PvE dungeon
Biyou Village Guide: Paper Dolls, the Furnace and Ma Xianhong
Biyou Village is the dungeon that punishes enthusiasm. Touching every paper doll or attacking the furnace core directly turns a clean run into a resource drain, and Ma Xianhong adds three phases on top. This page covers the three difficulties, the budget team, both skip nodes and every boss mechanic confirmed in the final test.
At a glance
- Unlock
- Story step plus level gate
- Difficulties
- Normal / Hard / Abyss
- Abyss
- No confirmed unique mechanic
- Budget team
- 1 tank, 1 healer, 2 burst
- Paper-doll skip
- 3 green-leaf interactions, no combat
- Furnace
- Four directional refiners first; core defense −50%
- Boss
- Ma Xianhong, three phases
- Final gate
- Sub-10% self-destruct, 3 seconds to finish
Three difficulties and what actually changes
Biyou Village opens after the required story step and level gate, and it ships in Normal, Hard and Abyss. The village layout, the paper-doll gate and the furnace route are identical on every tier, so treat the three difficulties as one fight learned three times instead of three separate dungeons. What scales is boss behavior and incoming damage.
Community claims about an Abyss-only mechanic are Unconfirmed: no authoritative guide records one, and the documented differences are harder AI, more frequent phase changes and better loot. That absence is useful in itself: do not hunt for a hidden Abyss rule; prepare for a faster, less forgiving version of the fight you already know.
Recommended power is a soft gate. A team roughly 10% under the recommended value can still clear, because this dungeon is built around mechanic checks rather than damage checks. Hard and above are different: Artifact Spirit levels, rune chips and a consumable preset all need to be in place. If those are missing, clean mechanics will not save the run, because the damage intake simply outruns the healer.
| Tier | What changes | What you need |
|---|---|---|
| Normal | Full mechanic set at forgiving damage | Story-level gear; consumables optional |
| Hard | Faster phase changes and real damage intake | Artifact Spirit levels, rune chips, consumable preset |
| Abyss | Harder AI, more frequent transitions, better loot | Everything Hard needs, plus tighter execution |
The budget team that clears without investment
The standard low-power composition is one tank, one healer and two burst DPS. It is not the fastest setup on a whale account, but it is the cheapest one that answers every mechanic in the dungeon without requiring Artifact Spirit investment on four characters.
| Slot | Pick | Job |
|---|---|---|
| Tank | Zhang Lingyu | Holds the boss, stacks his yin-water shield to 30% all-damage reduction, and costs almost nothing to build |
| Healer | Lu Linglong | Group healing plus poison-damage reduction, which answers the furnace adds directly |
| Burst | Zhuge Qing | Ranged thunder clears trash packs and chips the core from safety |
| Burst | Zhang Chulan | Swift Thunder closes distance and lands on the boss weak point during short windows |
Zhang Lingyu is the tank because the shield does the work, not the gear. Lu Linglong is the healer because furnace trash applies poison damage over time, and her kit reduces exactly that pressure. The two DPS split cleanly: Zhuge Qing handles packs and long-range uptime, while Zhang Chulan uses Swift Thunder's mobility to punish the boss instead of standing in front of it.
If you already have a built roster, the selection rule is hit count and mobility. Lu Jin or Zhuge Qing break shields fastest because their multi-hit attacks chew through damage reduction. Wang Ye and Feng Baobao stay alive through dodges rather than raw defense. Han Dan is the one to avoid: his large body catches area skills a slimmer character would walk out of.
Paper dolls: three touches, zero combat
Before the village proper sits a field of paper dolls, and clicking all of them is the classic first-run mistake. Touching the whole set triggers a looping effect that respawns trash mobs indefinitely, draining stamina and skill cooldowns before you reach the first real fight.
The skip is exact: only the dolls carrying a green leaf mark are valid. Touch three of them, and the path to the village entrance opens with no combat at all. The other dolls are decoration and traps, not a completion checklist.
The three-interaction rule is what opens the gate, so count each marked doll out loud as you touch it. If a marked doll does not register, move to the next marked one rather than touching unmarked dolls to "top up" the count.
This skip is worth more than it looks. Arriving at the village with full cooldowns and full stamina is the difference between a clean first pull and spending your opening burst on trash that should never have spawned.
