Monster Hunter World: The Board Game – Kulu-Ya-Ku
Monster Hunter World: The Board Game – Kulu-Ya-Ku Rulebook
Table of Contents
Table of Contents
Game Components
Kulu-Ya-Ku is an odd bird wyvern that has developed limbs capable of carrying weapons. It's been spotted stealing eggs from nests found in the Ancient Forest and Wildspire Waste. Expect the unexpected in this encounter.
Time Cards. Additional time cards that may be added to the time deck during the gathering phase of Kulu-Ya-Ku quests. These cards are numbered 63-65.
Armour Cards. New armour forged from Kulu-Ya-Ku monster parts. These cards are numbered 15-26.
Weapon Cards. New weapons forged from Kulu-Ya-Ku monster parts. These cards are numbered 1-14.
Attack Cards. Additional attack cards used in combination with the new Kulu-Ya-Ku weapon cards. These cards are numbered 27-58.
Damage Cards. Additional damage cards to form the damage decks of Kulu-Ya-Ku weapons. These cards are numbered 59-62.
Physiology Cards. Physiology cards containing the vital statistics of Kulu-Ya-Ku. These cards are numbered 79-81.
Behaviour Cards. Kulu-Ya-Ku is controlled by a deck of behaviour cards featuring unique attacks. These cards are numbered 66-78.
Card text shown in the component pages:
- Determined (time card): Flip your hunter token face down. Discard 1 attack card from the rightmost slot of your stamina board. Discard any number of attack cards from your hand. Draw attack cards until there are 5 cards in your hand. Choose up to 2 discarded time cards and shuffle them back into the time deck.
- Evasive Stab (attack card): After resolving this attack you may move your hunter 1 node.
- Critical Eye (Kulu Mail armour): see the Kulu-Ya-Ku Armour Forge Reference below.
Adding Kulu-Ya-Ku to your Campaign
Monster Hunter World: The Board Game - Kulu-Ya-Ku, known as the Kulu-Ya-Ku set, can be played with both Monster Hunter World: The Board Game - The Ancient Forest and Monster Hunter World: The Board Game - The Wildspire Waste, known as the Ancient Forest set and the Wildspire Waste set.
This gives hunters a unique new monster to hunt, and equipment to forge!
If including Kulu-Ya-Ku in your Ancient Forest set campaign or Wildspire Waste set campaign, follow the below steps in order:
- Add 5 days to your campaign timer.
- When you've completed your first quest, Great Jagras or Barroth, you may select the assigned quest for Kulu-Ya-Ku.
- Completing the assigned quest for Kulu-Ya-Ku allows you to select the investigation quests for Kulu-Ya-Ku.
Kulu-Ya-Ku Weapon Forge Reference
Each weapon below shows its weapon-type icon, its starting or forge status, its attack-card composition (starburst number and count), and the instruction for building the hunter attack deck. Forged weapons also list their forge cost and any Remove/Add changes to the attack deck. Numbers are as printed in the manual.
Starting Weapons
Matched Slicers (Starting Weapon)
- Attack cards: 1 ×10, 2 ×2
- Use all attack cards with this weapon's icon to create your hunter attack deck.
Iron Bow (Starting Weapon)
- Attack cards: 1 ×8, 2 ×4
- Use all attack cards with this weapon's icon to create your hunter attack deck.
Iron Blade (Starting Weapon)
- Attack cards: 1 ×10, 2 ×2
- Use all attack cards with this weapon's icon to create your hunter attack deck.
Iron Katana (Starting Weapon)
- Attack cards: 1 ×9, 2 ×3
- Use all attack cards with this weapon's icon to create your hunter attack deck.
Iron Lance (Starting Weapon)
- Shield 1 (defence icon), attack cards: 1 ×8, 2 ×4
- Use all attack cards with this weapon's icon to create your hunter attack deck.
Metal Bagpipe (Starting Weapon)
- Attack cards: 1 ×10, 2 ×2
- Use all attack cards with this weapon's icon to create your hunter attack deck.
Forged Weapons
Bone Bludgeon
- Forge cost: Monster Bone Small ×1
- Attack cards: 1 ×7, 2 ×2, 4 ×1
- Use all attack cards with this weapon's icon to create your hunter attack deck.
