Monster Hunter Z is a fan - made game created by Ukanlos Subspecies.
You are a young hunter residing in Thali Village, living the life of a hunter and happy with your family.
Until one ominous day...
A Girgacon destroys the village. Most of the villagers flee, including yourself. The others were unfortunate enough to be left behind... As you walk away from the burning village all by yourself, your family lost, you fall unconscious.
You wake up to the sight of a Village Chief, a Guildmistress, a Wyverian and a villager, lying down on a bed in the village of Vertwyn. When the Village Chief hears your story, he will wait for you to be ready to start your first quest. You will then work your way up to the same class as one of the strongest village hunters, travelling to different regions of the world, meeting new people and fighting new monsters as you do so. Once you have proven yourself worthy to the village chief, he will set you out to find and defeat the Girgacon menace and avenge your village.
When the Girgacon is defeated, you must now complete the village's High Rank quests, travelling far and wide with each quest, and meeting lots of other hunters, until you have the most powerful weapons and strongest armour of your choice.
But the adventure does not stop there....
A secret crystal of some kind, hidden beneath the Lost Kingdom is awakened due to an unknown cause... Releasing three spirits that took the form of Elder Dragons. These three Elder Dragons have their own unique power, and represent an aspect of the world. The first represents all the life on earth's crust - The rocks, the plants, and the monsters. The second represents the oceans and seas and all the life living in it. The final Elder Dragon represents the elements; the elements that are responsible for natural disasters and death.
After these three Elder Dragons are defeated, a new subspecies of Fatalis evolves, created from all the negative emotions and experiences gathered in the world, from monster and human alike. This subspecies of Fatalis, identified by its lavender coloured scales and bright pink mane and red horns, came to be known as the Rose Fatalis. Its goal - to put an end to the world's suffering by creating a world with no negative emotions. In order to do this, it gathers even more negative emotions by attacking villages and killing other monsters. When it has gathered enough, it unleashes the power of the negative emotions and absorbs it within itself, becoming the world itself. Since all the pain and suffering of the world are stored within the monster's heart, the world will have no sadness, no loneliness, no sacrifices...
and no life.
The main feature of the game is the new Multiple Hunting Parties feature. Hunters still apply to the "Only 4 hunters in a single party" rule, but a quest can now have different numbers of hunting parties depending on the difficulty of the quest. 1 Hunting party can be present in the lower ranked quests, which is the minimum amount, and 5 can be present in the most difficult of quests. That is, 20 hunters. A player must first choose a quest then create a hunting party before launching the quest, and may name the party after him/herself, or just put some random code in it, for friends to identify which party they are going to join. The creator can also send invites to friends to join the party. Each hunting party, of course, has a different leader/creator.
As the player goes through the main story, he / she must first complete all the Village Objectives, to unlock a specific quest; some of which are the important Key quests you need to unlock the Urgent quest. 95% of Village Objectives are tied with the main story.
There are many different Village Objectives for the different villages you visit, such as helping the locals with Fishing, Cooking, sorting out quests for novice hunters in the Guild, building camps, training with other hunters in the arena, special requests and even Delivering messages or goods and taking people to other villages, in which case, you'll have to travel by foot to the requested village unless you have a pet boss monster (see below) to ride. It may also take several days to reach the requested village and several zones may be passed and monsters may be encountered. The hunter also must take a specific route. You'll have to navigate through jungles, swamps, cross rivers or even seas. Players can save their game along the way normally, or by building camps. However, to build camps, they must gather the items required to build them. Unlike the camps in Monster Quests assigned by the Guild, the hunter must choose where to build his / her camp. The time of day when it is being built also matters, as these camps CAN be destroyed by monsters and the hunter has to be aware of where to build the camp (Somewhere safe, secluded and hard to reach for monsters) and the behaviour of the monsters in the area with the potential to destroy the camp; whether they are nocturnal, or diurnal. Hunters can also build defences around their camp using various materials and methods, like Rock or wooden walls, camouflage paint, trenches and more.
There are many different types of Camps you can build. Some with better defences, some easier to build.
