Mist-Shrouded Prison in Where Winds Meet: How the Loop Works, All 6 Chests, and the Final Treasure

Break the illusion loop, trigger the red bride, and clear every chest and the final treasure in Kaifeng’s most infamous tomb.

By Pallav Pathak 8 min read
Mist-Shrouded Prison in Where Winds Meet: How the Loop Works, All 6 Chests, and the Final Treasure

Mist-Shrouded Prison in Kaifeng looks like a straightforward tomb: spikes, cells, treasure. Instead, it turns into a looping horror maze that quietly edits itself while you’re inside. Players walk out with the “Final Treasure: 1/1” reward, only to see the UI still stuck at “Chests: 5/6”.

The dungeon is doing that on purpose. It is built to blur your sense of space, reuse rooms with small changes, and hide both a normal chest and the final treasure behind a set of specific triggers. Once you understand those triggers, the layout snaps into focus.


How Mist-Shrouded Prison reshapes itself

The tomb runs on a simple idea: you are walking through versions of the same route, not a single physical layout. Each “loop” through the key corridor slightly changes what you can do the next time you see it.

Element What it does Why it matters
Repeating corridors Reuse the same hallway and rooms with small visual or mechanical changes. Makes it hard to tell when progression has actually advanced.
Ladder loop Forces you to climb into “the same” room multiple times. Eventually spawns the red bride apparition, which is a progression switch.
Moving spikes Spike floors and ceilings double as elevators and bridges. Let you reach elevated chests and later, a hidden path to the final treasure.
Evolving rooms Places you cleared earlier gain new gaps, branches, or enemies. One of these changes hides both the 6th chest and the route to the final treasure.
Lower prison tunnels Unlock only after specific loop conditions and interactions. Contain the jail-cell chest, the hidden 6th chest, and the final treasure path.

The game even spells it out with the line “You cannot perceive the surroundings clearly.” The trick is that progression isn’t about taking a new door; it’s about running the same route enough times, in the right way, to flip hidden states behind the scenes.


Chest overview and what the counter is actually tracking

Inside Mist-Shrouded Prison there are two different reward tracks:

Category Count Notes
Normal chests 6 These drive the “Collect Chests: x/6” objective.
Final Treasure 1 Large end chest in the deepest section; tracked separately as “Final Treasure: 1/1”.

The key detail: the Final Treasure is not counted toward the six normal chests. That’s why players often leave with everything seemingly cleared but still see “5/6”. One ordinary chest is almost always missing.


Phase 1: Early spike rooms and the obvious chests

The opening stretch of Mist-Shrouded Prison is still grounded in recognizable dungeon logic: direct traps, linear corridors, and clear rewards. This is where most players pick up four of the six chests without thinking about it.

Chest Location How to reach it
Chest #1 – Upper spike trap room Vertical floor-spike chamber near the entrance. Wait for the floor spikes to rise, jump onto them, ride them up, and leap to the small room above.
Chest #2 – Spiked wall corridor Hallway with a sliding or retracting spike wall. Time your movement around the sliding wall and open the chest sitting behind its path.
Chest #3 – Red room Blood-red corridor or chamber as the horror atmosphere ramps up. Follow the main route into the glowing red room; the chest is in plain sight.
Chest #4 – Upper spike ceiling room Room where a ceiling of spikes descends when triggered. Activate the trap, jump onto the descending spikes, ride them up, and reach the high ledge with the chest.

Up to this point, the dungeon is still teaching you that spikes are platforms, not just hazards. That lesson becomes critical later when the same mechanic is repurposed to break the loop.


The ladder loop and the red bride event

Past the red room, the layout starts folding in on itself. You move down a hallway, climb a ladder, cross a short stretch, and eventually find yourself climbing what appears to be the same ladder again. It is not a visual bug; it is the core structure of the tomb.

The game pushes you through this loop multiple times. On an early run, the corridor feels empty and wrong. On a later one, it fills with prisoner cells and fog. Eventually, after you have climbed the ladder enough times, a red-tinted bride appears at the top and stares you down.

That apparition is more than a jumpscare. Once the “red lady” appears at the ladder, several things quietly change:

  • Rooms you already visited now exist in new “versions” with extra gaps and paths.
  • The lower prison tunnels can be accessed from an updated chamber.
  • Both the hidden sixth chest and the route to the Final Treasure become reachable.

Miss this event, and you are essentially stuck in an earlier iteration of the dungeon, where those entries do not exist yet.


Phase 2: Spike traps as elevators, doors, and bridges

Once the red bride event is active, the spike rooms start doing more than simply hiding chests. Two separate spike systems matter here: a moving wall of spikes in a hallway, and a set of vertical “slamming” or “dropping” spikes you can stand on.

Using the moving spike wall to reach a hidden perch chest

One of the six normal chests sits behind the track of a sliding spiked wall in a loop corridor. The twist is that it is only reachable in a specific loop version, when you can dash through a doorway instead of following the normal drop route.

