This is a complete guide on how the Guiding Lands work within Monster Hunter World: Iceborne, which is essentially the end game. The Guiding Lands contains exclusive monsters and materials that are needed to upgrade high-level weapons and to add augmentations.
This guide contains MAJOR SPOILERS for Monster Hunter World: Iceborne as well as its endgame content. Read at your own risk
Note: Guide has been updated as of 10/11/2021 with Augmentation, Resource Information and Monster Spawn spreadsheet snapshots.
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Welcome to Guiding Lands Complete Guide!
A few notes to mention;
A small amount of info was taken from the IGN Guide and some small bits from Fextralife wiki, with some heavy modification on my part here and there with regional monster list images, tables, guiding lands excel snapshots & other stuff.
If ppl would like to share their info to help expand this guide further, feel free to give a shout in the comments. IGN's guide isn't fully completed so i was able to added as much as i could with my own knowledge of the Guiding Lands.
Hope this helps ppl!
How to Unlock the Guiding LandsTo put it simply, beat Monster Hunter World: Iceborne's main story. After credits role, speak to the Field Team Leader in Seliana, and you'll depart toward the Elder's Recess to look for Ruiner Nergigante. However, this is simply a ruse, and instead you'll be treated to a cutscene before landing in the Guiding Lands, which appears to have multiple biomes in one place.
First ExplorationYou and your handler land, and get a gander at what looks like the Ancient Forest. Pick up the "Signs of a Turf War" in front of you, then continue following your Handler on a small tour of the Guiding Lands.
After making camp, the Handler states that the tracks you found (Signs of a Turf War) have an odd secretion unique to this new region. Head down to Area 2 to trigger a cutscene. You stumble into an area that looks like the Wildspire Waste as Rathalos, Diablos, and a new monster to Iceborne, Zinogre, battle it out.
You won't be able to fight Zinogre just yet. Go back to Seliana using the "End Expedition" option in the menu. See How to Unlock Zinogre in Monster Hunter World: Iceborne for full instructions.
From now on, you can choose to go to the Guiding Lands on an expedition from the Quest Board or the world map.
How the Guiding Lands WorkThe Guiding Lands are what constitutes the main crux of Monster Hunter World: Iceborne's endgame. They consist of a new map that features biomes that equate to six of the previous larger biomes you've been to, each transitioning from one into another. The six included biomes here are the Forest Region taking after the Ancient Forest, the Coral Region representing the Coral Highlands, the Rotted Region as the ambassador for the Rotten Vale, the Wildspire Region as the companion to the Wildspire Waste, Tundra Region representing the Hoarfrost Reach, and the Volcanic Region representing parts of the Elder's Recess.
Each Region in the Guiding Lands has a Level associated with it, which will unlock new monsters and tempered monsters as the level rises.
How to Increase Region LevelsAs you research large monsters in the regions, your region level incrementally increases. Region Levels affect the species of monsters that will appear in the Guiding Lands, as illustrated by the Regional Monster Charts below. Anything that awards Research Points will also incrementally increase a Region's level, such as:
As you get to higher region levels within the Guiding Lands, it becomes very difficult to keep all levels up simultaneously, as hunting a monster within one region will decrease another, especially if that monster is exclusive to a single region. We recommend trying to level up one or two regions and letting the others fall. Then you can switch when you're ready to.
For example
Anjanath can be lured to both the Forest and Wildspire Regions. If it's lured to the Forest Region, but you mostly fight it and then slay it in the Wildspire Region, the Wildspire Region will be affected more than the Forest Region, though both will increase. The other regions that Anjanath is not native to will decrease incrementally.
To check you Guiding Land's Region Levels, go to Hunter's Notes >> The Guiding Lands. You will also see the level of the region while on a Guiding Lands expedition in the top right of the screen.
How to Tell Which Monsters Increase Which Region LevelTo tell which Region a monster is endemic to, and in turn, which region it will provide experience to, go to the following from anywhere:
Options > Info > Check Special Tracks
You can only see this once you've analyzed tracks for that monster. You can also reference the Guiding Lands Regional Monster List below.
How to Lure MonstersMonsters in The Guiding Lands usually leave behind special tracks from Signs of a Turf War. You can also get special tracks by slaying or capturing monsters, or by breaking a large monster's body part.
Once you fully analyze the special tracks, you can use these to lure out monsters from a specific region. You can do this by talking to the Handler at one of the campsites, then choose which specific monster you lure at which region. After a little while, the monster should appear at the region you chose.
When the region's level is high enough, any monster that you lure will automatically be a tempered variant.
Region Level Cap Master Rank RequirementsZinogre isn't the only new monster found within the Guiding Lands. Leveling up the different regions can trigger quests to appear within the guiding lands to hunt different monsters. Here is the list of monsters you can find in the Guiding Lands and how to unlock them.
Each Region in the Guiding Lands has Bonepiles and Mining Outcrops that give special materials that can't be obtained anywhere else. There are two different progress bars for Resource Levels of each Region, one for Bonepiles, and one for Mining Outcrops. You can find this by tabbing over to Resource Information from Region Levels within your Map.
You'll increase the progress of these bars each time you gather from a Bonepile or Mining Outcop. The higher the bar, the more variety of items you'll be able to get from gathering points.
When the bar is leveled up all the way, a single special gathering point will spawn that can be mined once ever. An exclamation point will appear next to the progress bar when this occurs. This gathering point guarantees the rare, unique item from that region. Then, the bar needs to be leveled back up again for another point to spawn again.
When you fight monsters in the Guiding Lands, carve them, break their parts, or flinch shot them, they often drop special materials unique to the Guiding Lands. These take the form of two unique items per monster species -- one for the normal version, one for the tempered version (e.g. a Barioth might drop Coldblooded Icefang, but a Tempered Barioth will only drop Tempered Icefangs). Note that due to a bug, one point of Geologist will double the number of drops - always equip Geologist in the Guiding Lands. In addition to the unique materials, monsters will also drop bones common to many species, and tempered monsters will drop spiritvein gems used for master rank augmenting. The bone system is explained below:
Non-Tempered Monsters