There is a team of hunters and wyverians called the "Monster Conservation Team". This group of determined people work very hard to try to keep monsters' populations at their best, and to keep them healthy. They give monsters a rarity, measured by the "Conservation Bar", which has 6 parts - The first part, Thriving indicates that the monster is very common in the wild, and is doing very well in maintaining its population. The second part of the bar, Common means that the monster is either recovering it's population, or decreasing in number. Other than that, the monster is fairly common. The third part is Vulnerable which states that the population of the monster you are looking at is below average and will have a very slow recovery. Endangered is the fourth part of the bar, which means the monster's population is very low. At this point, the hunting of that monster will be forbidden by the team until the monster's population is restored to a number when they can be hunted again (There will be a green circle placed below the picture of the monster on any quest with that particular monster if the monster is ok to hunt, and there will be a large, red cross if they are not. Of course, monsters can still be hunted as long as the hunters CAPTURE them, and not slay them, therefore slaying quests of that particular monster will always be forbidden by the team). The fifth part of the bar, Critically Endangered states that the monster's population is unlikely to recover unless the monster is bred very successfully in captivity. The sixth part of the bar is the Extinct part, meaning the monster is completely gone in the wild.
This rarity applies to all species of monsters apart from Elder Dragons.
When the player joins the team, they can help restore any monster's population; by capturing them, ensuring they are in good condition (by checking the breakable parts of the monster; if one or more breakable parts of the monster (e.g horns and claws) is destroyed, they are to be brought to captivity and looked after until they are healthy enough to be released back into the wild) and breeding them in captivity, or by simply, not hunting that particular monster and letting their numbers recover. The Monster Conservation team is an online feature. The more monsters you help, the more money and rare items you'll earn. If any other hunter disobeys the rules of the team (e.g slaying an endangered monster), They must pay a fine; The amount is determined by the zenny reward offered by the quest they initiated (you can always initiate a quest with an endangered (or worse) monster in it, it's just that if you SLAY the monster, you will be charged) multiplied by that hunter's HR.
There is also a free hunt single player or online mode where players can freely roam around the monster hunter world, where they can hunt, eat, initiate their own quests with other hunters (in the online free hunt mode), build camps, discover secret locations, fight and capture monsters and more. An infinite amount of Farcasters will be given to hunters when they start the free hunt. Farcasters will teleport hunters back to the last camp they built / slept in.
The exciting new Monster Taming System is introduced in the game, allowing hunters to tame boss monsters and have them fight on their side in battle!
Each village Key Quest or Guild Key Quest will have custscenes that are part of the main storyline. Graphics have been improved, even more so than the graphics in Monster Hunter Online. The gameplay graphics are now equivalent to the graphics of a cinematic. The new features of the game include being able to select responses when speaking to another hunter, villager etc. Another is being able to use the "Superman dive" while you have your weapon unsheathed. Hunters are also able to climb cliffs and structures, as long as they have small pegs or ledges so that the hunter can cling on them (Assassin's Creed style I mean). Felyne Comrades, along with the two Shakalakas - Cha Cha and Kayamba, are also present here. Underwater combat is revamped - the amount of oxygen a hunter can hold is based on a new statistic called Air level on the armour they are currently using, which is measured on a scale of 1 (lowest) to 10 (highest). Some items are also renamed.
The relations between a monster or a hunter and their environment has also been greatly changed - almost to the point of being realistic. For example, when a Diablos digs underground, a large hole will be left behind, and when it charges for a hunter underground, cracks on the surface along her trail will be left behind. This has no major changes to gameplay - Hunters can merely leap over the holes made by the Diablos. These changes to environment will be refreshed when the quest is finished. Other very important examples of this change are:
(Note: All changes are not shown)
- Agnaktor's lava covered body damages hunters overtime if they are too close, and leaves a trail of lava (that also damages hunters) behind it.
- Brachydios' punches will produce a splash of slime on contact with the ground; the slime droplets produced by the splash will land on the ground and explode normally.
- Deviljho's rock throw attack leaves a scoop of earth on where it was done. The rock it throws also does not break into pieces on contact with the ground, but instead rolls forward until it hits a wall, staying in place as it does so.
- Rajang's debris throw now leaves damage to wherever it got it from. For example, a fallen tree must be present somewhere around the area for Rajang to break it and pick up a log.
- These throwable / breakable objects appear randomly in each area once in a quest.
