Three Pure Ones Temple
A Taoist temple presided over by the three demon Taoists of Chechi Kingdom, where Wukong, Bajie, and Wujing caused nocturnal chaos by posing as the Three Pure Ones to steal offerings and mock the immortals.
At first glance, the Three Pure Ones Temple appears to be merely a region on the world map, but a closer reading reveals that its primary function is to push characters away from the familiar world. While the CSV summarizes it as "the Daoist temple presided over by the three demon Daoists of Chechi Kingdom," the original text portrays it as a form of atmospheric pressure that exists prior to any character's action: as soon as a character approaches, they must first answer questions of route, identity, qualification, and home-field advantage. This is why the presence of the Three Pure Ones Temple does not rely on a buildup of page count, but rather on its ability to shift the entire situation the moment it appears.
When placed back into the larger spatial chain of the Chechi Kingdom, its role becomes clearer. It does not exist in loose parallel with Goat-Power Great Immortal, Tiger-Power Great Immortal, Deer-Power Great Immortal, Bajie, and Sha Wujing, but rather defines them: who holds authority here, who suddenly loses their confidence, who feels at home, and who feels thrust into a foreign land—all these determine how the reader understands this place. When contrasted further with the Chechi Kingdom, Heavenly Palace, and Lingshan, the Three Pure Ones Temple acts as a gear specifically designed to rewrite itineraries and the distribution of power.
Looking at the sequence of Chapter 44, "The Dharma-Body’s Fortune Meets the Chariot; A Righteous Heart Crosses the Ridge Gate," and Chapter 45, "The Great Sage Leaves His Name at the Three Pure Ones Temple; The Monkey King Displays His Magic in Chechi Kingdom," it is evident that the temple is not a disposable piece of scenery. It echoes, it changes color, it is re-occupied, and it takes on different meanings in the eyes of different characters. The fact that it appears in two chapters is not merely a matter of statistical frequency or rarity, but a reminder of the weight this location carries within the novel's structure. Consequently, a formal encyclopedic entry cannot simply list settings; it must explain how the location continuously shapes conflict and meaning.
The Three Pure Ones Temple Pushes People Away from the Familiar World
When Chapter 44, "The Dharma-Body’s Fortune Meets the Chariot; A Righteous Heart Crosses the Ridge Gate," first presents the Three Pure Ones Temple to the reader, it does not appear as a mere tourist coordinate, but as an entry point to a different level of existence. Categorized as a "Daoist temple" within "Temples and Monasteries" and linked to the domain of the Chechi Kingdom, it means that once a character arrives, they are no longer simply standing on another piece of land, but have stepped into another set of orders, another way of perceiving, and another distribution of risk.
This explains why the Three Pure Ones Temple is often more important than the surface topography. Nouns like mountains, caves, kingdoms, palaces, rivers, and temples are merely shells; the true weight lies in how they elevate, depress, isolate, or surround the characters. When Wu Cheng'en writes about a location, he is rarely satisfied with "what is here"; he is more concerned with "who will speak louder here, and who will suddenly find themselves with nowhere to go." The Three Pure Ones Temple is a quintessential example of this approach.
Therefore, any formal discussion of the Three Pure Ones Temple must treat it as a narrative device rather than reducing it to background information. It exists in a state of mutual explanation with characters like Goat-Power Great Immortal, Tiger-Power Great Immortal, Deer-Power Great Immortal, Bajie, and Sha Wujing, and reflects the spaces of the Chechi Kingdom, Heavenly Palace, and Lingshan. Only within this network does the sense of world-hierarchy at the Three Pure Ones Temple truly emerge.
If the Three Pure Ones Temple is viewed as a "large region that slowly rewrites the scale of the characters," many details suddenly click into place. It is not a place established solely by grandeur or eccentricity, but one that regulates the characters' actions through climate, distance, local customs, boundary shifts, and the cost of adaptation. When readers remember it, they do not recall the stone steps, palaces, waterways, or city walls, but rather that one must adopt a different posture to survive here.
In Chapter 44, "The Dharma-Body’s Fortune Meets the Chariot; A Righteous Heart Crosses the Ridge Gate," the most important aspect of the Three Pure Ones Temple is often not where the boundary line lies, but how it first pushes characters out of their original daily scale. Once the atmosphere of the world shifts, the rulers in the characters' minds are recalibrated.
