Monster Hunter: World: A guide to breaking Kulve Taroth’s horns
Monster Hunter: World’s latest update is its biggest yet, adding an entirely new region and creature for high rank hunters to face off against. The new hunt, which expires on May 3, 2018, comes with its own set of rules, and up to 16 Hunters can join together to face off against the massive Kulve Taroth, a golden Dragon with a fiery temper. Read on and we’ll tell you all the tips, tricks, and strategies you need to know to hunt the beast and collect the best rewards.
Freeing the beast
You’ll need to be at least Hunter Rank 16 before you’re allowed to attempt the hunt for Kulve Taroth, meaning you’ll have to have beaten the game’s main storyline and seen the end credits. If you meet this requirement and the 3.00 update is installed, you’ll soon encounter evidence of Kulve Taroth somewhere in the world. The Dragon’s leavings look like a broken golden horn, and will cause your Scoutflies to glow blue as you approach.
It doesn’t seem to matter where you hunt or what you’re working on, as the spoor can show up in any region. I found mine on an Investigation quest in the Elder Recess, but any type of hunt (with the exception of Arena quests) can contain the Gold Chip.
Collecting the evidence will trigger an event the next time you return to Astera, and you’ll need to speak to the Admiral near your point of return to continue the investigation. Doing so will trigger a brief cutscene, after which you’ll be able to begin the hunt for Kulve Taroth.
Begin the Siege
If you haven’t been using the Gathering Hub much you’re not alone, but it’s necessary if you want to take on Kulve Taroth. The Gathering Hub is a separate part of Astera which can be reached by entering the doorway between the Canteen and Workshop, or by riding the chains to the very top of the city.
Once there, you’ll be able to see and interact with other Hunters in your session, and it’s here you can sign up for the opportunity to hunt Taroth. The hub contains its own canteen, quest givers, and item box, but you can’t craft gear or manage your farmed items or Tailraiders. Be sure to take care of these before heading to the Hub.
Kulve Taroth can only be engaged by accepting the “Banquet in the Earthen Hall” quest from the blonde woman at the Gathering Hub’s rear counter. It is possible to attempt the quest on your own, but you won’t get very far. Still, you won’t hurt anything by going in solo, and it can help on later stages of the actual hunt if you collect enough evidence to raise your Scoutflies’ knowledge of Taroth before actually attempting the hunt.
You can also practice using grapple targets to help move around the area more quickly. Collect every footprint and gold chip you can find to raise your research level, and you’ll have a much easier time finding the beast on subsequent hunts.
Once you’re ready to make a legitimate attempt at Kulve Taroth, you’ll need to either begin the Siege on your own or join an attempt someone else has started. Check to see if you can join an attempt already in progress before starting your own, as the rules are different for this hunt. Up to 16 players can work on the same target, in up to four groups of four players.
Each party’s contributions to the hunt are shared by the entire group, though you’ll only ever see your group of four on screen at once. Notifications of progress will pop up on the right side of the screen, and breaking bits of Taroth will increase the final rewards for everyone in your session.
The Dragon will move around the different chambers in the Cavern of El Dorado until one of three things happens: either three members of a single group are knocked out (resulting in a loss and no reward), enough time passes that Kulve Taroth decides to leave the area, or the combined parties manage to completely break the iridescent horns off of Taroth’s head.
Rewards are provided even if the Dragon leaves before her horns are broken, but they’re based on a sliding scale depending on how much damage is dealt before she escapes. The best rewards possible come from the 17th rank, which is achieved when both horns are completely severed.
As you’d expect from post-game content like this, Kulve Taroth is a tough fight. Coming prepared will significantly increase your chances of getting farther and surviving until the end stages where you have the best chance of severing her horns. In this section, we’ll take a look at what type of gear works best, and what you should bring with you to maximize your chances of success.
Kulve Taroth is considered an Elder Dragon, so many items won’t work on her. Shock and Pitfall traps are useless, and she doesn’t react to Flash pods. What’s more, your Palico can’t join you, so you won’t have access to its bonuses. Keep this in mind, especially if you rely on the Vigorwasps it can provide to keep your health topped off during a fight. She is vulnerable to status effects like sleep in her later stages, so it’s not a bad idea to bring along some treated knives and bombs.
The good news is that Kulve Taroth doesn’t have a lot of fancy tricks, and the fight is more of an endurance battle than something you’ll need to bring specialized gear for. Bring plenty of healing items, and don’t forget to check the item box at camp before beginning your hunt. There’s a free Farcaster and several instance-only health potions in there for you, and these can be lifesavers if you get into trouble.
If you bring extra Honey with you, these freebies can be upgraded to Mega health potions. The Farcaster will immediately teleport you back to camp when used, saving you from fainting and reducing the whole team’s rewards. It also preserves any food or potion based buffs you’ve given yourself, so don’t hesitate to use it if you’re in danger of fainting.
When considering what type of gear to bring along, there are several things to keep in mind. Several of Kulve Taroth’s attacks are Fire based, so resistance to that element can be helpful. It’s more important to choose gear based on the other benefits it provides though, so don’t boost your fire resistance at the expense of your weapon utility. You can also bring the Fireproof Mantle for the second and third stages of the fight, though it will most likely wear off before either stage is completed.