- Any monster with a digging attack will now leave a hole on the ground when they dig. The circumference of the hole is based on the monster's size.
- Jhen Mohran possesses an outer rock shell that it partially breaks to throw rocks onto the ship. These rocks also, do not break upon landing on the ship, but instead become impassable objects until they roll off the ship.
- Hunters have to break this outer rock shell to reveal Jhen Mohran's two original weak spots (The cracks on its back). Once the outer shell has been broken, Jhen Mohran can no longer throw rocks onto the ship.
- Instead of Rocks, Hallowed Jhen Mohran will throw large spires of purple crystals from the outer crystal shell on its back. These crystals get lodged into the ship and become impassable objects. They can only be broken with Powerful single attacks or Large Barrel Bomb +'s.
- Hunters that fall off a ledge that is too high will take damage. If it is extremely high, then they will instantly take fatal damage, unless they have the Guts armour skill.
- Any ledge that is extremely high in areas present in Monster Hunter 4 will either be lowered, or will be made into a slope, where hunters can slide down on.
- Uragaan's chin will have some scars and dents on it.
- Akantor's digging attack will leave two holes, (if it performs a resurfacing attack) and a trail of cracked earth.
- Since the earth is molten, the trail of cracks will eventually subside. However the cracks are still noticeable.
- Ukanlos' charging dig attack will leave a massive trail of cracked ice that does not despawn. Parts of the ice can be broken with powerful weapon attacks, Barrel Bombs or by Ukanlos itself.
- Small Barrel Bomb ULT - the most powerful and efficient Small Barrel Bomb.
- Large Barrel Bomb ULT - the most powerful and efficient Large Barrel Bomb.
- Rocket Bomb ULT - the most powerful and efficient Rocket Bomb.
- Snare - a trap that can be used to capture small monsters.
- Barrier - a trap that, once laid, will temporarily trap a monster in a small and impenetrable cage. This device is used on relocating missions
- Bola - a ranged weapon used to slow down, and immobilize monsters.
- Carving Knife+ - (Note this, along with the other carving items, are just upgrades to the normal carving knife) an item that must always be carried by a hunter! Used to carve rarer items from a defeated monster.
- Carving Dagger - an item that must always be carried by a hunter! Used to carve even rarer items from a defeated monster.
- Carving Dagger+ - an item that must always be carried by a hunter! Used to carve super rare items from a defeated monster.
- Carving Tomahawk - an item that must always be carried by a hunter! Used to carve ultra rare items from a defeated monster.
- Tolerance Seed - a seed that can prevent minor damage and tripping (when a monster steps on you for example) when eaten, for a set amount of time.
- Ultra Demondrug - a drug that raises attack even greater than the Mega Demondrug. Gives the user god - like attack power. (+ 100 attack)
- Ultra Armorskin - a drug that raises defence even greater than the Mega Armorskin. Grants the user near - invincibility. (+ 100 defence)
Weapons and Armor
There will be about 400 different weapons usable. There are also two new weapon classes - The Blastedge and the Battle Gauntlet. There are also, of course, new combos and attack animations for all of the weapons.
New armour sets for all of the new large monsters (and some of the small monsters) can be made. Armours can now be upgraded up to level 30, along with brand new skills
Weapons present in the game:
(Note: all the controls here are based on the WiiU / 3DS versions)
- Hunters can go straight into the Side Slap attack if they double tap X.
- Hunters can perform a new, chargable attack after an Upswing if they press X and A (X must be held to charge)- where they position the Great Sword upwards beside them, with their right foot slightly bent and their left foot stretched outwards. When the charge is released, the hunter will swing the Greatsword violently around them.
- Hunters can connect the "Upwards Swing" with another upwards swing.
- Hunters can charge forward while blocking by holding R, then pressing L and pushing the Left Stick forwards.
- The finishing slash that can be performed after the Curled Charge attack introduced in Monster Hunter 4 is now chargable.
- There is a new attack that can only be performed after the Spirit Roundslash attack. If R is pressed again, the hunter will perform another Spirit Roundslash, but to the opposite ditrection.
- This is merely an additional hit and will not grant another charge to the Spirit Meter unless the first Spirit Roundslash hits again.
- Hunters can perform a new attack after the Fade Slash, in which they will use one hand to slash the Longsword diagonally upwards to the right.