A close look at the Three Pure Ones Temple reveals that its greatest strength is not in making everything explicit, but in burying the most critical restrictions within the atmosphere of the scene. Characters often feel uneasy first, only later realizing that climate, distance, local customs, boundary shifts, and the cost of adaptation are at work. Space exerts its influence before the explanation does; this is where the mastery of location-writing in classical novels is most evident.
How the Three Pure Ones Temple Slowly Replaces Old Rules
The first thing the Three Pure Ones Temple establishes is not a visual impression, but an impression of a threshold. Whether it is "three people disguising themselves as the Three Pure Ones to steal offerings" or "using urine as holy water to bestow upon the three immortals," it demonstrates that entering, passing through, staying, or leaving this place is never a neutral act. Characters must first judge whether this is their path, their territory, or their moment; a slight misjudgment transforms a simple passage into an obstruction, a plea for help, a detour, or even a confrontation.
From the perspective of spatial rules, the Three Pure Ones Temple breaks the question of "can I pass" into several finer queries: do I have the qualification, do I have a backing, do I have the right connections, and what is the cost of forcing entry. This method is more sophisticated than simply placing an obstacle in the way, as it ensures that the problem of the route naturally carries institutional, relational, and psychological pressure. Because of this, whenever the Three Pure Ones Temple is mentioned after Chapter 44, the reader instinctively realizes that another threshold has begun to take effect.
Looking at this technique today, it still feels very modern. A truly complex system does not simply present a door marked "No Entry," but rather filters you through processes, terrain, etiquette, environment, and home-field relationships before you even arrive. This is precisely the composite threshold that the Three Pure Ones Temple represents in Journey to the West.
The difficulty of the Three Pure Ones Temple has never been just about whether one can get through, but whether one is willing to accept the entire set of premises: climate, distance, local customs, boundary shifts, and the cost of adaptation. Many characters seem stuck on the road, but what truly halts them is an unwillingness to admit that the rules here are temporarily greater than themselves. These moments, where a character is forced by space to bow their head or change their tactics, are exactly when the location begins to "speak."
When the Three Pure Ones Temple interacts with Goat-Power Great Immortal, Tiger-Power Great Immortal, Deer-Power Great Immortal, Bajie, and Sha Wujing, it becomes particularly clear who adapts quickly and who clings to the experience of the old world. A regional location is not like a single door; instead, it slowly shifts a person's entire center of gravity.
There is also a relationship of mutual elevation between the Three Pure Ones Temple and Goat-Power Great Immortal, Tiger-Power Great Immortal, Deer-Power Great Immortal, Bajie, and Sha Wujing. Characters bring fame to the location, and the location amplifies the characters' identities, desires, and shortcomings. Once the two are successfully bound, the reader does not even need the details repeated; simply mentioning the place name causes the characters' predicament to emerge automatically.
Who in the Three Pure Ones Temple Feels at Home and Who Feels Lost
Within the Three Pure Ones Temple, the question of who is the host and who is the guest often determines the shape of a conflict more than the physical appearance of the place. The original text lists the rulers or residents as the "Ram-Power, Deer-Power, and Tiger-Power Great Immortals," and expands the related cast to include the Tiger-Power Great Immortal, Deer-Power Great Immortal, Ram-Power Great Immortal, Wukong, Bajie, and Sha Wujing. This indicates that the Three Pure Ones Temple is never merely an empty plot of land, but a space defined by relationships of possession and the right to speak.
Once the host-guest dynamic is established, the characters' postures shift completely. Some sit in the temple as if presiding over a royal court, firmly holding the high ground; others, upon entering, can only seek audiences, request lodging, sneak in, or probe the environment, sometimes forced to trade their usual assertive language for a more humble tone. Reading this alongside characters like Ram-Power Great Immortal, Tiger-Power Great Immortal, Deer-Power Great Immortal, Bajie, and Sha Wujing, one discovers that the location itself amplifies the voice of whichever party holds the home-field advantage.
This is the most noteworthy political implication of the Three Pure Ones Temple. Being the "host" means more than just knowing the roads, the doors, and the corners; it means that the etiquette, the incense, the lineage, the royal authority, or the demonic aura by default favors one side. Thus, locations in Journey to the West are never just geographical objects; they are objects of power. Once the Three Pure Ones Temple is occupied by someone, the plot naturally slides toward the rules of that party.
