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Where Winds Meet: Complete Mechanics Guide for Hero Realm and Sword Trial Lv. 81 This guide details the key mechanics for the new bosses in Hero Realm and Sword Trial Lv. 81 in Where Winds Meet, including strategies for Dao Lord, God of Avarice, Puppeteer, and Drunken Martial Artist. It emphasizes the importance of communication and the strategic use of abilities like Taichi and Dragon Breath.
Where Winds Meet: Complete Mechanics Guide for Hero Realm and Sword Trial Lv. 81
1. 🚀 Introduction to Hero Realm and Sword Trial Lv. 81
  • ✅ Upcoming update with Breakthrough 12 and maximum level 85.
  • ✅ New dungeons: Hero Realm and Sword Trial Lv. 81.
  • ✅ Two pairs of bosses: Dao Lord and God of Avarice (Hero Realm), Puppeteer and Drunken Martial Artist (Sword Trial).
  • ✅ The guide focuses on the main mechanics to facilitate the experience in the dungeons.
00:00 - 00:39
1. 🚀 Introduction to Hero Realm and Sword Trial Lv. 81
  • ✅ Upcoming update with Breakthrough 12 and maximum level 85.
  • ✅ New dungeons: Hero Realm and Sword Trial Lv. 81.
  • ✅ Two pairs of bosses: Dao Lord and God of Avarice (Hero Realm), Puppeteer and Drunken Martial Artist (Sword Trial).
  • ✅ The guide focuses on the main mechanics to facilitate the experience in the dungeons.
00:40 - 03:24
2. ⚔️ Hero Realm: Strategies for Dao Lord
  • Mystic Ability Tai Chi: Mandatory to weaken the boss and help teammates.
  • Hats Mechanic: Three hats appear at the start (one golden, two white). Whoever picks up the hat attracts the aggression of the corresponding monsters.
  • Link Points: Two small bosses with white hats have a link bar. If it fills up, they grow and cause a lot of damage. Using Tai Chi near Little Fu and Little Lou reduces the link points.
  • Triangular Formation: Players who attract the monsters must form an equilateral triangle to prevent the monsters from getting close and increasing the link points quickly.
  • Fusion and Dissolution: At 70% and 40% HP, the small monsters merge into Dao Lord. At 60% and 30% HP of Dao Lord, they dissolve into small monsters.
  • Golden Ring: Dao Lord randomly designates one or two players, trapping them in black smoke. Use Tai Chi to throw mice at the trapped players to rescue them.
  • Underground: The monsters bury themselves and cause area damage. Jump and press Q to hit them and get them out.
03:26 - 06:15
3. 💰 Hero Realm: Strategies for God of Avarice
  • Protection of Civilians: Civilians must not die and their HP does not recover. Use small coins to create shields.
  • Celestial Coin Rain: Receive coins to create shields. Five coins are enough to fill the shield of the civilians.
  • Golden Ring (Trap): The boss designates randomly, creating a golden ring that becomes a trap. Run to the edge of the area to avoid continuous damage.
  • Link and Continuous Damage: Use small coins before the golden ring ends. The healer must be ready with area healing.
  • Phase Two (Inside the Golden Jar): Spaces inside and outside the jar. The monsters attack the civilians. Destroy the big coin to get small coins and create shields.
  • Teleportation Bar: The bar increases continuously inside the jar and decreases outside. Teleport out when it is almost full.
  • Final Area Attack: Hide in the protection ring of the civilians to reduce the damage.
06:16 - 08:25
4. 🎭 Sword Trial 81: Strategies for Puppeteer
  • Suppression and Shadow Cavalry: The boss suppresses a teammate and summons shadow cavalry. Other teammates must use parry to rescue the suppressed player. Do not use parry if no one is suppressed.
  • Rows of Puppets: The boss summons rows of puppets. Focus on hitting the same puppet to create a safe zone (usually the third from the left or right).
  • Phase Two (Below 50% HP): The boss summons two rows of puppets on opposite sides. Destroy puppets symmetrically to create safe space. Communication is crucial.
  • Effigies: The boss randomly chooses three people to summon effigies. Gather in one place. The healer must use area healing. Jump to attack and cut the thread of the effigies, then destroy them.
  • Final Stage (Low Life): Three long rectangular red zones. Do not use parry if someone is suppressed to avoid destroying the team.
08:26 - 09:49
5. 🍻 Sword Trial 81: Strategies for Drunken Martial Artist
  • Drunkenness Points: Shown in the wine jar icon.

Drunkenness PointsEffect
Más de 90Enters berserk state.
Menos de 20Increases damage to players.
Igual a ceroContinuously casts a final area move.

  • Points Control: Keep the points between 20 and 90. Breaking wine jars increases 50 points. The Dragon Breath ability increases 15 points.
  • Dangerous Abilities: The boss jumps and hits the ground, burning wine. Jump three times when the channeling bar is halfway.
  • Cross Movement: The boss chooses two people to launch a cross movement. Rotate the bodies so that one edge of the cross points to the boss without overlapping the teammates. Use parry in the golden ring.
  • Jar Management: The wine jars do not reappear. If they run out, use Dragon Breath to increase the drunkenness points.
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