- The Longsword can be sheathed after this new attack if Y is pressed. This new attack can also be performed after the new, "Second Spin Slash" attack, in which case it will be automatically sheathed.
- The charges of the Spirit Meter that appear after a Spirit Roundslash is executed succesfully, now raises different stats. The first charge (coloured white) grants a 5% boost in movement speed. The second charge (coloured yellow) gives a 10% defence boost. The final charge (coloured red) will grant a 12% attack power increase.
Sword & Shield
- Hunters can perform a new move after the "Shield Bash and Spinning Slash" attack performed by pressing A three times, where the hunter will jump in the air and smash the shield down on the ground, if A is pressed a fourth time.
- If X is pressed immediately after blocking an attack, the hunter will rapidly slash in front of him / herself in an infinite combo if X is mashed.
- This infinite combo drains stamina.
- The weapon can be sheathed after an attack is blocked
- After the Demon Gauge is filled and the hunter enters Archdemon Mode, the gauge can be filled a second time to activate a new buff called Berserker Mode. In Berserker Mode, the usual combo (X, X , X) will now involve a triple stab attack (Right, left, right) that connects into a spinning attack. This combo can be done infinitely.
- The A button will now cause a 5 hit spinning attack in which the hunter will spin in place.
- Any evasion move after an attack will cause the hunter to perform the Demon Dodge, but slashing twice at the same time.
- After a Demon Dodge, the B button can be held while the left stick is being tilted to the same direction to perform a normal Demon Dodge (without the slashes) followed by a roll in that direction (If the B button and the left stick are held further).
- A new attack can be done if R, and X are pressed simultaneously while flicking the left stick forwards, where the hunter will jump up in the air, and perform a front flip slash.
- A new animation for the "Super Pound" attack is used, where the hunter will slightly jump off the ground and smash the hammer into their target.
- The Uppercut attack performed with two levels of charge now has more KO potential than any other Hammer attack (apart from the new charged attack).
- When charging for the Super Pound attack, X can be held after the 3rd level of charge for a new 4th level. Holding this level depletes stamina three times as fast as the normal charging rate. After the charge is released, the hammer will be swung back, and then upwards for momentum, before it is slammed down on the ground for massive damage. If the target has not been KO-ed yet, this move will instantly KO them.
- This move is so powerful that it causes the tremor effect to surrounding hunters and will destroy any nearby platforms. The recovering animation for this attack takes 5 seconds, and hunters are not able to dodge cancel it. It also reduces the Hammer's sharpness by one level.
- Z Rank Hammers can kill a Low Rank Great Jaggi instantly with this attack (I can imagine the laughs coming through).
- Five notes can now be played in a row
- Hunting Horns now have a total of four notes. To perform the attack that plays the fourth note, in which the hunter will do a "Spinning Super Pound", R must be pressed to play the Hunting Horn. Just before the Hunting Horn plays, X must be pressed to activate the fourth note. (e.g The notes on a specific Hunting Horn are Purple, White, Blue and Green. To play the green note, the instructions above must be followed).
- A new, black note is added, which raises weapon stats (e.g Affinity, Sharpness, etc.).
- The "Movement Speed Up" and "Attack Deflection Prevention" bonuses gained when the main note of the Hunting Horn is played twice, is now distributed on all of the hunters in the party.
A new impact - type weapon. See Battle Gauntlet for more information.
- The "Charging Shield Bash" attack can now be combo-ed into the "Lance Charge" attack by pressing X and A simultaneously.
- The Arc slash attack introduced in the 3rd gen (done by pressing X and A simultaneously) can be done infinitely if X is mashed.
- After the counterattack manoeuvre, the Lance can be instantly sheathed if Y is pressed.
- A new "Multiple Thrusts" move can be performed while in the counterattack manoeuvre. While the counterattack is being charged, X must be tapped. The hunter will then stay still and thrust their lance multiple times in front of themselves.
- Hunters can now reload after the "Wyvern Fire attack".
- Hunters can now perform a new attack, where they will charge forwards, until they reach a wall, or until they press an attack button like the Lance. To perform this attack, X must be held and the Left Stick must be pushed forward. While charging forwards, shells can be fired.