Therefore, when writing about the distinction between host and guest at the Three Pure Ones Temple, it should not be understood simply as a matter of residency. More critically, power is hidden in how the entire environment redefines the people within it. Whoever naturally understands the discourse of the place can push the situation in a direction familiar to them. Home-field advantage is not an abstract aura of prestige, but rather those few beats of hesitation where an outsider must first guess the rules and test the boundaries upon entering.
Comparing the Three Pure Ones Temple with Chechi Kingdom, Heaven, and Lingshan reveals that Journey to the West is adept at writing vast territories as climates of emotion and institution. People are not merely "sightseeing"; they are being redefined step by step by a new climate.
In Chapter 44, the Three Pure Ones Temple First Shifts the Tone of the World
In Chapter 44, "The Dharma-Body's Original Fortune Meets the Chariot and Strength; The Heart is Right while Demons and Evil Cross the Ridge Pass," the direction in which the Three Pure Ones Temple twists the situation is often more important than the event itself. On the surface, it is a case of "three people disguising themselves as the Three Pure Ones to steal offerings," but in reality, what is being redefined are the conditions of the characters' actions. Matters that could have been advanced directly are forced, by the nature of the Three Pure Ones Temple, to first pass through thresholds, rituals, clashes, or probes. The location does not appear after the event; it precedes the event, selecting the manner in which the event occurs.
Such scenes give the Three Pure Ones Temple its own immediate atmospheric pressure. Readers will not only remember who came and went, but will remember that "once one arrives here, things will not develop as they do on level ground." From a narrative perspective, this is a vital capability: the location first creates the rules, and then allows the characters to reveal themselves within those rules. Thus, the function of the Three Pure Ones Temple upon its first appearance is not to introduce the world, but to visualize one of the world's hidden laws.
If this segment is viewed in connection with the Ram-Power Great Immortal, Tiger-Power Great Immortal, Deer-Power Great Immortal, Bajie, and Sha Wujing, it becomes even clearer why characters reveal their true natures here. Some use the home-field advantage to raise the stakes, some rely on ingenuity to find a temporary path, and others suffer immediate losses because they do not understand the local order. The Three Pure Ones Temple is not a still-life object, but a spatial lie detector that forces characters to declare their positions.
When the Three Pure Ones Temple is first introduced in Chapter 44, what truly establishes the scene is often a force that is not sharp at first, but possesses a powerful aftereffect. A location does not need to shout its danger or solemnity; the characters' reactions provide the explanation. Wu Cheng'en rarely wastes a stroke in these scenes, for as long as the atmospheric pressure of the space is accurate, the characters will fully perform the drama themselves.
There is also a strong sense of modernity to the Three Pure Ones Temple. Many large-scale transitions that seem ordinary today—such as stepping into another set of rules, another rhythm, or another layer of identity—were actually written into the novel long ago through places like this.
Why the Three Pure Ones Temple Produces a Second Echo in Chapter 45
By Chapter 45, "The Great Sage Leaves His Name at the Three Pure Ones Temple; The Monkey King Displays His Magic in Chechi Kingdom," the Three Pure Ones Temple often takes on a different meaning. Previously, it may have been merely a threshold, a starting point, a stronghold, or a barrier; later, it may suddenly become a point of memory, an echo chamber, a judge's bench, or a site for the redistribution of power. This is the most sophisticated aspect of the location-writing in Journey to the West: the same place does not always perform a single function; it is relit as character relationships and stages of the journey evolve.
This process of "shifting meaning" is often hidden between the act of "using urine as holy water to bestow upon the three immortals" and the way the "Three Pure Ones Temple places characters back into host-guest relationships." The location itself may not have moved, but why the characters return, how they view it, and whether they can enter again have all clearly changed. Thus, the Three Pure Ones Temple is no longer just a space; it begins to bear the weight of time: it remembers what happened previously, forcing those who follow to stop pretending that everything is starting from scratch.
If Chapter 45 pulls the Three Pure Ones Temple back to the narrative forefront, the echo becomes stronger. The reader discovers that the place is not just effective once, but repeatedly so; it does not just create a scene once, but continuously alters the way the story is understood. A formal encyclopedic entry must clarify this layer, for it explains exactly why the Three Pure Ones Temple leaves such a lasting impression among so many other locations.