Rending Beaks
- Forge cost: Kulu-Ya-Ku Beak ×1, Kulu-Ya-Ku Hide ×2, Kulu-Ya-Ku Scale ×4, Earth Crystal ×3
- Attack cards: 1 ×2, 2 ×10, 3 ×2
- Remove: 2 Lunging Stab. Add: 2 Evasive Stab.
Arcanaria
- Forge cost: Kulu-Ya-Ku Beak ×2, Kulu-Ya-Ku Hide ×3, Kulu-Ya-Ku Plume ×3, Boulder Bone ×4
- Attack cards: 1 ×2, 2 ×10, 3 ×4
- Remove: 2 Double Spin, 2 Lunging Stab. Add: 2 Dream Spin, 2 Evasive Stab.
Kulu Arrow
- Forge cost: Kulu-Ya-Ku Beak ×1, Kulu-Ya-Ku Hide ×2, Kulu-Ya-Ku Scale ×4, Earth Crystal ×3
- Attack cards: 1 ×3, 2 ×7, 3 ×4
- Remove: 2 Power Coating. Add: 2 Sleep Coating.
Archer's Dance
- Forge cost: Kulu-Ya-Ku Beak ×2, Kulu-Ya-Ku Hide ×3, Kulu-Ya-Ku Plume ×3, Boulder Bone ×4
- Attack cards: 1 ×2, 2 ×5, 3 ×9
- Remove: 2 Power Coating, 3 Charged Shot. Add: 2 Sleep Coating, 3 Blast Charged Shot.
Kulu Blade
- Forge cost: Kulu-Ya-Ku Beak ×1, Kulu-Ya-Ku Hide ×2, Kulu-Ya-Ku Scale ×4, Earth Crystal ×3
- Attack cards: 1 ×4, 2 ×5, 3 ×5
- Remove: 2 Reaping Slash. Add: 2 Reaching Slash.
Ya-Ku Wrath
- Forge cost: Kulu-Ya-Ku Beak ×2, Kulu-Ya-Ku Hide ×3, Kulu-Ya-Ku Plume ×3, Boulder Bone ×4
- Attack cards: 1 ×5, 2 ×3, 3 ×8
- Remove: 2 Reaping Slash, 3 Wide Sweep. Add: 2 Reaching Slash, 3 Random Sweep.
First Dance
- Forge cost: Kulu-Ya-Ku Beak ×1, Kulu-Ya-Ku Hide ×2, Kulu-Ya-Ku Scale ×4, Earth Crystal ×3
- Attack cards: 1 ×6, 2 ×3, 3 ×5
- Remove: 2 Thrust. Add: 2 Evasive Thrust.
Last Dance
- Forge cost: Kulu-Ya-Ku Beak ×2, Kulu-Ya-Ku Hide ×3, Kulu-Ya-Ku Plume ×3, Boulder Bone ×4
- Attack cards: 1 ×5, 2 ×7, 3 ×4
- Remove: 2 Thrust, 2 Overhead Slash. Add: 2 Evasive Thrust, 2 Evasive Overhead Slash.
Kulu Beak
- Forge cost: Kulu-Ya-Ku Beak ×1, Kulu-Ya-Ku Hide ×2, Kulu-Ya-Ku Scale ×4, Earth Crystal ×3
- Attack cards: 1 ×5, 2 ×2, 4 ×5
- Remove: 2 Spinning Bludgeon. Add: 2 Diving Spiral Bludgeon.
Crushing Beak
- Forge cost: Kulu-Ya-Ku Beak ×2, Kulu-Ya-Ku Hide ×3, Kulu-Ya-Ku Plume ×3, Boulder Bone ×4
- Attack cards: 1 ×5, 2 ×3, 4 ×6
- Remove: 2 Spinning Bludgeon, 2 Side Smash. Add: 2 Diving Spiral Bludgeon, 2 Knock Out Side Smash.
Kulu Lance
- Forge cost: Kulu-Ya-Ku Beak ×1, Kulu-Ya-Ku Hide ×2, Kulu-Ya-Ku Scale ×4, Earth Crystal ×3
- Shield 1 (defence icon), attack cards: 1 ×4, 2 ×8, 3 ×2
- Remove: 3 High Thrust. Add: 3 Diving Thrust.
Kulu Hasta
- Forge cost: Kulu-Ya-Ku Beak ×2, Kulu-Ya-Ku Hide ×3, Kulu-Ya-Ku Plume ×3, Boulder Bone ×4
- Shield 1 (defence icon), attack cards: 1 ×1, 2 ×9, 3 ×6
- Remove: 3 High Thrust, 2 Mid Thrust. Add: 3 Diving Thrust, 2 Dream Thrust.
