Monster Hunter: World

Monster Hunter: World

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The Guiding Lands Complete Guide [Updated]
By Banri
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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Introduction
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 Lands
To 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 Exploration

You 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 Work
The 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 Levels
As 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:

  1. Pick up monster tracks in that region.
  2. Break monster parts in the region.
  3. Break monster parts of a monster native to that region.
  4. Capture or slay monsters in the region.
  5. Capture or slay monsters native to that region.
  6. Trapping a monster. Know that increasing one Region's level will decrease the others.
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 Level
To 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 Monsters
Monsters 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 Requirements
At first, your Guiding Lands Region Levels will be capped at 4. The Region Level Cap will rise as your Master Rank increases. You must complete new Assigned Quests to continue increasing your Master Rank Level.
  • MR Any - Up to Region Level 4
  • MR 49: Sleep Now in the Fire - Up to Region Level 5
  • MR 69: Big Burly Bash - Up to Region Level 6
  • MR 99: To the Very Ends With You - Up to Regional Level 7
How to Find New Monsters in the Guiding Lands

Zinogre 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.

  • Zinogre - Zinogre will appear after completing the first set of Fanged Wyvern special tracks analysis. See How to Unlock Zinogre in Monster Hunter World: Iceborne for more information.
  • Yian Garuga - Increase the Forest Region level to 3. Unlocks the Assigned Quest Return of the Crazy One.
  • Scarred Yian Garuga - Increase the Forest Region to Level 6. This requires Master Rank 69.
  • Brute Tigrex - Increase Rotted Region to Level 6. This requires Master Rank 69.
  • Gold Rathian - Increase Wildspire Region to Level 6. This requires you to reach Master Rank 69.
  • Silver Rathalos - Increase Coral Region to Level 6. This requires you to reach Master Rank 69.
Resource Information
Bonepiles, Mining Outcrops
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.

Monster Materials in the Guiding Lands

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
  • 1 Star Monsters drop Fierce Dragonvein Bone
  • 2 Star Monsters drop Heavy Dragonvein Bone
  • 3 Star Monsters drop Dragonvein Solidbone
  • Elder Dragons drop Elder Dragonvein Bone

Tempered Monsters
  • Threat level 1 Monsters drop Spiritvein Slogbone and Spiritvein Gem Shard
  • Threat level 2 Monsters drop Spiritvein Solidbone and Spiritvein Gem
  • Some Threat level 2 Monsters drop Spiritvein Solidbone and Great Spiritvein Gem
  • Threat level 3 Monsters drop Elder Spiritvein Bone and Great Spiritvein Gem
  • You should strive to kill one of each monster (in its tempered form, if any) so that you can elder meld to transmute higher tier materials into lower tier materials as necessary.