Looking back at the Three Pure Ones Temple in Chapter 45, the most rewarding part is usually not that "the story happens again," but that the characters' center of gravity is shifted without them noticing. The location acts as if it has quietly stored the traces left behind; when characters walk back in, they are no longer stepping on the same ground as the first time, but into a field laden with old debts, old impressions, and old relationships.
Therefore, when writing about the Three Pure Ones Temple, one must avoid making it flat. The true difficulty is not its "scale," but how that scale seeps into the characters' judgments, slowly making even the most certain individuals become hesitant or excited.
How the Three Pure Ones Temple Adds Depth to the Journey
The true ability of the Three Pure Ones Temple to rewrite a journey into a plot comes from its capacity to redistribute speed, information, and positioning. The night turmoil caused by Wukong, Bajie, and Sha Wujing at the Three Pure Ones Temple is not a retrospective summary, but a structural task continuously executed within the novel. Whenever characters approach the Three Pure Ones Temple, the originally linear itinerary diverges: some must scout the way, some must call for reinforcements, some must navigate social obligations, and others must rapidly switch strategies between being the host and the guest.
This explains why, when many people recall Journey to the West, they remember not an abstract long road, but a series of plot nodes carved out by specific locations. The more a location can create a "route differential," the less flat the plot becomes. The Three Pure Ones Temple is exactly this kind of space that cuts a journey into dramatic beats: it makes characters stop, rearranges their relationships, and ensures that conflicts are no longer resolved solely through direct force.
From a technical writing perspective, this is more sophisticated than simply adding more enemies. An enemy can only create a single confrontation, but a location can simultaneously generate hospitality, vigilance, misunderstanding, negotiation, pursuit, ambush, diversion, and return. It is no exaggeration to say that the Three Pure Ones Temple is not a backdrop, but a plot engine. It rewrites "where to go" into "why one must go this way" and "why things happen to go wrong exactly here."
Because of this, the Three Pure Ones Temple is particularly adept at cutting the rhythm. A journey that was moving smoothly forward must, upon arriving here, first stop, first observe, first inquire, first detour, or first swallow a breath of anger. These few beats of delay may seem to slow things down, but they are actually creating folds in the plot; without such folds, the road in Journey to the West would have only length, and no depth.
The Buddhist, Taoist, and Imperial Power and Territorial Order Behind the Three Pure Ones Temple
If one views the Three Pure Ones Temple merely as a curiosity, they miss the underlying order of Buddhism, Taoism, imperial power, and ritual propriety. The spaces in Journey to the West are never ownerless wilderness; even mountains, caves, and rivers are woven into a specific territorial structure. Some are closer to the sacred lands of Buddha, some align with the orthodox lineage of the Tao, and others clearly operate under the governance logic of imperial courts, palaces, nations, and borders. The Three Pure Ones Temple sits precisely where these various orders interlock.
Consequently, its symbolic significance is rarely an abstract notion of "beauty" or "danger," but rather a manifestation of how a particular worldview is grounded in reality. It is a place where imperial power renders hierarchy as a visible space, where religion transforms cultivation and incense offerings into tangible portals, and where demonic forces turn the acts of seizing mountains, occupying caves, and blocking roads into a localized art of governance. In other words, the cultural weight of the Three Pure Ones Temple stems from its ability to turn abstract concepts into a physical site that can be traversed, obstructed, and contested.
This perspective also explains why different locations evoke distinct emotions and protocols. Certain places naturally demand silence, worship, and a gradual progression; others naturally require breaching gates, smuggling, and breaking arrays; still others may appear as homes but are actually buried with meanings of displacement, exile, return, or punishment. The cultural value of reading the Three Pure Ones Temple lies in how it compresses abstract order into a spatial experience that can be felt by the body.
The cultural weight of the Three Pure Ones Temple must also be understood through the lens of how a "large region writes a worldview into a sustainable, perceptible climate." The novel does not start with an abstract concept and then casually attach a backdrop to it; instead, it allows the concept to grow directly into a place that can be walked, blocked, and fought over. Locations thus become the physical embodiment of ideas, and every time a character enters or exits, they are in a direct, visceral collision with that worldview.
