Monster Hunter World cover art
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Monster Hunter World

Monster Hunter World is one loop repeated for a hundred hours: track a monster, fight it, carve it, and turn what you carved into gear that lets you fight something bigger. Everything else in the game exists to make one of those four steps pay more.

That is also why it feels opaque at the start. The systems are not complicated individually, they are just never introduced in the order you need them, and the game will happily let you spend an evening farming the wrong thing. This hub is organised around what each part of our coverage is actually for.

Three things that will save you an evening

Register bounties before you leave. You can hold six, they last days rather than one hunt, and they stay active on every quest you take, so a hunt you were doing anyway can complete two or three of them at once. They pay Armor Spheres, which is what actually moves your defense.

Watch the sharpness colour, not the bar. Sharpness is a straight damage multiplier, running from 1.3x at white down to 0.5x at red. That 2.6x spread dwarfs what a single weapon upgrade typically buys, and low sharpness also makes your attacks bounce off.

And pick two or three pieces of gear and drive them deep instead of upgrading everything a little. A fully upgraded weapon carries you into the endgame; five half-finished ones do not.

The five parts of our coverage

Mechanics follows the hunt loop from end to end: what you register at the Resource Centre before you leave, what only works in the field like the Crafting List and mounting, what the hunt pays, and how upgrades, skills and jewels turn that payout into a stat. It also covers the two systems people skip, fishing and investigations.

Items ranks every material source by how much control you have over the yield, because a mining outcrop always gives three ore and an Aqua Sac carve pays 18 percent of the time. It covers the ore and bone routes, the exclusive bone in each Master Rank region, the Clutch Claw slam loop, the Guiding Lands materials, the Iceborne treasure hunts and all 17 mantles.

Quests sorts our event and expansion coverage by how many runs the reward actually costs, from the single sequence that gets you into Iceborne to the twenty-eight clears behind the full Guild Palace weapon set. The 116 Iceborne optional quests are catalogued by star rating.

Creatures takes our two deepest fight write-ups and sorts them by what each monster takes away from you: Fatalis takes your clock, and Stygian Zinogre takes your weapon's element. It also covers the companion most people never reconfigure, your Palico and its six gadgets.

Armor covers the sets that do not come from carving a monster, sorted by whether you can still get them: farmable materials, rotating event tickets, the Horizon crossover whose original window closed, and augmenting what you already own.

The pages that stand on their own

If you are new, our beginner tips cover the training room, the radial menu, fast travel and eating at base camps, and our mega guide is the index to everything we have written. Your first real decision is a weapon, and our weapons overview goes through all 14 with their controls, sample combos and honest advice on which to avoid. If you land on the most complicated one, our Insect Glaive guide covers Kinsect types, dust effects and a damage build.

Once you know what you are holding, our builds overview covers the armor, skills and jewels that go around it, and our monsters overview lists every large and small monster with its locations, weaknesses and ailments.

For the expansion, our Iceborne beginners guide covers what changes at Master Rank, our Iceborne weapons guide covers the slinger bursts and Clutch Claw moves added to all 14 weapon types, our Iceborne endgame guide covers unlocking and levelling the Guiding Lands, and our Lynian research guide has all 20 photo requests for the Outstanding Observer achievement.

Where to start

First hour: beginner tips, then the weapons overview, and do not commit to a weapon before the training room. Mid-game: the mechanics guide, because the bounty and investigation stacking is worth more than any single upgrade. Iceborne: the quests guide for how to get in, then the items guide for the Guiding Lands materials. And at the very end, the Fatalis fight is a 30-minute, five-faint budget rather than a damage check, which is what our Fatalis guide is built around.