Most of the Kulve Taroth fight involves breaking her mantle apart piece by piece. As such, armor with the Partbreaker attribute can be especially useful. Both Deviljho and Urugaan armor sets have pieces with this attribute, or you can try forging a charm that grants the ability from extra Urugaan parts. Upgrading this charm requires some extremely rare materials including a Teostra gem, so you might be better off taking down some Deviljho instead.
Kulve Taroth’s elemental resistances change based on what stage of the fight you’re in, and how much of her is covered by the golden mantle she begins with. Thunder attacks work great in the early stages when she’s covered by a giant chunk of metal, but lose effectiveness when she’s not.
On the other hand, Ice type attacks work great in the later stages, but don’t do much at the beginning. The Dragon and Water elements do medium damage at all times, so choose a weapon with one of these attributes if you want to do consistent damage through the whole fight.
If you want to maximize your damage in the endgame, choose an Ice weapon and aim for Taroth’s uncovered portions (her head and claws) while she’s still protected by her mantle. Ice weapons will do full damage when she becomes enraged and the golden mantle glows red hot, so take advantage of this vulnerability to break off pieces of it when you get the chance.
One section of the El Dorado Cavern contains molten lava, and the heat will sap your health slowly if you’re not prepared. Bring a couple of Cool Drinks to counteract the effect, or equip the Fireproof Mantle before entering this section. You can also wear armor with the Heat Guard attribute to nullify the effect. Fortunately, a Chillshroom grows just outside this area, so you can craft yourself a Cool Drink or two if you forgot to bring some on the hunt.
For your Specialized Tools, the aforementioned Fireproof Mantle is a good choice, as is the damage absorbing Vitality Mantle. Keep in mind you’ll always be working with other Hunters on this quest, so items like the Health or Affinity Boosters can really help your team. The former will restore health to everyone who stands nearby, and the latter gives the party a better chance to do extra damage with every attack.
You don’t need to worry about poison or any of the nastier blights, though she can cause Fireblight to deal some extra damage over time if you’re hit by some of her heat attacks. You can put out the fire by dodge rolling repeatedly, or use a Nulberry to end the effect immediately. The Fireproof mantle will also prevent Fireblight from afflicting you while it’s active.
Kulve Taroth’s mantle offers it significant protections, and it takes a lot of work to get to the creamy center. As you and your teammates begin breaking pieces of the mantle, you’ll notice little white pieces scattered around on the ground. These are usually materials, and can be collected for later crafting purposes.
Occasionally you’ll find a similar item on the ground with a reddish tint; these will either be Bomb or Piercing pods, and can be fired from your slinger to do some extra damage. The Bomb pods do some extra blast damage that can help break parts of the mantle faster, so fire them at Taroth whenever you get a chance. Be sure to collect the material pieces whenever there’s a lull in the fight, as this is the only way you’ll be able to craft the Taroth armor set.
There are four stages to the hunt, each in a different chamber of the Cavern. The first stage is relatively peaceful, as your group must simply find evidence of Kulve Taroth and track her movements through the chambers. The second stage is when she’ll start fighting back, and it takes place in a large room with a ledge on one side.
You can climb the ledge by running up it, so use this to your advantage if you have any attacks which benefit from taking high ground. You probably won’t be able to break very much of the mantle during this stage of the fight, but be persistent and do what you can. Some stalactite sections leading to this area can be destroyed using your slinger, so try to drop rocks on Taroth if you get the opportunity.
The third stage takes place in the lava chamber, and this is where things start to become difficult. You’ll need to deal with the heat and avoid standing in the lava in this area, since it’ll do damage when you stand in it even if you’re protected from heat by items or buffs.
Take advantage of the changes in elevation to make use of sliding or jumping attacks, and try to break the mantle during this stage by focusing on her chest. This stage of the fight is when she’ll begin relying on her heat breath, so be prepared to dodge out of the way when you see her rear up on her hind legs.
The final stage takes place in a small, rounded chamber with a single pillar in the center of the room. Taroth will be free of the mantle by this point, and will be far faster than in previous stages. She’ll use her breath attacks frequently, and the heat will cause gold deposits in the ceiling to melt and fall on the Hunters if they’re not careful. If you see gold dripping down, move away from that area as soon as you can.
The fight changes quite a bit depending on what stage you’re in. During the early parts, Taroth can attack with her mantle, giving her incredible range to damage attackers behind her. You should also watch out for a rolling attack where she’ll lay down and try to crush Hunters on her sides.
During this stage it’s best to try and attack her face and front claws, and try to stay out of confined spaces which leave no room to evade the rolling attack. She has access to her breath weapons, but rarely uses them during this part of the fight.
Once the mantle is destroyed every part of Taroth is vulnerable, so it’s best to attack from the rear when possible. Freeing her from the bulky mantle makes her much more agile, and she’s much more likely to use her heat breath against the party.