Placing the Three Pure Ones Temple Back into Modern Institutions and Psychological Maps
When placed within the experience of a modern reader, the Three Pure Ones Temple can easily be read as an institutional metaphor. An "institution" is not necessarily a government office or a set of documents; it can be any organizational structure that first dictates qualifications, procedures, tone, and risks. The fact that one must change their manner of speaking, their pace of action, and their path of seeking help upon arriving at the Three Pure Ones Temple is very similar to the predicament of a person today within a complex organization, a boundary system, or a highly stratified space.
At the same time, the Three Pure Ones Temple often carries the weight of a psychological map. It may feel like a hometown, a threshold, a testing ground, a place of no return, or a location where drawing too close forces old traumas and old identities to the surface. This ability to "link space with emotional memory" gives it far more explanatory power in contemporary reading than mere scenery. Many places that seem like mere mythological legends can actually be read as the anxieties of belonging, institution, and boundaries faced by modern people.
A common modern misreading is to view such locations as "scenery boards required for the plot." However, a truly sophisticated reading reveals that the location itself is a narrative variable. To ignore how the Three Pure Ones Temple shapes relationships and routes is to view Journey to the West superficially. The greatest reminder it leaves for the modern reader is precisely this: environments and institutions are never neutral; they are always stealthily deciding what a person can do, what they dare to do, and the posture in which they do it.
In today's terms, the Three Pure Ones Temple is much like stepping into a social space with a different rhythm and sense of identity. A person is not necessarily blocked by a physical wall, but more often by the occasion, the qualifications, the tone, and an invisible tacit understanding. Because this experience is not far removed from the lives of modern people, these classical locations do not feel old at all; rather, they feel strangely familiar.
Narrative Hooks for Writers and Adapters
For a writer, the most valuable aspect of the Three Pure Ones Temple is not its established fame, but the complete set of portable narrative hooks it provides. As long as one retains the skeletal structure of "who holds the home turf, who must cross the threshold, who is rendered voiceless here, and who must change their strategy," the Three Pure Ones Temple can be rewritten as a powerful narrative device. Seeds of conflict grow almost automatically, because the spatial rules have already divided the characters into those with the advantage, those at a disadvantage, and those in danger.
It is equally suited for film, television, and fan adaptations. The greatest fear of an adapter is to copy only a name without capturing why the original work succeeded; what can truly be taken from the Three Pure Ones Temple is how it binds space, characters, and events into a single whole. When one understands why "three people disguising themselves as the Three Pure Ones to steal offerings" or "using urine as holy water to bless three immortals" must happen here, the adaptation will not be a mere replication of scenery, but will preserve the potency of the original.
Furthermore, the Three Pure Ones Temple provides excellent experience in mise-en-scène. How characters enter the scene, how they are perceived, how they fight for a position to speak, and how they are forced into their next move are not technical details added during late-stage writing, but are determined by the location from the start. For this reason, the Three Pure Ones Temple is more like a reusable writing module than a typical place name.
The most valuable part for a writer is that the Three Pure Ones Temple comes with a clear path for adaptation: first, let the characters feel they have merely changed locations, then let them discover that the entire set of rules is changing. As long as this core is preserved, even if moved to a completely different genre, one can still write with the power of the original—the sense that "once a person arrives at a place, the posture of their fate changes first." Its interaction with characters and places such as Ram-Power Great Immortal, Tiger-Power Great Immortal, Deer-Power Great Immortal, Bajie, Sha Wujing, Chechi Kingdom, Heavenly Palace, and Lingshan serves as the finest possible resource library.
Transforming the Three Pure Ones Temple into Levels, Maps, and Boss Routes
If the Three Pure Ones Temple were converted into a game map, its most natural positioning would not be as a simple sightseeing area, but as a level node with clear home-turf rules. It could accommodate exploration, map layering, environmental hazards, faction control, route switching, and phased objectives. If a boss fight is required, the boss should not merely be waiting at the finish line, but should embody how the location naturally favors the home team. Only then does it align with the spatial logic of the original work.
From a mechanical perspective, the Three Pure Ones Temple is particularly suited for a regional design of "understand the rules first, then find the path." Players would not just fight monsters, but would have to judge who controls the entrance, where environmental hazards are triggered, where they can sneak through, and when they must seek external aid. Only by pairing these with the character abilities of Ram-Power Great Immortal, Tiger-Power Great Immortal, Deer-Power Great Immortal, Bajie, and Sha Wujing would the map possess the true flavor of Journey to the West, rather than being a mere superficial replica.