Guiding Lands Gathering Materials
Region Gathering Path
Forest

Wildspire

Coral

Rotten

Volcanic

Tundra
Helpful Gathering Build
  • Self Improvement - Speed Boost
  • Stamina Use Reduction (L) - Slower Stamina depletion
  • Tool Use Drain Reduced (L) - Longer Mantle Times
  • Echo Song - Max Stamina Up & Recovery
Source: DarcBlade YouTube
List of Monsters and Materials - Pt.1
There is no special images here, as to make it easier for players to simply use "Control + F" to find their targeted info.
Monster
Normal Material
Tempered Material
Anjanath
Flickering Flamepelt
Forest / Wildspire
(1, 2, 3, 4)
Tempered Flamepelt
Forest / Wildspire
(5, 6, 7)
Fulgur Anjanath
Crackling Thunderpelt
All Regions
(1, 2, 3, 4)
Tempered Thunderpelt
All Regions
(5, 6, 7)
Banbaro
Ancient Great Horn
Coral / Rotten / Volcanic / Tundra
(1, 2, 3)
Forest / Wildspire
(2, 3)
Tempered Great Horn
All Region
(4, 5, 6, 7)
Barioth
Coldblooded Icefang
Tundra
(2, 3, 4, 5)
Tempered Icefang
Tundra
(6, 7)
Barroth
Muddy Crown
Wildspire
(1, 2, 3)
Tempered Crown
Wildspire
(4, 5, 6, 7)
Blackveil Vaal Hazak
Twilight Fang
Rotten
(5, 6)
Tempered Twilight Fang
Rotten
(7)
Brachydios
Glossy Ebonshell
Volcanic
(2, 3, 4, 5)
Tempered Ebonshell
Volcanic
(6, 7)
Diablos
Twisted Bravehorn
Wildspire
(2, 3, 4)
Twisted Temperhorn
Wildspire
(5, 6, 7)
Black Diablos
Blackcurl Tyranthorn
Wildspire
(3, 4, 5)
Blackcurl Temperthorn
Wildspire
(6, 7)
Dodogama
Heavy Jaw
Volcanic
(1, 2, 3, 4, 5, 6, 7)
N/A
Glavenus
Smoldering Tailedge
Wildspire
(2, 3, 4, 5)
Forest / Volcanic
(3, 4, 5)
Tempered Tailedge
Forest / Wildspire / Volcanic
(6, 7)
Acid Glavenus
Honed Tailblade
Rotten
(3, 4, 5)
Tempered Tailblade
Rotten
(6, 7)
Great Girros
Night Hood
Rotten
(1, 2, 3, 4, 5, 6, 7)
N/A
Great Jagras
Rugged Mane
Forest
(1, 2, 3, 4, 5, 6, 7)
N/A
Kirin
Solemn Azure Horn
Coral
(5, 6)
Tempered Azure Horn
Coral
(7)
Kulu-Ya-Ku
Colorful Plume
Wildspire
(1, 2, 3, 4, 5, 6, 7)
N/A
Kushala Daora
Stormcall Steelwing
Forest / Volcanic
(5, 6)
Tempered Steelwing
Forest / Volcanic
(7)
Lavasioth
Incandescent Magmafin
Volcanic
(1, 2, 3)
Tempered Magmafin
Volcanic
(4, 5, 6, 7)
Legiana
Smooth Icehide
Coral / Tundra
(2, 3, 4)
Tempered Icehide
Coral / Tundra
(5, 6, 7)
Shrieking Legiana
Crystal Frozenhide
Tundra
(3, 4, 5)
Tempered Frosthide
Tundra
(6, 7)
Namielle
Enchanting Finehide
Coral
(5, 6)
Tempered Trancehide
Coral
(7)
Nargacuga
Assassin Cutwing
Forest
(2, 3, 4, 5)
Coral
(3, 4, 5)
Tempered Cutwing
Forest / Coral
(6, 7)
Odogaron
Fatal Rendclaw
Rotten
(2, 3, 4)
Coral
(3, 4)
Tempered Rendclaw
Coral / Rotten
(5, 6, 7)
Ebony Odogaron
Soulrender Talon
All Regions
(3, 4, 5)
Tempered Talon
All Regions
(6, 7)
Paolumu
Rubbery Shell
Coral
(1, 2, 3)
Tempered Rubbery Shell
Coral
(4, 5, 6, 7)
Nightshade Paolumu
Obsidian Fur
Wildspire
(1, 2, 3, 4)
Forest
(2, 3, 4)
Tempered Hide
Forest / Wildspire
(5, 6, 7)
Pukei-Pukei
Fragrant Poison Sac
Forest / Wildspire
(1, 2, 3)
Tempered Poison Sac
Forest / Wildspire
(4, 5, 6, 7)
Coral Pukei-Pukei
Hydrated Sac
Coral
(1, 2, 3)
Tempered Torrent Sac
Coral
(4, 5, 6, 7)
Radobaan
Inkstained Oilshell+
Rotten
(1, 2, 3)
Tempered Oilshell+
Rotten
(4, 5, 6, 7)
Rajang
Bloodthirsty Glimmerpelt
Forest / Wildspire / Coral / Rotten / Tundra
(3, 4, 5, 6, 7)
Volcanic
(3)
Tempered Glimmerpelt
Volcanic
(7)
Rathalos
King's Scale
Forest
(2, 3, 4)
Volcanic
(3, 4)
Tempered Red Scale
Forest / Volcanic
(5, 6, 7)
Azure Rathalos
Azure Scale
Forest
(3, 4, 5)
Volcanic
(4, 5)
Tempered Azure Scale
Forest / Volcanic
(6, 7)
Silver Rathalos
Moonlight Scale
Volcanic
(6, 7)
Coral
(6)
Tempered Silver Scale
Coral
(7)
Rathian
Queen's Scale
Wildspire
(1, 2, 3, 4)
Forest
(2, 3, 4)
Tempered Green Scale
Forest / Wildspire
(5, 6, 7)
Gold Rathian
Scorching Scale
Volcanic
(6, 7)
Wildspire
(6)
Tempered Gold Scale
Forest / Wildspire
(7)
Pink Rathian
Pink Scale
Wildspire / Coral
(2, 3, 4)
Tempered Pink Scale
Wildspire / Coral
(5, 6, 7)
Ruiner Nergigante
Extinction Greathorn
Forest / Wildspire / Coral / Rotten / Volcanic
(5, 6, 7)
Tundra
(5, 6)
Annihilating Temperhorn
All Region
(7)
Savage Deviljho
Bloodstained Ebonhide
All Region
(5, 6)
Spattered Hide
All Regions
(7)
Seething Bazelgeuse
Crimson Blastscale
Volcanic
(4, 5, 6)
Tempered Blastscale
Volcanic
(7)
Teostra
Hellfire Mane
Wildspire / Volcanic
(5, 6)
Tempered Crimson Mane
Wildspire / Volcanic
(7)
Lunastra
Azure Mane
Wildspire / Volcanic
(5, 6)
Tempered Azure Mane
Wildspire / Volcanic
(7)
Tigrex
Strongman's Jaw
Rotten
(2, 3, 4, 5)
Forest / Wildspire / Volcanic / Tundra
(3, 4, 5)
Tempered Jaw
Forest / Wildspire / Rotten / Volcanic / Tundra
(6, 7)
Brute Tigrex
Shuddering Darkjaw
Rotten
(6)
Tempered Ebonjaw
Rotten