Kulu Duda
- Forge cost: Kulu-Ya-Ku Beak ×1, Kulu-Ya-Ku Hide ×2, Kulu-Ya-Ku Scale ×4, Earth Crystal ×3
- Attack cards: 1 ×2, 2 ×9, 3 ×3
- Remove: 2 Left Swing. Add: 2 Dive Swing.
Dancing Duval
- Forge cost: Kulu-Ya-Ku Beak ×2, Kulu-Ya-Ku Hide ×3, Kulu-Ya-Ku Plume ×3, Boulder Bone ×4
- Attack cards: 1 ×3, 2 ×6, 3 ×7
- Remove: 2 Left Swing, 2 Upward Swing. Add: 2 Dive Swing, Lullaby Smash.
Kulu-Ya-Ku Armour Forge Reference
Each armour piece shows its forge cost and its printed stat icons: a shield with a number, and a pentagon gem with a number. Where the card has a named ability, it is given after the stats.
Kulu Headpiece
- Forge cost: Kulu-Ya-Ku Scale ×1, Kulu-Ya-Ku Hide ×1, Kulu-Ya-Ku Plume ×1
- Shield 1, pentagon 1
- Ability: Weakness Exploit
Kulu Mail
- Forge cost: Kulu-Ya-Ku Hide ×2, Kulu-Ya-Ku Plume ×1, Kulu-Ya-Ku Beak ×1, Bird Wyvern Gem ×1
- Shield 1, pentagon 1
- Ability: Critical Eye (card text: "When you draw [icon], draw +1 [icon], then choose 1 [icon] to place on top of your damage deck before inflicting damage to the monster.")
Kulu Greaves
- Forge cost: Kulu-Ya-Ku Hide ×1, Kulu-Ya-Ku Scale ×2, Wingdrake Hide ×3, Earth Crystal ×1
- Shield 1, pentagon 2
Kulu-Ya-Ku
The Kulu-Ya-Ku adventure is played through numbered entries. Each entry lists one or more options (separated by "or"); the group chooses one, carries out its effects, and progresses to the entry it names. The narrative flavour text printed above each entry is omitted here; every mechanical instruction is transcribed.
Quests
Assigned Quest
- Time Limit: 35 time cards
- Scoutfly Level: 2-5
- Assigned Start Point: 1
Investigation Quest
- Time Limit: 35 time cards
- Scoutfly Level: 3-6
- Investigation Start Point: 2, 3, 4, 5
Tempered Investigation Quest
- Time Limit: 35 time cards
- Scoutfly Level: 4-7
- Investigation Start Point: 2, 3, 4, 5
Starting Points
- Entry 1, Assigned Starting Point: If starting the adventure here, the group gains 2 potions.
- Entry 2, Investigation 1 Starting Point: If starting the adventure here, the group gains 3 potions.
- Entry 3, Investigation 2 Starting Point: If starting the adventure here, the group gains 2 potions.
- Entry 4, Investigation 3 Starting Point: If starting the adventure here, the group gains 3 potions.
- Entry 5, Investigation 4 Starting Point: If starting the adventure here, the group gains 2 potions.
Adventure Entries
Entry 1
- Proceed into the depths of the forest. Each hunter gains 1 Monster Bone Small and 1 Monster Hardbone. Discard 1 time card. Progress to entry 29.
- Or: Skirt the fringes of the forest, looking for the creature's trail. Each hunter gains 1 Machalite Ore. Discard 1 time card. Gain 1 track token. Progress to entry 25.
- Or: Spend some time planning your route. Each hunter gains 1 Carbalite Ore. Discard 2 time cards. Gain 2 track tokens. Progress to entry 21.
- Or: Ignore everything else. Head for the last place Kulu-Ya-Ku was seen. Discard 6 time cards. Progress to entry 31.
Entry 2
- Each hunter gains 1 Kulu-Ya-Ku Beak. Discard 1 time card. Progress to entry 23.
- Or: Each hunter gains 1 Kulu-Ya-Ku Plume. Discard 1 time card. Progress to entry 14.
- Or: Ignore everything else. Head for the last place Kulu-Ya-Ku was seen. Discard 6 time cards. Progress to entry 31.
Entry 3
- Press on with all available speed. Gain 1 track token. Progress to entry 26.
