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* The Event Quest "Clashing Fists!" in ''3 Ultimate'' is [[JustForPun crushingly]] difficult. The target is a Brachydios, which is troublesome enough. The catch: this Brachydios is not only much larger than normal, with massively increased health, attack power, and range to match, but is ''permanently enraged'' unless exhausted. You get the materials to craft the [[InfinityPlusOneSword Majestic]] [[HealingShiv Scepter]] for your effort, but you need to complete this quest a minimum of ''three times'' to get the five Crowns of Glory to craft it. [[https://www.youtube.com/watch?v=dk5cUQd2NfQ Here's an idea of what it's like]].

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* The Event Quest "Clashing Fists!" in ''3 Ultimate'' is [[JustForPun crushingly]] "crushingly" difficult. The target is a Brachydios, which is troublesome enough. The catch: this Brachydios is not only much larger than normal, with massively increased health, attack power, and range to match, but is ''permanently enraged'' unless exhausted. You get the materials to craft the [[InfinityPlusOneSword Majestic]] [[HealingShiv Scepter]] for your effort, but you need to complete this quest a minimum of ''three times'' to get the five Crowns of Glory to craft it. [[https://www.youtube.com/watch?v=dk5cUQd2NfQ Here's an idea of what it's like]].
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* In Generations, Prowler quests work differently than standard quests. For starters, you can't go in as a Hunter, you can only go in as a Prowler, playing as one of your Palicoes. While it IS fun to play as a cat, playing through the Prowler quest line is "[[JustForPun PURR-etty]]" draggy at first. The quest line starts off with the above-mentioned Gathering quests, which are sluggish on their own, and there's even a few Fishing quests in the mix. Overtime, some small monster slaying quests start appearing, and then it becomes more interesting. By the way, that's before getting into the fact that Prowlers and their weapon and armor have lower attack and defense than standard Blademasters, even in the endgame of G-Rank AND with a maximized level, and they can't heal themselves as easily, because they can't use items.

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* In Generations, Prowler quests work differently than standard quests. For starters, you can't go in as a Hunter, you can only go in as a Prowler, playing as one of your Palicoes. While it IS fun to play as a cat, playing through the Prowler quest line is "[[JustForPun PURR-etty]]" "PURR-etty" draggy at first. The quest line starts off with the above-mentioned Gathering quests, which are sluggish on their own, and there's even a few Fishing quests in the mix. Overtime, some small monster slaying quests start appearing, and then it becomes more interesting. By the way, that's before getting into the fact that Prowlers and their weapon and armor have lower attack and defense than standard Blademasters, even in the endgame of G-Rank AND with a maximized level, and they can't heal themselves as easily, because they can't use items.

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* "Hazard: Legendary Strike." Flaming Espinas' Hazard incarnation is capable of using a ''nigh-instantaneous'' bull charge like its original ''Frontier'' incarnation, and as a Hazard monster, a direct hit is going to ''hurt''. Staying far from Espinas will goad it into using the insta-charge more often, encouraging you to stay close to it to avoid taking a cheap charge to the face - but that's easier said than done with its brutal physical attacks. As if that wasn't enough, it's now able to use its LimitBreak supernova much earlier and more often to the point of it being a SpamAttack, and the explosion is even bigger to boot - good luck staying near it.
* "Daily Practice", the final event quest of ''Sunbreak'', certainly lives up to its status as the final challenge of the game. The quest pits you against Scorned Magnamalo and Primordial Malzeno in the Citadel, both of which are not only much larger than normal, but have incredible damage buffs surpassing even those of ''Hazard quests''. And considering that both of them were already among some of the most aggressive and difficult monsters you could hunt in ''Sunbreak'', this translates to both of them being able to easily two-shot players with endgame armor and Spiribird buffs, and some of their stronger attacks are outright upgraded to {{One Hit Kill}}s. The only saving graces are that they still have roughly the same amount of health as usual despite their boosted attacks, and that they will engage in a Turf War if they meet, giving you some free damage and a guaranteed mount.