As for more detailed level design, it could revolve around regional layout, boss pacing, route branching, and environmental mechanisms. For example, the Three Pure Ones Temple could be split into three stages: a preliminary threshold zone, a home-turf suppression zone, and a reversal-breakthrough zone. This would force players to first comprehend the spatial rules, then search for a window of counteraction, and finally enter combat or complete the level. This gameplay is not only closer to the original text but also turns the location itself into a "speaking" game system.
If this atmosphere were translated into gameplay, the Three Pure Ones Temple would be best suited not for linear monster grinding, but for a regional structure of "long-term exploration, gradual shifts in tone, phased upgrades, and final adaptation or breakthrough." The player is first educated by the location, then learns to utilize the location in reverse; when they finally win, they have not only defeated the enemy but have overcome the rules of the space itself.
Closing Remarks
The reason the Three Pure Ones Temple maintains a stable presence throughout the long journey of Journey to the West is not because of its prestigious name, but because it truly participates in the orchestration of the characters' fates. When Wukong, Bajie, and Wujing caused a nocturnal commotion at the Three Pure Ones Temple, the location became far more significant than a mere piece of scenery.
Writing a location in this manner is one of Wu Cheng'en's greatest skills: he grants space its own narrative agency. To truly understand the Three Pure Ones Temple is to understand how Journey to the West compresses its worldview into a living scene—one that can be traversed, collided with, and lost and then recovered.
A more human way of reading is to avoid treating the Three Pure Ones Temple as a mere conceptual term, and instead remember it as an experience that weighs upon the body. The fact that characters pause, catch their breath, or change their minds upon arriving here proves that this location is not just a label on a page, but a space that forces characters to transform within the novel. Once this point is grasped, the Three Pure Ones Temple evolves from something one simply "knows exists" into a place where one can "feel why it has always remained in the book." For this reason, a truly great encyclopedia of locations should not merely arrange data; it should restore the atmospheric pressure of the scene. After reading, one should not only know what happened there but also vaguely sense why the characters felt tension, slowed their pace, hesitated, or suddenly became sharp. What makes the Three Pure Ones Temple worth preserving is precisely this power to press the story back into the flesh of the characters.
Frequently Asked Questions
What is the Three Pure Ones Temple, and which deities are enshrined there? +
The Three Pure Ones Temple is a Daoist monastery in the Chechi Kingdom, presided over by the three demon Taoists: Tiger-Power Great Immortal, Deer-Power Great Immortal, and Ram-Power Great Immortal. While it nominally enshrines the three Pure Ones of Daoism (Yuqing, Shangqing, and Taiqing), it is in…
What is the status of the Three Pure Ones Temple in the Chechi Kingdom, and how do the three immortals control the government? +
The three demon Taoists gained the trust of the King of Chechi by utilizing their roles in presiding over sacrifices at the Three Pure Ones Temple. By controlling the court through Daoist performances such as praying for rain and seeking blessings, they caused the monks of the entire nation to…
What pranks did Sun Wukong and his companions play at the Three Pure Ones Temple? +
Wukong, Bajie, and Sha Wujing entered the Three Pure Ones Temple by night and pushed the statues of the Three Pure Ones into a cesspool. The three of them then sat upon the divine pedestals, masquerading as the deities. When the three demon Taoists arrived to worship, the trio feasted lavishly on…
What is the narrative significance of Wukong masquerading as the Three Pure Ones? +
This plot uses humor to expose the hypocrisy of the religious authority at the Three Pure Ones Temple. Through the absurd scene of the three demon Taoists kneeling in devout worship, unaware that the statues had been replaced by a demon monkey, the story satirizes the use of fake miracles to deceive…
Where is the Three Pure Ones Temple located within the Chechi Kingdom, and what is its relationship to the capital? +
The Three Pure Ones Temple is located within the Chechi Kingdom, adjacent to the capital. It serves as a vital location for the three demon Taoists to exert influence over the king. It is also the primary site where the pilgrimage party first encounters religious oppression and launches their…
What was the final outcome of the Three Pure Ones Temple incident, and how did it affect the Chechi Kingdom? +
The incident at the Three Pure Ones Temple exposed the true nature of the three demon Taoists. Subsequently, Wukong defeated the three demons one by one in a public competition. Tiger-Power, Deer-Power, and Ram-Power Great Immortals were killed in succession. Consequently, the Chechi Kingdom's…