- Or: Take some time to learn about the creature you're hunting. Knowing more might be invaluable. Each hunter gains 1 Kulu-Ya-Ku Hide. Gain 1 track token. Discard 1 time card. Progress to entry 18.
- Or: Ignore everything else. Head for the last place Kulu-Ya-Ku was seen. Discard 6 time cards. Progress to entry 31.
Entry 4
- Plunge into the forest. Each hunter gains 1 Kulu-Ya-Ku Scale. Discard 1 time card. Gain 1 track token. Progress to entry 9.
- Or: You've heard the creature was seen near the forest's edge, sheltering. Each hunter gains 1 Kulu-Ya-Ku Hide. Discard 1 time card. Gain 2 track tokens. Progress to entry 6.
- Or: You know where the thing is. Head straight for the creature! Discard 6 time cards. Progress to entry 31.
Entry 5
- Start the hunt now, and quickly. Discard 2 time cards. Gain 3 track tokens. Progress to entry 2.
- Or: Head towards the despoiled nests, you might catch the sated Kulu-Ya-Ku nearby. Discard 2 time cards. Shuffle the Wake Up! card into the time deck. Progress to entry 3.
- Or: Proceed cautiously, see what you can discover. Discard 1 time card. Gain 1 track token. Progress to entry 4.
- Or: Ignore everything else. Head for the last place Kulu-Ya-Ku was seen. Discard 6 time cards. Progress to entry 31.
Entry 6
- Take the feathers. Each hunter gains 1 Kulu-Ya-Ku Plume. Discard 1 time card. Progress to entry 26.
Entry 7
- Close the distance. Discard 1 time card. Gain 1 track token. Progress to entry 31.
Entry 8
- Consult your maps. There might be a clue there. Discard 1 time card. Progress to entry 21.
- Or: Try getting up higher. See if you can see anything that way. Each hunter gains 1 Dragonvein Crystal. Gain 1 track token. Progress to entry 30.
- Or: Just keep going. Don't stop. Gain 1 track token. Shuffle the Determined card into the time deck. Progress to entry 15.
Entry 9
- Continue on this route, and hope your instincts come good. Each hunter gains 1 Kulu-Ya-Ku Beak. Shuffle the Aimlessly Wandering card into the time deck. Progress to entry 29.
- Or: Turn back. Discard 2 time cards. Progress to entry 23.
Entry 10
- Some of those passing creatures are engaged in battle. That might attract Kulu-Ya-Ku. Discard 1 time card. Shuffle the Surprise Attack card into the time deck. Progress to entry 17.
Entry 11
- Discard 1 time card. Shuffle the Studied Quarry card into the time deck. Progress to entry 27.
Entry 12
- Roll a die.
- On a 1-2: just a trick of the light. Discard 1 time card. Shuffle the Aimless Wandering card into the time deck. Progress to entry 21.
- On a 3-4: definitely something! Each hunter gains 1 Ancient Bone. Gain 2 track tokens. Progress to entry 17.
- On a 5-6: now this is useful! The group gains 1 potion. Progress to entry 11.
Entry 13
- Discard 1 time card. Roll a die.
- On a 1-2: you skid straight into the pool. All hunters suffer 2 damage.
- On a 3-4: you find something of use. The group gains 1 potion.
- On a 5-6: you find a gift Kulu-Ya-Ku left behind. Each hunter gains 1 Kulu-Ya-Ku Scale.
- Progress to entry 30. (The progression line is printed beneath the 5-6 result.)
Entry 14
- Grab what you can and keep hunting. Each hunter gains 1 Monster Bone Medium. Discard 1 time card. Progress to entry 29.
- Or: Search for the best stuff you can find. Each hunter gains 1 Quality Bone. Gain 1 track token. Progress to entry 10.
Entry 15
- Try and triangulate those noises. Gain 1 track token. Progress to entry 30.
- Or: You're certain you know where the beast is. Trust your instincts. Discard 1 time card. Progress to entry 23.
Entry 16
- Don't drop the pace now! Each hunter gains 1 Earth Crystal and 1 Quality Bone. Discard 1 time card. Progress to entry 30.
Entry 17
- (The group may only choose this option if they have at least one Kulu-Ya-Ku Beak in their inventories.) Kulu-Ya-Ku tracks. You're certain. Each hunter gains 1 Bird Wyvern Gem. Gain 1 track token. Progress to entry 20.