(7)
Tobi-Kadachi
Blinding Cathode
Forest
(1, 2, 3)
Tempered Cathode
Forest
(4, 5, 6, 7)
Viper Kadachi
Enticing Viperthorn
Tundra
(1, 2, 3, 4)
Tempered Viperthorn
Tundra
(5, 6, 7)
List of Monsters and Materials - Pt.2
Monster
Normal Material
Tempered Material
Tzitzi-Ya-Ku
Dazzling Photophore+
Coral
(1, 2, 3, 4, 5, 6, 7)
N/A
Uragaan
Metallic Scute
Volcanic
(2, 3, 4)
Tempered Scute
Volcanic
(5, 6, 7)
Velkhana
Aurora Crownhorn
Forest / Wildspire / Coral / Volcanic / Tundra
(5, 6)
Tempered Crownhorn
Forest / Wildspire / Coral / Volcanic / Tundra
(7)
Yian Garuga
Sinister Silverpelt
Forest
(3, 4, 5)
N/A
Scarred Yian Garuga
N/A
Tempered Silverpelt
Forest
(6, 7)
Zinogre
Charged Deathly Shocker
Forest / Coral
(2, 3, 4, 5)
Tempered Shocker
Forest / Coral
(6, 7)
Stygian Zinogre
Gushing Dragonhold
Tundra
(4, 5, 6)
Tempered Dragonhold
Tundra
(7)
Augmentation
Rarity 10

Rarity 11

Rarity 12
How to Analyze Special Tracks / Lure Out Monsters
As you hunt monsters, break monster parts, and pick up Signs of a Turf War in the Guiding Lands, you may get a progress bar on the side of your main screen. It will say a type of monster such as "Fanged Wyvern" and then have a few dots ending in a footprint.

These are special tracks left by monsters within the Guiding Lands, and are how you come to be able to lure out specific monsters at your leisure. Each dot represents a stage of progress. The monster you can lure out once the analysis is complete will fall under the category of the track.

The length of the bar often will indicate how rare of a monster it is. A Great Jagras may only have 2 dots while an Elder Dragon may have 8. Here's how to progress the analysis level:

  1. Break Monsters Parts
    Find a monster in the Guiding Lands, and break a part. This is the only way to guarantee your current analysis progress level will go up. Also, this only works once per individual monster, so it may be most efficient to go from monster to monster breaking parts. Lastly, try to go after a monster that shares the category of your current track being analyzed for a bonus. For example, breaking a part from Rathalos, a Flying Wyvern, will increase a Flying Wyvern special track progress bar by two instead of one. If you break a part from the monster whose track you're analyzing, it will be completed instantly!
  2. Collect Signs of a Turf War
    There are some special tracks marked as “Signs of a Turf War.” Collecting these guarantees at least one track is received, either an entirely new one or progress on a current one, depending on what type of monster left it behind. These Turf War signs will pop up in the same spots, so be on the look out for larger-than-usual piles of remains or goo on walls.
  3. Kill or Capture Monsters
    Killing or capturing a monster in the Guiding Lands only gives you a chance to unlock new special tracks to analyze or increase your current track’s levels, but the type of monster doesn’t matter.
  4. Defeat Tempered Monsters
    Defeating a Tempered Monster in the Guiding Lands guarantees that either one of your current analysis bars will be completed automatically, or you'll receive a pre-completed analysis track immediately.
You can also collect materials from gathering points and pick up tracks for a chance to progress special track analysis, but we found these instances to be rare.

Once you've fully analyzed a monster's special tracks, talk to your Handler to lure the monster out into the Guiding Lands using pheromones. This is a one time use option! Once it's lured out, you'll have to analyze a new set of tracks to lure out a new monster. However, you can bank as many of these "lures" as you'd like.
You can find all your analyzed monsters so far along with your current analyzation progress under the info tab on the options menu.
Guiding Lands Regional Monster List
This section lists all the Regions and the monsters found within them at the different levels.