- This new attack can be ended with the "Wyvern Fire attack"
- The Wyvern Fire attack can now be aimed upwrads.
A new, cutting weapon that can fire coated shells to damage targets, similar to the Gunlance, but it lacks a shield. See Blastedge for more information.
- Hunters can now deploy the hunting insect after they have launched themselves in the air with the "Pole Vault" move.
- There is a new attack performed in mid - air where the hunter uses the Insect Glaive as a propeller to allow for extra air time. This attack can be cancelled out into the normal air attacks. To perform this attack, X must be held in mid - air.
- An essence which restores Sharpness (coloured purple) is now exploitable.
- Individual Colour Buffs (excluding the Green Buff) last 15% longer.
- The "Infinite Slashes" attack, performed by tapping A after the "Upswing", can now be combo-ed into the "Downwards Slash" in Sword Mode.
- There is a new attack in Axe Mode, in which the hunters will do a "Spinning Slash" attack, performed by pressing X and A simultaneously after the "Upswing". This attack will automatically put the Switch Axe into sword mode after it ends.
- A new Phial type, the Ailment Phial which strengthens status ailment infliction, is added.
- A new charge attack in Sword Mode can be performed, where the hunter will spin around and perform a double slash. To perform this attack, R and X must be pressed simultaneously after the "Spinning Slash" charged attack in Axe Mode.
- The Super Elemental Burst attack can be combo-ed into this new attack if R, X and A are pressed simultaneously.
- Hunters can now use the panic dive when they are running away from the monster while holding R (holding R while standing still normally puts you into the walkable targeting mode) and pressing B.
- The new "Super Rapid Fire" attack can be used. Like the rapid fire, it only works with certain shots allowed by the LBG. Super Rapid fire can be used by holding A with the Super Rapid fire - able shots loaded. The LBG will then viciously fire a barrage of bullets that will not stop as long as A is being held and as long as there are shots loaded.
- The hunter will not be able to move during this attack.
- The Fire Beam attack from the Monster Hunter Frontier series, can now be performed underwater.
- Hunters can now fire a rain of bullets by holding R while in crouching Fire mode (Siege mode), by aiming their Heavy Bowgun completely up, until a bullet rain targeting icon appears. If A is pressed, the bullets will be fired upwards, raining down on the hunter's target, dealing a mix of shot and impact damage.
- The Fire Beam attack from the Monster Hunter Frontier series, can now be performed underwater.
- Hunters are now limited to 300 arrow sets, but more can be made by combining two new items, the Arrowhead and the Steel Frame. Both of these items can be bought in the shops for 10z each. Both of these items have a x99 storage capacity in the hunter's pouch.
- The arrows will still deal their element damage even if they have been coated in an ailment inflicting coating.
- The melee attack now deals a fixed amount of damage based on the bow's affinity. Of course, if it has a negative affinity, less damage will be dealt.
- The melee attack also has more cutting potential than the previous games.
Small Monsters (Sorted by Type)
Felyne, Melynx, Shakalaka, Gaboon
Hornetaur, Great Thunderbug, Altaroth, Bnahabra, Konchu
Conga, Blango, Bullfango, Bondoro, Giran
(Sorted by Type)
- Chaos Gore Magala > Halfmolt Gore Magala
- Ashen Lao - Shan Lung > Azure Lao - Shan Lung
- Green Nargacuga > Neon Nargacuga
Pelagus / Fanged Beasts:
Bulldrome, Congalala, Emerald Congalala, Blangonga, Copper Blangonga, Rajang, Kecha Wacha, Mega Giran, Arzuros, Lagombi, Volvidon
Queen Hornetaur, Seltas, Seltas Queen