- Or: Plunge deeper into the forest. Discard 1 time card. Gain 2 track tokens. Progress to entry 11.
Entry 18
- What's that sound? Chase it down and find out! Discard 1 time card. Gain 1 track token. Progress to entry 16.
- Or: Follow its spore, carefully. Each hunter gains 1 Kulu-Ya-Ku Beak. Discard 2 time cards. Progress to entry 13.
Entry 19
- Better than nothing. Just... Each hunter gains 1 Bird Wyvern Crystal. Discard 1 time card. Progress to entry 1.
Entry 20
- Pick it up, then press on. Each hunter gains 1 Kulu-Ya-Ku Beak. Discard 2 time cards. Progress to entry 27.
Entry 21
- Follow the path near the river. Each hunter gains 1 Dragonite Ore. Discard 1 time card. Progress to entry 11.
- Or: Hunt via the cliffs. Each hunter gains 1 Monster Keenbone. Discard 1 time card. Progress to entry 15.
Entry 22
- Each hunter gains 1 Kulu-Ya-Ku Plume.
- Move towards the edges of the forest. The creature has probably headed that way. Discard 1 time card. Gain 1 track token. Progress to entry 25.
- Or: Lie in wait here. You sense the beast might return. Discard 4 time cards. Progress to entry 31.
Entry 23
- (The group may only choose this option if they have at least one Kulu-Ya-Ku Hide in their inventories.) You can hear something big nearby. Investigate. Discard 1 time card. Progress to entry 17.
- Or: See what there is to find in the nest. Each hunter gains 1 Kulu-Ya-Ku Scale. Discard 1 time card. Progress to entry 19.
Entry 24
- Hurry. You don't have much time. Discard 1 time card. Progress to entry 16.
Entry 25
- Keep on this track. Each hunter gains 1 Bird Wyvern Gem. Discard 1 time card. Progress to entry 28.
Entry 26
- Are those... Kulu-Ya-Ku tracks? Each hunter gains 1 Bird Wyvern Gem. Gain 1 track token. Progress to entry 24.
- Or: Move through the area carefully, there might be more to find. Each hunter gains 1 Earth Crystal. Discard 1 time card. Progress to entry 22.
Entry 27
- Continue the hunt. Each hunter gains 1 Fucium Ore. Discard 1 time card. Shuffle the Wake Up! card into the time deck. Progress to entry 31.
Entry 28
- The tracks seem to end, but they went that way... Each hunter gains 1 Boulder Bone. Discard 1 time card. Progress to entry 8.
- Or: (The group may only choose this option if they have at least one Kulu-Ya-Ku Plume in their inventories.) The thing doubled back. And left something behind it! Each hunter gains 1 Kulu-Ya-Ku Beak. Gain 1 track token. Progress to entry 24.
Entry 29
- All hunters suffer 2 damage.
- Get out of here! Now! Gain 3 track tokens. Progress to entry 17.
- Or: Hunker down, and hope there's something left over when the fight is finished. Each hunter gains 1 Earth Crystal. Gain 1 track token. Progress to entry 12.
Entry 30
- Stay the course. Discard 1 time card. Progress to entry 7.
Entry 31
- Reveal your track tokens, check the Scoutfly level, and begin the hunting phase.
Kulu-Ya-Ku Scoutfly Level
- If you finish a Kulu-Ya-Ku adventure with equal to or fewer tracks than the minimum Scoutfly level, add Double Peck to its behaviour deck.
- If you finish a Kulu-Ya-Ku adventure with more tracks than the minimum but fewer than the maximum Scoutfly level, add Solid Rock Throw to its behaviour deck.
- If you finish a Kulu-Ya-Ku adventure with equal to or more tracks than the maximum Scoutfly level, add Aggressive Rock Slam to its behaviour deck.
