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Mu Xiaokui boss guide: the five ribbons and the third phase

Mu Xiaokui boss guide: the five ribbons and the third phase in-game character art

Mu Xiaokui's third phase only unlocks if you collect five ribbons first. Every ribbon location, all three phases, and the one thing you can permanently miss.

10/30/2026 Last updated: 10/30/2026 5 min read

FAQ

Do you need the five ribbons to beat Mu Xiaokui?
No. The ribbons only unlock her secret third phase. Skip them and the fight ends after two phases, and you lose the third-phase drops: Fiend Saws, Fist Fragment: Core and Puppet No. 44's Eye.
Which guardian should you kill first, Iron Fiend or Jade Dancer?
Iron Fiend. He is easier to isolate as Jade Dancer catches up, and killing either one halves the pressure. Do not split damage between them.
Can you miss Mu Xiaokui?
No. She is the chapter boss and cannot be skipped. What you can miss is her third phase, and only by riding the elevator before collecting the ribbons.

At a glance

Region Village of Lu — chapter boss
Phase 1 Swords and ranged slashes, vanishes and blinks back
Phase 2 Phantom guardians, black-flash chains, Sha-Chi draining combos
Phase 3 (missable) She steps back; the Iron Fiend and Jade Dancer duo takes over
Drop Wild Oriole Sword
Last checked 2026-10-30

The five ribbons — every location

Collect all five before you step onto the elevator. Each one hangs on a landmark you already pass on the main route:

# Where
1 After beating Zhuo Bi, go through the gate with red lanterns directly ahead — the ribbon hangs on the large tree on the right, before the wooden bridge
2 At the Blue Firefly Temple bell (幽蓝萤火之庙), tied to the branches in front of the shrine
3 From the Long Bridge bell (大廊桥), take the building door on the right, follow the path down to the open area, and at the shrine where figures kneel, break the obstruction inside the red circle and cross to the far side. Clear the enemies — the coffin under the large tree opens and drops the ribbon
4 Cross the bridge past the red threads, then jump across — the ribbon is tied on the left side
5 Progress the main story past Master Bi Yuan, Master Bi Hai and the puppet wreck near the 机关巨怪残骸. Return to the Three Puppets Well (三人偶水井), drop below the well to activate the bell, follow the path to the wooden bridge — the ribbon is on the right

Four of the five sit on bells you activate anyway. Only the coffin one requires clearing an optional area.

Moves and how to answer them

Game8 documents five answers to her kit, in the order below. Each set of stills is three frames pulled from its in-page demonstration, HUD left in so you can match the moment in-game. Phase-by-phase detail follows underneath.

She opens with paired spinning sword throws, vanishes, and blinks back in with a dodgeable projectile. Perfect-dodging that projectile is the single best punish in the fight — it staggers her heavily and opens a long window.

Play defensively through the opening. Her combos end on a glint; that is the only place you should be swinging.

Phase 2: where runs end

Three hazards stack here, and they are what actually kills people:

  • Phantom guardians. She summons holograms that attack out of the environment. Watch the purple rifts in the arena floor — they are the tell for where a summon is about to appear.
  • Black-flash attacks. Unblockable by definition. Guard will not save you; only the dodge will.
  • Sha-Chi draining thrusts. Her thrusts drain your Sha-Chi, which is what makes the follow-ups lethal. Do not trade through them — disengage and re-engage.

At roughly one-third of her remaining health she summons the two guardians and steps back. That is the phase change, not a new boss.

Phase 3: the duo

She leaves you with Jade Dancer (玉妖) and Iron Fiend (铁鬼). Jade Dancer fights on leg blades, moves fast, and has ranged options. Iron Fiend is a heavier brawler whose moveset reads as a reskin of Iron Fever.

Kill Iron Fiend first. He is easier to isolate — space out and he follows, which leaves a beat where Jade Dancer has not caught up and you get free hits. Then finish her alone.

The duo shares four red glint grabs between them. Jade Dancer’s horizontal scissor kicks and Iron Fiend’s whirlwind dash are readable; Iron Fiend’s surprise kicks are the fastest grab in the fight and have almost no startup cue — that one is a reaction test, not a read.

They also have a combined three-hit attack when they are close together, telegraphed by purple effects on Jade Dancer’s blade. The first two hits are blockable; parry the third.

Notes

  • The fight is not hard on paper. Her own damage is moderate; the phase-2 black-flash chain and the phase-3 duo are the only real threats.
  • Do not split damage in phase 3. Committing to one target is the whole strategy.
  • The ribbon collection is the only missable. Everything else in this fight is repeatable.

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