Monster Hunter Wilds Beta – NEW MONSTER HINT FOUND – 19 INSANE Windward Plains Secrets You Missed!



There’s lots of hidden areas & INCREDIBLE Windward Plains secrets! Enjoy!
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31 thoughts on “Monster Hunter Wilds Beta – NEW MONSTER HINT FOUND – 19 INSANE Windward Plains Secrets You Missed!”

  1. Zone 4+5: Nest is probably Quematrice, it eats carrion after all.
    Chatacabra sometimes walks into zone 5, you can fight it with the traps and have a very quick fight.

    Edit: Rey Dau also went into 9 for me once.

    Reply
  2. There's a giant ribcage you can build a tent under, near Rey Daus nest. For the longest time I just thought it was fulgerite, but I saw it once at just the right angle and realised it was way too symmetrical on both sides, its pretty neat but it eventually melts into the surrounding fulgurite so I don't know if there's more to it or not.

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  3. My question is, are there going to be "hidden" camps to unlock, or did they change it in favor of the "place camp anywhere" system? There are some safe areas I found, you're limited on how many camps you can place though.

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  4. I had a dream last night where you made a video titled "I'm disappointed in you all" and it wasn't sarcastic or in a joking manner. Thankfully it's just a dream and you wouldn't stoop so low as to do that.

    Reply
  5. IDK after playing the beta, i gotta honestly say, i have a fair amount of concerns. Im a IG main, so ofc im gonna be in the unhappiest crowd, but before i get into that, i have to say… why has Capcom made the multiplayer aspect sucha slog to get working, me n my bro took over 15 mins trying to join one another on the same platforms too… Why not just keep Rise's simplistic approach.

    Now onto IG, WTF capcom, do you hate IG, i only found 2 things to like about IG, its mount finnisher and its dual bug essence collection, as for what i disliked what they did to my bugstick –
    1- Now you have to have ALL 3 EXTRACTS (Red/White/Orange) to gain access to the increased combo sets that Red extract has done since IG's introduction on 4/4U, and all monsters bar Balahara are an absolute nightmare to gain the Orange extract (little bit on the Bellys, or backs).
    2- They have switch around the Aerial combo buttons, so the vertical combo used to be Y/Triangle and the forward was B/Circle (or vice versa) and now they have switched making you have to relearn what two generations worth of button memory has imprinted into my brain.
    3- The aerial fighting is terrible, and damage is as weak as the base Kinsect.
    4- The ground combo's feel like they have had ALOT stripped from em.
    5- The Kinsect range marker is of poor button choice… RT/R2 > RB/R1

    These are just the ones off the top of my head, im sure theres more but im not bother. It feels like Wilds' IG was made by people who dislike the IG imo, it really has left me with alot less excitement than what i had 3 days ago. Im just hoping Wilds' story and Monsters carry it far, because weapon combat has poored cold water over it for me, and yes i could use a S.Axe or Hammer, but i love IG… why nerf the weaker weapons in the past 3 games Capcom? And open worlds dont interest me in games like these, the map loading is always a long passageway that merely takes as long as posting and setting off from a quest on Rise/World (not including Guiding lands) so usually end up quite pointless unless you can quick travel between maps.

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  6. Exhausting the dialogue for the villagers in all three seasons also gives some interesting insight if you care about that stuff. Something that comes up a lot with multiple characters is the story about the great bird Somult which leaves a lot of room for speculation considering it's a Monster Hunter game. You also get a first idea about the different way of life in the Forbidden Lands compared to the pretty coherent life under the guild that we are used to. The villagers just take what nature throws at them as how it's meant to be.
    The most interesting part of the map is definitely Reys nest. Going there during the Sandtide shows that the mountain structure has some weird patterns on it and it kind of looks like the structure that Rey creates with his big attack when it hits the sand but on a significantly larger scale. Also the rock you can drop in there is clearly some kind of Dragonator made of Grounding Rock that somehow got stuck in the top part of the structure so I guess someone should tell the Commander that we found it.

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  7. As a glaive main. I think this build is the best glaive has ever bin. Ariel combat was always niche, did very little damage in the air. The only redeeming quality is the no bounced attacks. Glaive hits hard and fast. Kinsect attacking with ur glaive or giving dust is amazing. I'll continue to main glaive, and im very happy with the changes.

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  8. You say you don't think we're really expected to fight monsters in that first graveyard. Why would there be flashflies in there unless we're going to be fighting down there? Like many others have said, we're probably going to fight Quematrice there. It's a small 'arena' for a fight, but the one Doshaguma lair (not the main one) is also pretty cramped and it's an 'arena' for a fight before the monster moves on again.

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