Velocidrome, Gendrome, Juradrome, Deinodrome, Rheodrome, Great Jaggi, Great Baggi, Great Wroggi, Great Zakusa, Yian Kut - Ku, Blue Yian Kut -Ku, Gypceros, Purple Gypceros, Hypnocatrice, Qurupeco, Crimson Qurupeco, Armanemoth, Dull Armanemoth, Dakura - Nokka, Dakura - Enma, Dakura - Kokuza
Rathalos, Azure Rathalos, Silver Rathalos, Rathian, Pink Rathian, Gold Rathian, Pseudorathian, Khezu, Red Khezu, Diablos, Black Diablos, Monoblos, White Monoblos, Basarios, Basarios Subspecies, Gravios, Black Gravios, Seregios, Serdorgon, Berdorgon, Mendori, Mendoridrome, Ennihirus, Vitreousol
Najarala, Girgacon, Wavemaw, Thotordin
Royal Ludroth, Purple Royal Ludroth, Gobul, Lagiacrus, Ivory Lagiacrus, Abyssal Lagiacrus, Agnaktor, Glacial Agnaktor, Nibelsnarf
Lao - Shan Lung, Azure Lao - Shan Lung, Kirin, Kirin, Oroshi Kirin, Yama Tsukami, Akuma Tsukami, Fatalis, Crimson Fatalis, White Fatalis, Rose Fatalis, Teostra, Lunastra, Kushala Daora, Rusted Kushala Daora, Chameleos, Ceadeus, Goldbeard Ceadeus, Jhen Mohran, Hallowed Jhen Mohran, Alatreon, Soratreon, Amatsumagatsuchi, Zantomagatsuchi, Dire Miralis, Shagaru Magala, Dalamadur, Gogmazios, Giseishin, Aquaseishin, Kosmoseishin
Gore Magala, Halfmolt Gore Magala
Areas & Villages
Pokke Village, Moga Village, Port Tanzia, Val Habar, Harth, Cheeko Sands, Vertwyn, Brightbridge, Tokui Village, Isogashi City
Forest and Hills, Snowy Mountains, Swamp, Jungle, Desert, Volcano, Great Forest, Tower, Deserted Island, Flooded Forest, Volcano (3rd), Sandy Plains, Tundra, Misty Peaks, Ancestral Steppe, Primal Forest, Frozen Seaway, Everwood, Sunken Hollow, Volcanic Hollow, Heaven's Mount, Dunes, Open Woodland, Scrublands, Wilting Lands, Deep Ravine, Lost Kingdom, Thali Ruins, Penitent Icecaps, Bitter Wasteland, Scorched Prairies, Edge of Forest and Hills, Coast and Shallow Seas
Fortress, Battleground, Tower Top, Tower 2, Tower 3, Castle Shrade, Great Forest Peak, Lava Canyon, Polar Zone, Sacred Land, Underwater Ruin, Great Desert, Mountain Summit, Sanctuary, Speartip Crag, Ingle Isle, Tainted Sea, Field of Swords, Open Ocean, Sky Gate, Delphic Caverns, Punishing Sands, Drearylands, Tower (Destroyed)
Arena, Arena (MH4), Competition Arena, Land Arena, Great Arena, Moat Arena, Small Arena, Water Arena, Taming Grounds, Duel Arena, Sacred Battleground
Low Rank - HR1 to HR10, 1☆ - 10☆ quests
High Rank - HR11 to HR40, 11☆ (H ☆) - 40☆ (H ☆☆☆) quests
G Rank - HR41 to HR99, 41☆ (G ☆) - 99☆ (G 49☆) quests
Z Rank - HR100+, 100☆ (Z ☆) quests and above
Along with the original quest types, (gathering, hunting, slaying, capturing, repelling, treasure hunting and special quests) Two new types are added - The Relocation quests and the Search quests. Relocation quests involve hunters capturing a monster and relocating them somewhere else (For example, a Rathian in the Deserted Island needs to be relocated into the Forest and Hills) to prevent further damage they are causing in that area without actually killing them. Search quests will have hunters search for a specific item, or monster, and either bring the specified item back to the client, or gather information about the specified monster and returning to the client after the time limit (20 minutes) or when the hunter chooses to do so.
The Elder Dragon Quests
The Elder Dragon quests are a collection of quests that require players to hunt ONLY Elder Dragons. The Elder Dragon quests occur in between one major rank and another. For example, Elder Dragon quests appear if a hunter has finished all High Rank urgent quests, and then needs to clear all the Elder Dragon urgent quests to unlock the G Rank Quests.
- After the Rose Fatalis is defeated and after the credits roll, unbeknownst to the hunters and all of the world's villages, the Rose Fatalis's heart was unscathed - only its body disappeared into dust. Its heart then silently released all of the hatred and suffering it gathered back onto the world, giving birth to a new threat.