Healing potion
 * Heroes drink
 * Honey bread
 * Healing potion
 * Silent flute

Cull Hazard is the cave that takes you to Noormoon.

There are many creatures. There are also two spirits, so you can raise your magic level. There is also some honey bread, and two healing potions to aid you.

Cull Hazard is a big and confusing dungeon. Keep your left side to the wall (or river), and you should be able to find the exit.

Normoon Town
People of Normoon:
 * Shannon
 * Rysha the innkeeper allows you to save game
 * Hector the barkeeper gives you some honey bread
 * Anette the shopkeeper gives you the green wings
 * Rick
 * Micah sets you on the quest for the Wind Jade
 * Oscar
 * Kevin
 * Gelus
 * Leonardo
 * Tilly
 * Byson

Chests in Normoon:
 * Fresh bread
 * Fresh bread
 * Fresh bread
 * Heroes drink

There are three spirits in the wheat fields.

Windward Forest
Monsters of Dondoran Flats: Termant can not be hit by your staff, so escape if your mp is empty and you don't have a way to restore your mp.

Chests in Windward Forest:
 * Healing potion
 * Honey bread

This is the forest Carmagh and Noormoon get connected.

There are four spirits. The first is plain view near the entrance, two are near the house and the last one is in the boss area.

Boss 2: Zelse
Zelse is a boss that has 680 hp. If your MP is 20 or under, you will need to hit constantly over 30. Otherwise, you will lose turns drinking mana power refills.

A good strategy is using avalanche (rock spells) at a far range. Zelse is very powerful in both close range and far, but if you are far enough, you can constantly dodge it.

Once you defeat Zelse, you will have the opportunity to raise levels and enter the forest through the Carmagh bridge.