Unbound Cavern sits at the center of one of Where Winds Meet’s darkest story threads. It is both a physical dungeon and a power base for a criminal faction, and it feeds directly into one of the game’s marquee campaign bosses, Dao Lord.
Unbound Cavern in the main story and Dao Lord quest
Unbound Cavern is tied to Dao Lord, a five‑star difficulty Campaign Boss encountered in the Kaifeng region. To reach Dao Lord’s campaign fight in Kaifeng City, you first need to enter a Coffin Shop in Kaifeng and complete the Unbound Cavern campaign quest there. Only after clearing that questline does Dao Lord’s campaign version become available in Kaifeng City.
The structure is straightforward:
- Enter the Coffin Shop in Kaifeng City.
- Progress through the Unbound Cavern campaign quest that begins there.
- Unlock Dao Lord’s campaign encounter in the Kaifeng City area once the cavern storyline is resolved.
Dao Lord’s fight itself is built around pressure and crowding. In the second phase, Dao Lord splits into three copies that share the arena, each with its own health bar. All three can attack at once, then dive underground and burst out briefly. A bow is strongly recommended here; shooting arrows as each copy erupts lets you chip away at their health during the short vulnerability window and keeps some control over an otherwise chaotic phase.
Enemy ecosystem inside Unbound Cavern
Inside the cavern, the faction that gives the location its name fields its own mix of ranged fighters and twisted wardens. Two enemy archetypes define the space: Unbound Cavern Crossbowmen and the Ghost Mistress of Unbound Cavern.
| Enemy | Type | Primary Role | Main Location |
|---|---|---|---|
| Unbound Cavern Crossbowman | Unbound Cavern | Ranged harasser and close‑quarters finisher | Unbound Cavern |
| Ghost Mistress of Unbound Cavern | Unbound Cavern | Terrifying twin‑blade guard and lore carrier | Unbound Cavern |

Unbound Cavern Crossbowman: ranged pressure and dirty tactics
Unbound Cavern Crossbowmen are human enemies who have taken shelter under the cavern’s protection. They are trained with crossbows, opening from long range with rapid‑fire bolts. Once players close the distance, they swap to daggers and keep fighting at melee range.
They are described as having no sense of honor or chivalry. Rather than disciplined guards, they are criminals from across the jianghu who exploited the cavern’s terrain to evade government pursuit, then folded into the Unbound Cavern faction. Their presence signals that you are deep in hostile territory rather than on neutral ground.
Crossbowmen can drop a range of progression materials when defeated. These drops are organized into loot tiers:
| Loot Tier | Example Material Names | Behavior |
|---|---|---|
| Beginner | (not individually listed) | Entry‑level upgrade materials |
| Emerging / Observe / Roaming | “Emerging”, “Observe”, “Roaming” | Mid‑tier general upgrade resources |
| Dreamscape / Clarity / Understanding | “Dreamscape”, “Clarity”, “Understanding” | Higher‑end materials tied to character growth |
| Untouched / Nature's Way / Unbound / Beyond Mortal | “Untouched”, “Nature’s Way”, “Unbound”, “Beyond Mortal” | Top‑tier loot used for late‑game upgrades |
Certain materials scale in quality with your level, while others remain fixed. That mix makes Crossbowmen useful targets throughout a wide range of progression: early on, they provide core upgrade items, and later, they still have a chance to drop rare, high‑tier resources.
Ghost Mistress of Unbound Cavern: horror, human trafficking, and control
The Ghost Mistress of Unbound Cavern is another enemy type that patrols the same space, but unlike the Crossbowmen, these figures are victims first and guards second. They are described as small in stature and armed with twin blades, moving in groups through the cavern. Their movement is more crawling than walking, and they constantly emit soft, eerie weeping.
Their backstory is one of the grimmest in Where Winds Meet. These enemies were originally innocent people abducted and sold into human markets and the Ghost Revelry Hall. When they proved impossible to tame, they were drugged and psychologically broken until they responded only to orders from Unbound Cavern. They now serve as guards under the faction’s control, stripped of autonomy.
Like other enemies in the area, Ghost Mistresses can drop a structured set of materials when defeated:
| Loot Tier | Example Material Names | Notes |
|---|---|---|
| Beginner | (not individually listed) | Basic upgrade items |
| Emerging / Observe / Roaming | “Emerging”, “Observe”, “Roaming” | Intermediate materials |
| Dreamscape / Clarity / Understanding | “Dreamscape”, “Clarity”, “Understanding” | Advanced character and gear resources |
| Untouched / Nature's Way / Unbound / Beyond Mortal | “Untouched”, “Nature’s Way”, “Unbound”, “Beyond Mortal” | High‑end loot for powerful upgrades |
The same principles apply here: some drops improve as your character level rises, while others stay constant. That makes repeated clears of sections populated by Ghost Mistresses one path to stockpiling late‑game materials, even once their individual combat threat is under control.

How Unbound Cavern fits the wider world of Where Winds Meet
Unbound Cavern is not just a closed dungeon; its influence spills into nearby events and encounters. When Unbound Cavern members appear around a scene, that presence marks the area as part of the cavern’s reach. These pockets of activity reinforce the idea that the faction has spread tendrils through the region, not only in its home base.
Thematically, the cavern pulls together several of Where Winds Meet’s recurring motifs: hidden crime networks, human trafficking, and the blurred line between victim and monster. The Ghost Mistress embodies what happens when those networks treat people as disposable; the Crossbowmen show how opportunists fold into that system when it offers protection from the law. Dao Lord, gated behind the Unbound Cavern quest, stands at the top of this structure as a campaign‑level antagonist.
Taking the time to learn how these enemies move and what they drop turns the cavern from a one‑off story hurdle into a repeatable resource hub. Clearing its routes builds both narrative context and a pipeline of upgrade materials that stay useful well beyond the first run.