The Guiding Lands is a Master Rank Location in Monster Hunter World Iceborne (MHW). This special area houses the endgame of the game and is only available to Master Rank hunters who have advanced Master Rank Assignments past the final boss. This is only available to players who own the Iceborne Expansion.
Patch 12.01 added a Tundra Region, similar to Hoarfrost Reach, and the Stygian Zinogre monster.
The Guiding Lands is a mysterious zone with biomes from all other zones in the everstream, and all the monsters from them as well.
The Guiding Lands Explanation
The Guiding Lands is a complex ecosystem consisting of multiple regions that affect each other. Go on expeditions in the Guiding Lands to find out more about the monsters and characteristics of each region.
Only Master Rank is available in the Guiding Lands. You'll receive Master Rank Points for any large monster you hunt in the Guiding Lands, even on expeditions. Large monsters will escape and be replaced by other large monsters after a while, but if you're fighting them or they are low on health, they will stay around longer. If you faint while on an expedition in the Guiding Lands, you will receive fewer rewards when hunting a large monster. For this reason - always claim your rewards by reporting your progress to The Handler at camp as soon as you're done with a hunt!
The main purpose of the Guiding Lands is obtaining high-level materials used to augment your gear: Great Spiritvein Gems and their smaller versions. Raise your region levels, kill tempered monsters, and make your gear the best it can be!
Guiding Lands Region Levels
The more you research the large monsters in each region, the more the region level will increase. At higher region levels, new, powerful species and tempered monsters may start appearing. Large monsters in the Guiding Lands will drop rare items and yield special materials if you carve or capture them, so make sure to take them to the Smithy!
One word of warning: as one region's level increases and changes, the level for another region may go down. Levels initially cap out at 4 and will need to be lifted to 5, 6 and finally 7 by gaining Master Rank 49, 69 and 99. At these levels you will be given quests that will raise the cap by one. You must do them and then continue to raise your Master Rank in order to reach 7.
Guiding Lands Special Tracks
In the Guiding Lands, examining Signs of a Turf War can occasionally result in finding special tracks that contain dropped materials from other monsters.
If you examine these tracks, you'll be able to obtain analyzed special tracks, which serve as pheromones to lure out the monster in question.
Tracks can also be found by carving or capturing large monsters. Until the tracks are fully analyzed, you'll only be able to tell what species it is, but you can analyze multiple species simultaneously. For more information on special tracks, look at your info tab in the start menu and see "Check Special Tracks".
There are four ways of analyzing special tracks.
- Slay or capture large monsters
- Examine signs of turf wars to discover special tracks of the same species.
- Destroy large monster parts in the Guiding Lands. You can advance analysis once per monster species by breaking one of their body parts. Naturally, breaking parts of a monster of the same species will be more effective. If the body part belongs to the monster you're actually analyzing, the analysis will be completed instantly.
- You may also obtain analyzed special tracks (lures) directly from Tempered Monsters - each tail carve is one lure, each kill is one lure.
Once a track has been analyzed, you can talk to the Handler at camp to lure out a copy of the analyzed monster, but note the following:
- When Elder Dragons enter the map, they force another monster to leave (there can be either 3 non elders, or 1 elder and 1 non-elder at any given time). If one enters the map at the same time you lure out a monster, it can be instantly deleted and never appear.
- Luring a monster out consumes one lure
- Luring will coerce the monster into its tempered version if your region level is high enough. (i.e. luring a Rathian into a level 5 Forest Region will produce a Tempered Rathian) Save your Elder Lures for level 7 regions to get Great Spiritvein Gems!
Farming lures is easy: kill tons of tempered monsters and carve their tails. Then you can fight any monster you want whenever you want.
Guiding Lands Multiplayer
The Guiding Lands has been added to the quest board and World Map. Point the cursor to the Guiding Lands and go on an expedition. You can also go on expeditions via the quest board, and press R2 or L2 to check info for each region and see what monsters are currently there.
When going on an expedition in the Guiding lands, you can select your own objective when you depart. This will help other players with the same objective to find you more easily. You can also change the objective by talking to The Handler at camp during your expedition.
If you want to join other player on their expeditions in the Guiding Lands, go to the Quest Board or talk to The handler. A guiding Lands options is available on the quest board menu. You can join by responding to SOS flares or join an expedition in the same session.
If you join other players on their expeditions in the Guiding Lands, the results will be reflected on the status of your own Guiding Lands as well, so it pays off to help each other out in multiplayer!
When joining other players, the region levels of the Guiding Lands will be adjusted to the leader's progress.
Gathering Points in the Guiding Lands
In the Guiding Lands, mining outcrops and bonepiles will also produce special materials that can't be obtained elsewhere. Each biome has biome specific materials: 4 unique ores and 4 unique bones per region. Ores can additionally drop steamworks fuel, and bone piles can yield many research points.
The nodes themselves have three stages, and these can be seen through progress bars that can be found on the map if you press right or left on the d-pad while out in the Guiding Lands. As you mine more and more of the special ore deposits, eventually the second stage spawns instead of the first. If you continue until your progress bar maxes out, it will spawn a single large node which guarantees a top tier ore or bone drop, and reset to level 1. Bone and ore are leveled independently, and each biome levels differently, meaning there are 12 different progressions.
Gathering nodes only spawn in two areas per region, and only in set locations. It is 6 and 7 for the Forest, 8 and 9 for the Wildspire, 10-11 for the Coral Highlands, and 12-13 for the Rotten Vale. They also respawn immediately after leaving the region, so it's very efficient to farm two adjacent regions in an alternating fashion. Recommended skills include Intimidator, Paralysis Resistance (for Vespoids), Master Gatherer, and Geologist level 3. Use the Ghillie Mantle or Assassin's Mantle for quick and efficient gathering, and bring Dung Pods to expel large monsters. Flinch free is helpful, eat for Felyne Harvester, and pick a route. One great example route is linked [link deleted] by reddit user /u/Conservation_OA.
Note that first level nodes can produce tier 1 items commonly and tier 2 items rarely, second level nodes produce tier 2 items commonly and tier 3 items rarely, and third level nodes produce tier 3 items commonly and the ultimate tier 4 items rarely. The items per region are as seen below:
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:
- Tier 1 Monsters (denoted N1 below) drop Fierce Dragonvein Bone
- Tier 2 Monsters (denoted N2 below) drop Heavy Dragonvein Bone
- Tier 3 Monsters (denoted N3 below) drop Dragonvein Solidbone
- Elder Dragons (denoted ED below) drop Elder Dragonvein Bone
- Threat level 1 Monsters (denoted T1 below) drop Spiritvein Slogbone and Spiritvein Gem Shard
- Threat level 2 Monsters (denoted T2 below) drop Spiritvein Solidbone and Spiritvein Gem
- Some Threat level 2 Monsters (denoted T2* below) drop Spiritvein Solidbone and Great Spiritvein Gem
- Threat level 3 Monsters (denoted T3 below) 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.
Materials by region
Monster Frequency by Region
Forest Region Monster List
Wildspire Region Monster List
Tundra Region Monster List
Coral Region Monster List
Rotted Region Monster List
Volcanic Region Monster List