There are multiple levels of this heat attack; one is fired out straight in front of her in a line, and the other acts like Teostra’s Nova, dealing heavy damage in a sphere surrounding Taroth’s head. Fortunately, this latter attack isn’t usually seen until stage four and the final showdown. You’ll know if you’re in the area of effect because the floor will melt and glow red if you’re in range.
Unlike most monsters, it’s very difficult to mount Kulve Taroth at first. Her mantle prevents players from landing on top and getting a good rodeo attack, so you’ll need to wait until it’s been destroyed to make an attempt. The final chamber you’ll fight her in doesn’t have any ledges, but you can run up the side of the central pillar, then jump and attack to try and land on her back. It’s very difficult to achieve this, so you may be better off sticking to normal attacks.
The main goal of this encounter is to break Kulve Taroth’s ornate horns. Try to deal as much damage to the head as possible, especially in stages three and four. Breaking the head will end the fight and allow the party to carve the horns, and Kulve Taroth will slip away to fight again another day.
Spoils of Victory
You may not get to the final stage during your first attempt at Kulve Taroth, but that doesn’t mean you won’t get anything out of it. The farther through the fight you manage to progress, the better the rewards you’ll receive. Unlike most battles, you won’t get monster materials as a quest reward. Instead, you’ll receive randomized weapons at the end of a successful Kulve Taroth hunt.
To claim your rewards, speak to the same quest NPC you spoke with to join the hunt. You’ll receive several relic weapons depending on how far you made it before Taroth escaped. These can be any of the 14 weapon types in the game, and have randomized sharpness and element properties. It’s possible to receive weapons of up to level eight rarity, and successfully breaking the horns guarantees at least one weapon of this type. Any unwanted weapons can be sold at a high price.
The pieces you’ve collected can also be used to craft a new set of armor. The Kulve Taroth set has high Fire and Thunder resistance, and several useful attributes like Critical Boost, Stun Resistance, and Agitator, which boosts attack when a monster is enraged. It also looks fantastic, and hunters in a full set of the armor are sure to command the respect of their peers.
No weapons can be crafted from Kulve Taroth drops, but the weapons you receive at the end of a hunt all take on a golden hue. It will probably take quite a few attempts to earn yourself a perfect weapon considering the random nature of the rewards. If you haven’t already earned the Bourgeois Hunter or Power is Everything achievements, this is a great opportunity to work on both as you sell off the weapons you don’t want.
Completing this quest at any level will reward you with Bushi tickets, which can be used to craft layered armor with a samurai motif. Layered armor doesn’t add any gameplay benefits, but allows you to change your appearance without messing up your set bonuses or other armor attributes. Speak to any of the three people at the Resource Center and select “Complete Deliveries” to make these pieces. Each takes three Bushi tickets and assorted other materials and research points to craft.
Even though your Palico can’t join you on this hunt, you can still make some items for it out of the parts you scavenge. Bushi tickets can be used to craft a Samurai outfit for your cat sidekick, and there’s a fluffy set of Kulve Taroth armor available as well. Each of these sets comes with a weapon as well; the Kulve Taroth fan is a blunt weapon that offers an impressive defense bonus, while the Samurai katana has high attack and a small affinity bonus.
Kulve Taroth is an extremely challenging fight which will require everyone in the party to stay focused and play at the top of their game. Fortunately, merely being allowed to join the hunt means the player must have beaten the game and should theoretically know what they’re doing. If you’re having difficulty playing with random players, try working with friends or squadmates and mic up to better coordinate your efforts.
Don’t forget to use your bug net to grab some of the new creatures found only in the Cavern of El Dorado. Most of them are just golden palette swaps of creatures you’ll have encountered earlier, but they still look cool and make great pets for your living quarters.
The Galajaka in this area are a minor annoyance, but they’ll mess up your tracking and can interrupt you while you’re drinking healing potions. Try to avoid them if possible; if they’re around while you’re fighting Taroth, consider dedicating one party member to driving them away while the others fight the Dragon.
Fainting too often ruins things for everyone, so avoid doing so at all costs. If possible, consume a meal with the “Felyne Insurance” benefit before starting the hunt to avoid one fainting penalty if you make a mistake. Otherwise, run away to heal if you need to, or keep your Farcaster handy if you don’t think you can heal in time.
Using the Farcaster returns you to camp so you can heal damage without worrying about being attacked. It’s always better to Farcaster out and retain your buffs than to die, lose them and have to run back to the fight anyway.
If someone manages to put Taroth to sleep, break off your attack until everyone agrees to resume the fight. Placing bombs near a sleeping dragon can allow the group to do serious damage to the target without risking any damage in return.
Pick up as many of the fallen Kulve Taroth bits as you can, but don’t take them when you should be fighting the Dragon. Pick them up in between stages, or when you need to back out to heal. On the other hand, if your party has already fainted twice don’t hesitate to grab as much as you can since a third faint will prevent anyone from collecting the loot.
The Kulve Taroth event will be available from now until May 3, 2018. It may be made available again in the future, but there’s no telling how long that might take so enjoy it while it lasts.