You finally made it. After sweating through the heat of Flaming Mountains and the psychological horror of the Pagoda Realm, you're at the finish line. But honestly? Black Myth: Wukong Chapter 6 is kind of a polarizing disaster for some players. It’s huge. It’s empty. It’s beautiful. It basically hands you a cloud and says, "Good luck, don't get lost."
Most people open their map—or the lack thereof—and just stare at the cliffs of Mount Huaguo wondering where the actual game went. It feels like a different genre entirely. If you're looking for a structured path, you won't find one here. This Wukong Chapter 6 guide is meant to stop you from flying in circles for three hours while trying to piece together the Great Sage's broken armor set.
The Cloud is Your Best Friend and Worst Enemy
First things first: the Somersault Cloud. You get this almost immediately after the opening skirmish. It’s awesome. It’s fast. It also makes the scale of the world feel incredibly daunting because there are no landmarks that stick out at first glance.
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Flying feels great, but you'll notice the invisible walls pretty quickly. Don't try to fly over the highest peaks; the game will just shove you back down. Instead, look for the valleys and the open meadows. The "Water Curtain Cave" is the ultimate goal, but you can’t even get close to that until you’ve dealt with the local bosses holding Wukong’s gear.
Why the map feels "empty"
A lot of players complain that Chapter 6 feels unfinished. I get it. Compared to the dense, secret-filled corridors of Chapter 4, this place is a wasteland. But the emptiness is the point. It’s a boss rush. You aren't here to find tiny trinkets in pots; you’re here to hunt legendary beasts that have been sitting on these peaks for centuries.
Hunting the Mythical Beast Bosses
To progress, you need the armor. You need the boots, the chest piece, the bracers, and the helmet. These aren't just handed to you. You have to kill for them.
The Gold Armored Rhino is usually the first stop. You’ll find him in a wide, brownish clearing. He’s a tank. Honestly, he’s annoying because of that lightning-hardened horn. If you don't use the right spells (Immobilize is hit-or-miss here), you'll just bounce off him. Focus on heavy attacks to break that posture.
Then there’s the Cloudtreading Deer. This fight is gorgeous, but the second phase is a nightmare. Red pool everywhere. Bloody corruption. It’s a visual mess that can tank your frame rate if you’re playing on a rig that’s barely meeting the specs.
- The Feng-Tail General: This isn't a fight. It's a glorified QTE. You have to land on his back while flying your cloud and hold on for dear life. You need high stamina. If your stamina bar is looking thin, go respec at a shrine before you even try.
- Emerald-Armed Mantis: This guy is hidden inside the belly of a massive whale-looking creature (the Zhu Li) in the marsh area. It’s a tight fight. Very fast. Very aggressive.
The Secret Boss: Shigandang and the Giant
If you thought you were done with the "collecting items to summon a boss" mechanic from Chapter 2, think again. In the back of the foothills, there’s a massive rocky plain. If you’ve collected the Skandhas throughout the previous five chapters, this is where it pays off.
Giant Shigandang is... well, he’s big. He’s more of a set-piece than a nuanced duel. Stay under him. Watch the shockwaves. It’s a spectacle fight meant to show off the engine more than your skill with a staff. But the reward? The Skandha of Thought. You need it if you're aiming for that 100% completion run.
What Most People Miss in the Foothills
Because you're flying, you miss the ground. It’s easy to skip over the Son of Stones. He’s just sitting there on a cliff edge, looking out at the scenery. Killing him gives you a spirit, but it feels almost mean. He’s just vibing.
There's also the matter of the Water Curtain Cave. You can't just fly in. The game forces a narrative wall until you have all the pieces of the suit. Once you have them, the "path" opens up behind the massive waterfall. This leads to the final stretch, which is much more linear and feels like the "classic" Wukong gameplay again.
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Don't forget the pills
Scattered around the lower marshes are several Celestial Pills. Since you can fly, take five minutes to just skim the water's surface. Look for the glowing containers. In a chapter this short (in terms of actual objectives), these stat boosts are the only reason to explore the "boring" parts of the map.
The Difficulty Spike is Real
Let's talk about the final boss. No spoilers on the identity, but the mechanical jump is insane. This Wukong Chapter 6 guide wouldn't be honest if it didn't warn you: the game stops playing fair.
The final encounter uses your own moves against you. It reads your inputs. If you heal, it punishes you. It’s a test of everything you’ve learned, but it also requires a bit of unlearning. You can't rely on the same Pillar Stance poke you've been using since Chapter 3. You need to be fluid.
- Respec for Defense: At this point, your damage is likely fine. You need survival.
- Use the Life-Saving Pill: Keep these in your quick slot.
- The Jingubang Staff: Once you get the actual staff, your heavy attacks change. Practice with it before entering the final arena. The range is deceptive.
Essential Checklist Before the Point of No Return
Once you head into the final meditation spot, things change.
- Check your Crafted Armor: Is there anything from the previous chapters you missed? You want the highest defense possible.
- The Great Sage Set: Make sure you actually have all four pieces equipped. The set bonus is mandatory for feeling like the powerhouse the game wants you to be.
- Upgrade your Gourd: If you haven't found the Luojia Fragrant Vines throughout the world, go back. You want at least 9 or 10 heals.
Moving Toward the Ending
Chapter 6 is a victory lap that's also a punch in the gut. It’s short, fast, and incredibly demanding. The bosses here aren't just obstacles; they are the remnants of Wukong’s past life.
After you finish the boss rush in the foothills, head toward the massive, glowing tree in the distance. This is the "path to the end." The environment will transition from the open-world flight mechanics back into a series of tight, high-stakes encounters.
If you feel underleveled, you probably are. Most people finish the game around level 80-90. If you're struggling, head back to Chapter 4’s secret area (The Painted Realm) and farm some XP. There's no shame in it. This game is hard.
Actionable Next Steps
- Locate the Gold Armored Rhino in the brown clearing to the right of the starting area to trigger the armor hunt.
- Equip the Fire Mantle if you're struggling with the environmental effects of certain bosses.
- Check your Skandha count. If you don't have four, you can't fight the secret giant boss in the canyon.
- Fly low. Most of the interesting items and mini-bosses are tucked under cliffs, not on top of them.
- Prepare for the Water Curtain Cave. Once you enter, the "open" part of the chapter is effectively over.
The journey through Mount Huaguo is less about the destination and more about reclaiming the power you saw in the opening cinematic. It’s messy, it’s frustrating, but finally pulling that staff out of the ground makes every minute of flying through empty space worth it.