In General:

  • At Level 4, Tempered Monsters will begin to spawn
  • At Level 5, Elder Dragons will begin to spawn
  • At Level 6, Tempered Monsters and Elder Dragon will primarily spawn
  • At Level 7, Tempered Elder Dragons will spawn

Guiding Lands Region Monster Spawn
Forest Region
FOREST REGION LEVEL 1

FOREST REGION LEVEL 2

FOREST REGION LEVEL 3

FOREST REGION LEVEL 4

FOREST REGION LEVEL 5

FOREST REGION LEVEL 6

FOREST REGION LEVEL 7
Wildspire Region
WILDSPIRE REGION LEVEL 1

WILDSPIRE REGION LEVEL 2

WILDSPIRE REGION LEVEL 3

WILDSPIRE REGION LEVEL 4

WILDSPIRE REGION LEVEL 5

WILDSPIRE REGION LEVEL 6

WILDSPIRE REGION LEVEL 7
Coral Region
CORAL REGION LEVEL 1

CORAL REGION LEVEL 2

CORAL REGION LEVEL 3

CORAL REGION LEVEL 4

CORAL REGION LEVEL 5

CORAL REGION LEVEL 6

CORAL REGION LEVEL 7
Rotted Region
ROTTEN REGION LEVEL 1

ROTTEN REGION LEVEL 2

ROTTEN REGION LEVEL 3

ROTTEN REGION LEVEL 4

ROTTEN REGION LEVEL 5

ROTTEN REGION LEVEL 6

ROTTEN REGION LEVEL 7
Volcanic Region
VOLCANIC REGION LEVEL 1

VOLCANIC REGION LEVEL 2

VOLCANIC REGION LEVEL 3

VOLCANIC REGION LEVEL 4

VOLCANIC REGION LEVEL 5

VOLCANIC REGION LEVEL 6

VOLCANIC REGION LEVEL 7
Tundra Region
TUNDRA REGION LEVEL 1

TUNDRA REGION LEVEL 2

TUNDRA REGION LEVEL 3

TUNDRA REGION LEVEL 4

TUNDRA REGION LEVEL 5

TUNDRA REGION LEVEL 6

TUNDRA REGION LEVEL 7
31 Comments
Banri  [author] Jan 19 @ 12:43am 
@clerian
I see. Thanks for clarifying. I'll see about adding this detail when I next get to updating steam guides.
clerian Jan 12 @ 12:23am 
The 4 tiers other guides mention regarding the guiding lands are specifically about the gathering nodes and based on the progress bar for that resource type (mining nodes vs. bone pile nodes) for the region. Each tier of nodes has distinct loot tables with specific percentages. At the two extremes, when the progress bar is empty you have access to tier 1 nodes, and when the progress bar is full you get a single tier 4 node with a 100% chance to get the rarest material for the zone. As the progress bar fills, the nodes level up to tier 2 and then tier 3. Once you collect the tier 4 node, the progress bar resets and you get tier 1 nodes again. The tiers are also indicated by color of the progress bar.

T1 (yellow) = high % of T1 items, low % of T2 items
T2 (orange) = high % of T2 items, low % of T3 items
T3 (red) = high % T3 items, low % T4 items
T4 (red) = 100% T4 item.
Banri  [author] Nov 29, 2023 @ 9:56pm 
Eh. I don't know cause I haven't seen those other sites. Tiers make no sense to me as it's clearly level or ranks in the game. I trust the game over some strange 4 tier system someone made. I'd have to see the page to understand what it's portraying. My guide is more to the games mechanics itself and more straightforward.
generalpickleful Nov 28, 2023 @ 5:00pm 
i have a question on other sites the say guiding lands tier 1 2 3 4 what level is that in relation to or does it level diffrently from region level?
Boukyaku Oct 6, 2023 @ 11:38am 
Thank you so much for this guide. It was a life saver!
sleepy Jun 30, 2023 @ 11:04am 
im so confused right now
esralierdo24 Jul 4, 2022 @ 5:36pm 
Update the guide with a new way because assassin mantle was removed
Banri  [author] Oct 11, 2021 @ 11:57am 
Guide has been updated as of 10/11/2021 with Augmentation, Resource Information and Monster Spawn spreadsheet snapshots.
esralierdo24 Sep 23, 2021 @ 2:24pm 
thanks
Banri  [author] Sep 23, 2021 @ 9:40am 
The guide has been updated as of 9/23/2021. I am also changing the format to images for better appearance.