Assigned Quest Scoutfly Level: 2-5 Investigation Quest Scoutfly Level: 3-6 Tempered Investigation Quest Scoutfly Level: 4-7
Kulu-Ya-Ku Reward Table
Editor's note: the Kulu-Ya-Ku Reward Table is printed as a component sheet shown at thumbnail scale on the Game Components page (page 5). Its item column and the part-break icons are not legible at that size, so the rows below were aligned from the PDF's text layer and the icon glyphs are shown as [icon]. Check against the physical reward sheet before relying on the row assignments.
| Number Rolled | Item |
|---|---|
| 1 | Boulder Bone |
| 2 | Kulu-Ya-Ku Plume |
| 3 | Kulu-Ya-Ku Beak |
| 4 | Earth Crystal |
| 5 | Kulu-Ya-Ku Scale |
| 6 | Kulu-Ya-Ku Hide |
| 7 | Kulu-Ya-Ku Scale |
| 8 | Bird Wyvern Gem |
| 9 | Earth Crystal |
| 10 | Boulder Bone |
| 11 | Kulu-Ya-Ku Hide |
| 12 | Crude Tools / Kulu-Ya-Ku Plume (the item text for 11 and 12 overlaps in the PDF) |
Part Break Rewards. Printed text: "Gain 1 in addition to Loot Table rolls if [icon] were broken during fight." (The same line is printed for several part icons; each variant also reads "Gain 1 in addition to Loot Table rolls if the [icon] was broken during fight.")
Crude Tools. Printed text: "After resolving a behaviour card, Kulu-Ya-Ku gains +2 [icon] on its [icon] and [icon] body parts until its next turn."
Behaviour note. Printed text: "Behaviours with [icon] have –1 [icon]."
Downtime Activities
In addition to selecting a new quest, campaign days may be spent performing downtime activities at the Astera basecamp.
Of the 25 days you have to complete the campaign (where each quest takes up 1 day), you may spend 1 day at a time performing downtime activities.
When you spend a campaign day on downtime, you may choose up to 3 activities to perform. Each activity is chosen as a group and may only be completed once per day. You all perform the activity once one has been chosen.
1. Visit the Resource Centre
Each player may roll two dice and check their result on the following table.
| 2d6 Roll | Resource Gained |
|---|---|
| 2 | Carbalite Ore |
| 3 | Machalite Ore |
| 4 | Dragonite Ore |
| 5 | Fucium Ore |
| 6 | Quality Bone |
| 7 | Monster Bone Small |
| 8 | Ancient Bone |
| 9 | Dragonvein Crystal |
| 10 | Boulder Bone |
| 11 | Coral Crystal |
| 12 | Firecell Stone |
2. Visit the Provisions Stockpile
Each player may remove any 3 common ores, bones, or hides from their character sheets to receive any 1 common ore, bone, hide or potion in return.
3. Visit the Meowscular Chef
Select one elemental type. Each hunter gains +1 resistance to the selected elemental type for the duration of the next quest.
Each player takes a token of the selected elemental type and places it on their weapon card as a reminder.
4. Visit the Handler
As a group, select a single investigation or tempered investigation quest and play it again regardless of how many times the group has already attempted the quest. The selected quest must be played next.
For example, if a group has already attempted a total of four Great Jagras investigation quests and wish to attempt a fifth, they must do so by visiting the Handler. If the group were to fail this fifth quest they could attempt it again for a sixth time, again, by visiting the Handler.
5. Pet the Poogie
Pet the Poogie; some believe this brings you luck, others believe this is a myth.
Arena Quests (Alternative Play Mode)
The arena quest pages give, for each quest, a set of hunter loadouts (weapon, helm, mail, greaves) and a table by number of hunters for the potions granted and whether Palicos join. The manual splits each loadout list into two groups, each with its own weapon-icon header; the two groups are run together below in printed order, with the group split not marked.
Ancient Forest Set
Kulu-Ya-Ku Assigned Arena Quest. Time Limit: 30 time cards.
| Weapon | Helm | Greaves | |
|---|---|---|---|
| Giant Jawblade | Alloy Helm | Alloy Mail | Jagras Greaves |
| Strong Hatchets | Bone Helm | Jagras Mail | Bone Greaves |
| Grand Barong | Bone Helm | Jagras Mail | Bone Greaves |
| Hunter Proudbow | Alloy Helm | Alloy Mail | Jagras Greaves |
| Bone Reaper | Bone Helm | Jagras Mail | Bone Greaves |
| Grandrock | Alloy Helm | Alloy Mail | Jagras Greaves |
| Hunters | 2 Hunters | 3 Hunters | 4 Hunters |
|---|---|---|---|
| Potions | 1 | 1 | 1 |
| Palicos | Palicos | No Palicos | No Palicos |
Kulu-Ya-Ku Investigation Arena Quest. Time Limit: 30 time cards.