The flow looks like this:

  • In a loop where the spike wall is active, step on the pressure plate that sends it sliding.
  • Instead of stopping in front of it, sprint or dash hard under/around the moving spikes to reach the door it normally blocks.
  • Past that door, climb or move up to the perch behind the wall’s resting position.
  • Defeat the enemy waiting there and open the chest.

This chest is often the true “#6” that players miss; it hides in a space most people treat as an unsafe, off-limits zone.


Phase 3: Jail corridors, the lower tunnels, and the obvious prison chest

As you repeat the loop, the long hallway lined with cells gradually fills with thicker mist and a stronger sense of being watched. In one of the later passes, a cell door stands open with a chest inside. That becomes the jail-cell chest most players remember.

Prison segment What changes Chest impact
Early passes Cells are mostly closed; hallway is clearer. No loot yet; atmosphere-building only.
Later loop (foggy) Thicker mist, heavier horror tone, some cells open. One open cell contains the jail-cell chest (commonly counted as #5).

Once this hallway has shifted into its foggy version and the bride event has occurred, the dungeon is ready to reveal the lower route that leads to the Final Treasure.


Breaking the loop and unlocking the Final Treasure

The path to the Final Treasure hinges on using the slamming spike trap in the prison hallway as a bridge, not a wall. You are expected to complete the corridor-and-ladder loop multiple times first so that the correct version of the room is in place.

The pattern is:

  • Run the main loop three times; on your fourth climb of the ladder, the red bride stands waiting at the top.
  • Continue through the loop route as usual until you reach the long corridor with the vertical slamming spikes.
  • Instead of running under them, jump onto the top of the spikes when they rise or slam up.
  • Walk or jump along the top to reach the side area where a chest previously sat.

In this late version of the room, a narrow gap, crack, or chute appears behind that chest platform. Dropping through it is the key to escaping the loop.

From there:

  • Fall down the long chute, landing in a lower section that eventually reconnects with the earlier spike-wall corridor, but from a new angle.
  • Look for an interactable flower or similar target in this lower path; destroying it clears a barrier below.
  • Move forward through the now-open gate into the final chamber, where the Final Treasure chest waits.
  • Open it, then use the exit interaction nearby to leave the prison.
Note: The flower interaction in the lower route is easy to overlook, especially because it reuses a space that once seemed like a dead end. If the gate ahead still looks sealed, backtrack slightly and check vertical angles for something to burn or shoot.
Myrkee • youtube.com
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Why your counter still says 5/6 after opening the Final Treasure

Even when the loop is broken correctly and the Final Treasure is looted, many players still see their chest counter stuck at five. That is not a bug; it’s a design choice.

UI label What it tracks Includes the Final Treasure?
Chests x/6 Six ordinary treasure chests scattered across all versions of the tomb’s rooms. No
Final Treasure x/1 The single large end chest tied to the tomb completion reward. N/A – tracked on its own.

If your UI reads “Chests: 5/6, Final Treasure: 1/1”, at least one normal chest is still missing. In most cases, that missing one is either:

  • The perch chest accessed by dashing past the moving hallway spike box, or
  • A tucked-away lower tunnel chest in a side chamber near the prison section, off the main line to the Final Treasure.

Quick checklist to finish 6/6 chests

For anyone already out of the dungeon or trapped in an endless-feeling loop, a short mental checklist helps zero in on what is missing. Walk through the list below and match it to what you remember looting.

Check Question What to do if “no”
Red bride seen? Have you climbed the ladder enough times to be jumpscared by the red bride at the top? Keep running the main loop and climbing the ladder until the apparition appears.
Spike-room elevator chest? Did you ride the rising floor spikes up and loot the chest in the small upper room? Return to the vertical spike room and use the spikes as a lift.
Spike-wall corridor chest? Did you open the chest that sits behind the sliding spike wall’s path? Revisit the sliding wall hallway and follow its track to the hidden chest.
Spike-ceiling ledge chest? Did you ride the descending spike ceiling up to the ledge chest? Trigger the ceiling again and use it as a moving platform.
Perch chest behind hallway spikes? Have you ever dashed past the moving spike box into a door and fought an enemy on a perch? Find the loop where the spike box is active, use the pressure plate, dash through, and clear that perch.
Jail-cell chest? Did you open the chest in the open cell in the mist-filled prison hallway? Run that corridor again until the open-cell chest version appears.

If the answer to all of these is “yes”, the remaining chest is almost certainly in a side pocket of the lower tunnels before the Final Treasure room. When you next drop down from the hidden crack behind the upper chest platform, explore every side passage in the tunnels instead of sprinting straight for the exit.


Mist-Shrouded Prison works because it never announces when you have crossed into a new “version” of a room. The same ladder, the same hallway, and the same spike chamber quietly unlock new behavior after a few circuits and a single, brutal jumpscare. Once the layout is read as a sequence of layered rooms rather than one clumsy maze, the horror dungeon becomes a solvable puzzle: trigger the bride, ride the spikes, dive through the hidden gap, and sweep every evolved room for the chest it’s been hiding from you.