The furnace: turn off the adds before the core
The cultivation furnace is the second skip node and the first real wipe point. Attacking the core directly does not progress the fight quickly: the core keeps summoning adds, and a team that tunnels it ends up in a full skill vacuum with the arena still full of enemies.
Destroy the four directional refiner nodes — east, south, west and north — before touching the core.
Once all four nodes are down, the core's defense drops 50% and add spawning stops completely.
With the arena quiet and the defense halved, commit burst and ultimates; there is no second wave to save them for.
The order is not optional. The four refiners are what keep the encounter alive, and every second spent hitting the core while they stand is a second of free adds. Assign one DPS to call the next node so the group does not split across the map.
Ma Xianhong's three phases
The boss gate compresses the whole dungeon into three checks: add control, positional discipline and a burst window. Each phase fails for a different reason, which is why a team that only practices one of them still wipes.
Ma Xianhong summons four puppets. Do not open with ultimates on the boss. Pull the puppets to a corner, kill them together, and only then turn on the body. Ignoring them means getting hit from two sides for the rest of the phase.
Seven-Star body tempering gives him random displacement and an untargetable state. The tank holds aggro in the center; the two DPS spread to four directions and never stack. A stacked group gets erased by one wide hammer swing.
Below 10% HP he starts a full-screen self-destruct countdown. Hold burst for this moment and kill him inside 3 seconds. There is no reason to keep anything in reserve.
Phase 2 is where most pickup groups break. The untargetable window tempts players to chase, and chasing collapses the spread. Stay on your assigned direction, keep the boss visible, and let him come back to the center rather than running after him.
The final-test mechanics that end runs
Ma Xianhong's opening move is to summon Ru Hua puppets, wielding rope darts or firearms. While any of them is alive he carries a damage-boosting shield, so the correct opening is to clear the puppets, not to race his health bar. The shield disappears with the last puppet.
His black armor shield has extremely high damage reduction and will not break under single heavy hits. Use multi-hit attacks to grind it down; the instant it shatters is the real damage window, and a close-range string into an ultimate is the highest-value conversion in the fight.
Three mechanics are pure reaction checks:
- Soul-Shaking Bell. He raises a hand and rings it for a wide sound wave. Step away as soon as the wind-up appears; the wave is too wide to walk out of late.
- Lion shockwave. A straight-line blast from the lion head. Dodge sideways, not backward, because the line is narrow but long.
- Qi-Devouring Beast. A black iron ball that drains qi. Do not cast ultimates inside its radius; move to its side or behind it and keep attacking.
At half HP he enters the God Machine form. Casts get faster, puppet summons become more frequent and red warning circles appear closer together. The correct adjustment is rhythm, not more damage: run one combo, leave, and re-enter on the next opening instead of standing still to greed a second string.
Artifacts with multi-hit effects and short cooldowns outperform single big hits here because of the black armor shield. Bring an interrupt-type assist skill to control Ru Hua puppets while you clear them.
Who to bring, and who to leave behind
For a first clear on Hard, the safe picks are Lu Jin or Zhuge Qing for hit count, plus Wang Ye or Feng Baobao for dodge-heavy survival. Lu Jin's multi-hit strings shred the black armor shield, and Zhuge Qing's ranged thunder keeps uptime while the boss is displaced in phase two.
Wang Ye's formation is also the cleanest answer to the phase-two spread: place it centrally so the DPS can keep their directions without losing the damage bonus. Feng Baobao works when you are comfortable with her cancel timing, because her mobility covers the lion shockwave and the bell without spending a dodge on a guess.
Han Dan is the one to leave behind. His model is large enough that area skills graze him even when his positioning is correct, which turns a mechanic-check fight into a healing check. Leave him for dungeons where the hitboxes are friendlier.
Once the village is on farm, the same team logic carries into the affix dungeons and Luotian Dajiao, while the Train No.7 raid is the next step up in coordination. If your Artifact Spirit levels are the blocker, the progression guide explains the weekly sources, and the artifact guide covers the multi-hit picks this boss rewards.
Built from test-build data collected on October 25, 2026; the final test opens November 4. Anything marked Unconfirmed is provisional. Corrections and newer first-hand data are welcome — see the about page.