| Weapon | Helm | Greaves | |
|---|---|---|---|
| Jagras Blade | Alloy Helm | Kulu Mail | Jagras Greaves |
| Strong Hatchets | Kulu Headpiece | Jagras Mail | Bone Greaves |
| Jagras Edge | Bone Helm | Jagras Mail | Kulu Greaves |
| Hunter Proud Bow | Alloy Helm | Kulu Mail | Jagras Greaves |
| Bone Reaper | Kulu Headpiece | Jagras Mail | Bone Greaves |
| Grandrock | Kulu Headpiece | Alloy Mail | Jagras Greaves |
| Hunters | 2 Hunters | 3 Hunters | 4 Hunters |
|---|---|---|---|
| Potions | 2 | 1 | 1 |
| Palicos | Palicos | No Palicos | No Palicos |
Kulu-Ya-Ku Tempered Investigation Arena Quest. Time Limit: 30 time cards.
| Weapon | Helm | Greaves | |
|---|---|---|---|
| Jagras Blade | Kulu Headpiece | Kulu Mail | Bone Greaves |
| Rending Beaks | Kulu Headpiece | Jagras Mail | Bone Greaves |
| Jagras Edge | Kulu Headpiece | Kulu Mail | Bone Greaves |
| Kulu Arrow | Alloy Helm | Kulu Mail | Jagras Greaves |
| First Dance | Kulu Headpiece | Jagras Mail | Bone Greaves |
| Kulu Beak | Kulu Headpiece | Alloy Mail | Jagras Greaves |
| Hunters | 2 Hunters | 3 Hunters | 4 Hunters |
|---|---|---|---|
| Potions | 3 | 3 | 3 |
| Palicos | Palicos | No Palicos | No Palicos |
Wildspire Waste Set
Kulu-Ya-Ku Assigned Arena Quest. Time Limit: 30 time cards.
| Weapon | Helm | Greaves | |
|---|---|---|---|
| Power Smasher | Alloy Helm | Alloy Mail | Barroth Greaves |
| Aerial Magus | Bone Helm | Barroth Mail | Bone Greaves |
| Mighty Strongarm | Barroth Helm | Leather Mail | Bone Greaves |
| Power Shooter | Alloy Helm | Alloy Mail | Barroth Greaves |
| Bone Reaper | Bone Helm | Barroth Mail | Bone Greaves |
| Grandrock | Alloy Helm | Alloy Mail | Barroth Greaves |
| Hunters | 2 Hunters | 3 Hunters | 4 Hunters |
|---|---|---|---|
| Potions | 1 | 1 | 1 |
| Palicos | Palicos | No Palicos | No Palicos |
Kulu-Ya-Ku Investigation Arena Quest. Time Limit: 30 time cards.
| Weapon | Helm | Greaves | |
|---|---|---|---|
| Carapace Axe | Alloy Helm | Kulu Mail | Barroth Greaves |
| Aerial Magus | Kulu Headpiece | Barroth Mail | Bone Greaves |
| Mighty Strongarm | Barroth Helm | Kulu Mail | Bone Greaves |
| Power Shooter | Alloy Helm | Kulu Mail | Barroth Greaves |
| Bone Reaper | Kulu Headpiece | Barroth Mail | Bone Greaves |
| Carapace Sledge | Alloy Helm | Kulu Mail | Barroth Greaves |
| Hunters | 2 Hunters | 3 Hunters | 4 Hunters |
|---|---|---|---|
| Potions | 2 | 1 | 1 |
| Palicos | Palicos | No Palicos | No Palicos |
Kulu-Ya-Ku Tempered Investigation Arena Quest. Time Limit: 30 time cards.
| Weapon | Helm | Greaves | |
|---|---|---|---|
| Carapace Axe | Kulu Headpiece | Kulu Mail | Bone Greaves |
| Kulu Blade | Kulu Headpiece | Barroth Mail | Bone Greaves |
| Mighty Strongarm | Barroth Helm | Kulu Mail | Kulu Greaves |
| Power Shooter | Kulu Headpiece | Alloy Mail | Kulu Greaves |
| First Dance | Kulu Headpiece | Barroth Mail | Bone Greaves |
| Kulu Beak | Alloy Helm | Kulu Mail | Barroth Greaves |
| Hunters | 2 Hunters | 3 Hunters | 4 Hunters |
|---|---|---|---|
| Potions | 3 | 2 | 1 |
| Palicos | Palicos | No Palicos | No Palicos |