Monster Hunter World

Arch-Tempered Kulve Taroth: Pursuit Points and Optimal Trackin

MonsterHunterWorld7 - Arch-Tempered Kulve Taroth: Pursuit Points and Optimal Trackin


In the endless battle against misinformation in my Arch-Tempered (AT) Kulve Taroth (KT) sessions, I verified all sources of Pursuit Points (PP) and the optimal way to perform a Tracking Run (TR). Using all the information presented here will yield 200–400 PP per ~8-minute TR; meaning just 2 Hunters can raise the Pursuit Level (PL) from 0 to 3, and 3 Hunters can do so reliably.

Pursuit Point Sources

The following interactions yield the indicated amounts of PP:

· Examining a Footprint / Scattered Gold Chip: 10

· Stealing a Gold / Copper Calappa’s Haul: 2

· Collecting a ‘Golden’ Gajalaka’s Material: 5

· Breaking a KT Part: 13

The following interactions do not yield PP:

· Damaging KT

· Dropping boulders on KT

· Collecting KT Material

· Collecting ‘Normal’ Gajalaka Material

· Mining gold at Outcrops

· Reaching later Areas

Note that the interactions carry PP, not the obtained Material- which have multiple sources.

Leave Kulve Alone

A common misconception is that damaging KT or breaking her Parts results in her dropping Scattered Gold Chip or Footprints. This is false and can be easily tested by taking her to Area 2 and clearing the Gajalaka there before breaking Parts as usual. The only thing she drops is KT Material, which has no value.

Although breaking a Part rewards 13 PP per Hunter, due to the effort required at PL1 it generates less than stealing from Calappa. Damaging her is also risky, as dealing too much (~30% hp) will cause her to reach Area 2- increasing TR length. Attacking her may also slow her down, by causing her to tail-whip or collapse under boulders. This is extremely detrimental, as detailed next.

Keep Her Moving

KT generates Footprints only as she walks. To keep her moving, the Hunters should destroy the rock walls in her path to save ~10s each. This can be done easily from the ledge above the wall using Wyvernblast or a Barrel Bomb (the small, yellow, time bombs). KT’s spawn locations are limited (3 for KT, 2 for ATKT) and her path from these is constant. Thus, you need only scout her spawn to know which walls to destroy first. Note however that it is always the same walls, in a different order.

Do not destroy the other rock walls as it shortens her path, resulting in more tunnelling and less tracks when she leaves (at ~7:30, be ready to chase her). It may also result in less ‘Golden’ Gajalaka (detailed next). Be careful as she may destroy them herself while attacking Hunters.

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Hunters should interrupt her rest stops to save ~20s each. Besides her stops after she emerges after tunnelling, she may stop anywhere during her normal walk. The location, quantity and time of PL1 stops is completely random. If she reaches a stopping point and there is a Hunter very close to her, she will attack instead. The attack she uses (~5s bite, swipe or ~9s tail-whip) depends on the target’s position (in front, side or behind). However, the ideal way to interrupt her is with a 4th Dragon Pod hit. Hunters should take turns ‘charging’ her in advance with 3 hits to manage their ammo.


Lika The Gajalaka

There are 4 groups of Gajalaka in Area 1, each with 4 individuals; except the group underneath the camp, which has 3. Some of these will burrow into the ground and emerge as ‘Golden’ Gajalaka; easily identified by their gold pineapple-like ‘Wings’. In addition to generating Scattered Gold Chip, their drops reward PP. The Hunters should only attack those that have transformed and regularly check the groups for them.

The number that transform during a run is random and they can do so at any time, regardless of Hunter LOS or presence. When KT is nearby, the Gajalaka become more active and will attempt to chase her. The chance of them transforming is highest when she is nearby and lowest if they have not seen her (her spawn doesn’t count). Avoid altering KT’s path, as it will result in less transformations in edge groups; but note that they can still occur. Finally, as transformations are more likely as time goes on; it is more important to check the groups later in the run.

Chasing Crabs

After all other activities, Hunters should resort to checking for Calappa. Although they only reward 2 PP each; they are limitless and predictable, spawning passively whenever the player is nearby. If they are close enough to Scattered Gold Chip, they will collect there to grab pieces of it, even after the patch has degraded to nothing. They will flee if the hunter gets too close; but aren’t affected by party members. Ensure you are ready to catch them all and only leave the patch when you cannot see any new Calappa moving towards you. Note that using the Capture Net doesn’t reward PP.

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The amount and regularity of Calappa for a patch mostly depends on its location. Patches too close to walls or corners may not yield any at all, while central patches may spawn constantly. You can typically expect ~4 per patch, per visit with a ~30s cooldown. Avoid using the Ghillie Mantle as the Calappa won’t flee and despawn, preventing new ones upon your next visit. Note that they will not collect while you are absent, you must return and watch for their approach.

Final Notes

· Scholar, Scenthound and Scoutfly Power Up have no effect on PP.

· Scoutfly Range Up is extremely useful, especially for checking Gajalaka

· Intimidator will prevent Gajalaka aggression, but may fail if they attacked a party member

· Dragon Pods allow precision against ‘Golden’ Gajalaka, but are valuable for moving KT

· Gajalaka have 192hp and 30 Blast-Res. A 300-Blast weapon has a 1/3 chance of 120 damage

· Breaking any Part grants 13 PP, even if broken in the same or previous run

If you would prefer a .pdf of this information, find it here:

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