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Monster Hunter Rise Guide

Monster Hunter Rise

Where is the options page?

The player options page for this game contains all the options you need to configure and export a config file.

What does randomization do to this game?

There are two game modes, selected by the Mode option. They are mutually exclusive — a seed is one or the other. The Hunt-a-Thon mode is intended for existing nearly complete saves while the Quest Randomizer is for fresh saves with nothing unlocked.

Hunt-A-Thon (hunt_a_thon, default)

Play Hunt-A-Thon on an existing save. The randomizer will assign you targets based on your options and they could come from end game. This mode can be made short and sync viable using the MonsterCount option.

Hunting a large monster requires its license. Licenses are scattered across the multiworld as Archipelago items. Hunting a licensed monster sends a check to the AP server, which causes the multiworld to release more items — including more licenses.

The license requirement is a soft gate: the player can fight any monster, but the check only sends when the player holds the corresponding license. Hunting an unlicensed monster simply does nothing from Archipelago's perspective. Goal: hunt the goal elder dragon.

Quest Randomizer (quest_rando)

Play Quest Randomizer on a fresh save. Clears are recorded at the moment a quest is cleared, so a save that has already cleared quests will need to redo them.

Every village quest in the pool has its boss monster swapped to a random other monster (chosen at generation time, applied in-game when you connect). So you might fight a Magnamalo quest and a Rathalos shows up instead.

Each quest also gets an Unlock: <quest> Archipelago item. Clearing a quest sends two AP checks, but only when you hold that quest's Unlock: item (and, when weapons are enabled, the license for your equipped weapon type). This is a soft gate like Hunt-A-Thon: the game's own progression decides which quests are visible and clearable; Archipelago only registers the checks once you hold the correct items.

The goal is clearing the village urgent quest, Comeuppance (vanilla Magnamalo) — its boss is randomized too when quest-monster swapping is on.

The RandomizeQuestMonsters option (default on) controls the swap. Turn it off and the quests keep their vanilla bosses — the mode reduces to gating clear-checks on the Unlock: items without changing any fight. MonsterCount is ignored in this mode.

What monsters are randomized?

A random subset of large monsters is drawn into the world at generation time. The size of this subset is set by the MonsterCount option (default 15, range 3–72). Two option toggles control which monsters are eligible:

From this subset, two monsters are picked with special roles:

Each monster contributes two AP locations (Hunt X (1/2) and Hunt X (2/2)). Both fire on the same in-game hunt event — you do not need to hunt a monster twice.

What about weapons?

The IncludeWeapons option (default on) adds weapon licenses. When enabled, a hunt also requires that the player hold a license for their currently-equipped weapon type. There are 14 weapon types in the game, so 14 possible weapon licenses.

One random weapon license is precollected at world start so the player can hunt with at least one weapon from the start. The remaining weapon licenses fill spare slots in the item pool alongside filler.

Completing a hunt with an unlicensed weapon simply means the hunt won't send a check.

What does another world's item look like in Monster Hunter Rise?

Items received from other worlds appear as in-game chat lines ([AP] Received: <item name>). Items the player sends to others are announced with [AP] Sent <item> to <player>. There's no in-world item appearance — Archipelago state lives entirely in chat and the in-game tracker overlay.

What is considered a "check"?