What to do
Retrieve a Fluttering Breeze.
Objective by objective
- Collect Fluttering Breeze item #72112
The quest's own structured objectives. How many of each you need is set by the game when you accept it, so it is not stored here – the sentence above is the quest's own wording.
The quest giver's words
Strange thing about wind, it can be hard to wrap your hands around it.
Best practice for me has been finding some sort of living wind. If it can punch you, you can punch it back, and it won't slip through your grasp.
Head over to the Shrine of the Summer Breeze to the south and summon just such a living wind using this wind stone. Best it, gather a Fluttering Breeze from it, and come back over this way so that we can figure out what's next.
Progress
When opportunity rises, it is our responsibility to reach out and grab it. Second guessing is as good as giving up.
Completion
You know what it is to seize opportunity. I think you and I are kindred spirits, <name>.
Category: The Wandering Isle.
What you need
- Handed to you when you accept it
- Wind Stone
The reward
Choose one of
-
Initiate's Slippers
item #73230 · Common · item level 4 · sells for 11c
-
Initiate's Footgear
item #73231 · Common · item level 4 · sells for 11c
-
Initiate's Boots
item #73232 · Common · item level 4 · sells for 11c
- Money
- 75c
- and 2s 10c more at level 90, the level cap, in place of the experience
- Experience
- 360
-
at level 9 or lower; less above
By character level
Level Experience Share 2–9 360 100% 10 280 80% 11 210 60% 12 140 40% 13 70 20% 14–89 35 10% 90 none 2s 10c more money The game pays the full figure up to five levels above the quest, then 20 % less for each level more, down to a tenth, and none at the level cap. A bonus of your own (a guild perk, a holiday) comes on top.
The listed figures and the players here disagree, so both are shown rather than one picked.
- Experience: players were paid 10% more than the 360 listed. An experience bonus (heirlooms, a guild perk) pays more; a character well above the quest's level earns less.
Reputation
- Shang Xi's Academy +250
Who it is for
- Faction
-

- Race
- Pandaren
- Class
- any class
- Level
- quest level 4, requires level 2
- Profession
- none
- Repeats
- once only
The chain
Before this
- The Way of the Huojin #29417 · any one of these
After this
- The Spirit's Guardian #29420
Where it starts and ends
- Starts at
-
- Ji Firepaw npc · The Wandering Isle at 0.502, 0.213
- Hand in to
-
- Ji Firepaw npc · The Wandering Isle at 0.502, 0.213
- pick up
- turn in
These two markers are the quest giver's and the hand-in's own positions – not where anybody was standing. The recorded positions are further down, under the community data.
Relevant locations
-
The Wandering Isle
-
Ji Firepaw
Starts the quest · 50.2, 21.3
-
Ji Firepaw
Hand the quest in · 50.2, 21.3
-
Living Air
Quest objective · 47.2, 31.0
-
The pins are the game's own map markers; the coordinates are the game's 0–100, as
/way takes them.
What players recorded
Everything below this line is a different kind of knowledge from everything above it. Above: what the quest is, the same on every realm. Below: what actually happened when people played it, uploaded by them, with the number of runs printed against every figure. It is an observation, not a fact about the quest.
Nobody has completed this quest with telemetry on yet, so there is no timing. Everything below is drawn straight from the 3 recorded attempts the hub has.
How precise this guide is
Early guide Built from 3 runs by 1 player – medium confidence. Every upload of this quest sharpens it: the hotspots tighten, the order and the timings settle, and the parts below unlock as the sample grows.
- Where to go – pick-up, objectives and hand-in available
- Typical time and objective order – median and middle half needs 3 completed runs (now 0) not yet
- Tips – what most players do needs 5 runs (now 3) not yet
- Where players die – death hotspots on the map needs 5 characters from at least 2 different people (now 1 from 1) not yet
Timings
Based on 0 completed runs. Computed on this page; the analyser has not published this quest yet.
Same 0 runs.
Counting every recorded attempt, finished or not.
0 tracked kills, typically 396 XP, done around level 4.
The route
An early route: drawn from the first runs and sharper with every upload. Pick-up, hand-in and the objective hotspots are where the quest is, so they are shown from the first run.
Map coordinates are the addon's own 0–1 zone coordinates (The Wandering Isle), origin top-left, x to the right and y downward. Drag the zone map to pan, ctrl/⌘ + scroll or the buttons to zoom; the grid lines are tenths of the zone.
- hotspot centroid (numbered by weight)
- where players were
- pick up
- turn in
- Pick up
- 0.500, 0.210 median of 1 recorded accept on The Wandering Isle
- Turn in
- 0.500, 0.210 median of 1 recorded turn-in on The Wandering Isle
- Deaths during this quest
- None recorded – nobody died doing this.
Objectives, in the order players do them
Order published by the analyser from 3 runs.
Objective 1 — needs 1
Players finish it about 2 min 31 s into the quest (median over 1 run, low confidence). order not certain yet
Go to (published hotspots):
- 0.470, 0.310 weight 1.00, 2 points
1 recorded position in The Wandering Isle.
- hotspot centroid (numbered by weight)
- where players were
- pick up
- turn in
Tips
No tips yet – they need a handful of runs before they say anything true.
Recorded runs
No runs recorded yet.
Community notes
Nobody has added a note to this quest yet.