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* The Event Quests in this game can be quite rough, even without the stat modifiers of Anomaly Investigations quests or the threat of being blown up with a Qurio explosion. It doesn't help that there is no option to join a random player's Event Quest in progress (meaning you likely won't get Join Requests unless it's the most recently-added quest) nor can you bring Followers along for their various single-player benefits:
**
"Hazard: Legendary Strike." Flaming Espinas' Hazard incarnation is capable of using a ''nigh-instantaneous'' bull charge like its original ''Frontier'' incarnation, and as a Hazard monster, a direct hit is going to ''hurt''. Staying far from Espinas will goad it into using the insta-charge more often, encouraging you to stay close to it to avoid taking a cheap charge to the face - but that's easier said than done with its brutal physical attacks. As if that wasn't enough, it's now able to use its LimitBreak supernova much earlier and more often to the point of it being a SpamAttack, and the explosion is even bigger to boot - good luck staying near it.
* ** "Daily Practice", the final event quest of ''Sunbreak'', certainly lives up to its status as the final challenge of the game. The quest pits you against Scorned Magnamalo and Primordial Malzeno in the Citadel, both of which are not only much larger than normal, but have incredible damage buffs surpassing even those of ''Hazard quests''. And considering that both of them were already among some of the most aggressive and difficult monsters you could hunt in ''Sunbreak'', this translates to both of them being able to easily two-shot players with endgame armor and Spiribird buffs, and some of their stronger attacks are outright upgraded to {{One Hit Kill}}s. The only saving graces are that they still have roughly the same amount of health as usual despite their boosted attacks, and that they will engage in a Turf War if they meet, giving you some free damage and a guaranteed mount.
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* "Daily Practice", the final event quest of ''Sunbreak'', certainly lives up to its status as the final challenge of the game. The quest pits you against Scorned Magnamalo and Primordial Malzeno in the Citadel, both of which are not only much larger than normal, but have incredible damage buffs surpassing even those of ''Hazard quests''. And considering that both of them were already among some of the most aggressive and difficult monsters you could hunt in ''Sunbreak'', this translates to both of them being able to easily two-shot players with endgame armor and Spiribird buffs, and some of their stronger attacks are outright upgraded to {{One-Hit Kill}}s. The only saving graces are that they still have roughly the same amount of health as usual despite their boosted attacks, and that they will engage in a Turf War if they meet, giving you some free damage and a guaranteed mount.

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* "Daily Practice", the final event quest of ''Sunbreak'', certainly lives up to its status as the final challenge of the game. The quest pits you against Scorned Magnamalo and Primordial Malzeno in the Citadel, both of which are not only much larger than normal, but have incredible damage buffs surpassing even those of ''Hazard quests''. And considering that both of them were already among some of the most aggressive and difficult monsters you could hunt in ''Sunbreak'', this translates to both of them being able to easily two-shot players with endgame armor and Spiribird buffs, and some of their stronger attacks are outright upgraded to {{One-Hit {{One Hit Kill}}s. The only saving graces are that they still have roughly the same amount of health as usual despite their boosted attacks, and that they will engage in a Turf War if they meet, giving you some free damage and a guaranteed mount.
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* "Hazard: Legendary Strike." Flaming Espinas' Hazard incarnation is capable of using a ''nigh-instantaneous'' bull charge like its original ''Frontier'' incarnation, and as a Hazard monster, a direct hit is going to ''hurt''. Staying far from Espinas will goad it into using the insta-charge more often, encouraging you to stay close to it to avoid taking a cheap charge to the face - but that's easier said than done with its brutal physical attacks. As if that wasn't enough, it's now able to use its LimitBreak supernova much earlier and more often to the point of it being a SpamAttack, and the explosion is even bigger to boot - good luck staying near it.
* "Daily Practice", the final event quest of ''Sunbreak'', certainly lives up to its status as the final challenge of the game. The quest pits you against Scorned Magnamalo and Primordial Malzeno in the Citadel, both of which are not only much larger than normal, but have incredible damage buffs surpassing even those of ''Hazard quests''. And considering that both of them were already among some of the most aggressive and difficult monsters you could hunt in ''Sunbreak'', this translates to both of them being able to easily two-shot players with endgame armor and Spiribird buffs, and some of their stronger attacks are outright upgraded to {{One-Hit Kill}}s. The only saving graces are that they still have roughly the same amount of health as usual despite their boosted attacks, and that they will engage in a Turf War if they meet, giving you some free damage and a guaranteed mount.
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* The Citadel in ''Rise: Sunbreak'' is ''massive'', made to feel even moreso due to [[HailfirePeaks combining four biomes into a single map]], and has some very confusing passageways combined with tall cliffs to make shortcutting more difficult. You'd expect a map this vast to have two sub-camps (like the Sandy Plains and the Lava Caverns), but nope, you get only ''one'' sub-camp on this map, ''and'' it's at the northern edge of the map somewhat covered by several passages, making it a pain to get out of and onto the field. If you're looking to fast-travel into the action, you're better off using the Buddy Recon points.

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* The Citadel in ''Rise: Sunbreak'' is ''massive'', made to feel even moreso due to [[HailfirePeaks combining four biomes into a single map]], and has some very confusing passageways combined with tall cliffs to make shortcutting more difficult.difficult and Spiribird routes very time-consuming, even ''with'' a Palamute. You'd expect a map this vast to have two sub-camps (like the Sandy Plains and the Lava Caverns), but nope, you get only ''one'' sub-camp on this map, ''and'' it's at the northern edge of the map somewhat covered by several passages, making it a pain to get out of and onto the field. If you're looking to fast-travel into the action, you're better off using the Buddy Recon points.
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* The second-generation games and ''Generations Ultimate'' have the Jungle, where several areas are thick in trees and vines that can [[CameraScrew block your view]]. Furthermore, the areas are connected roughly in three concentric rings of paths that offer limited connections between the three layers, meaning that getting to a monster in what appears to be an adjacent area can require you to cross through several other areas with the risk of getting lost, unless you happen to have the map with you. And don't think of eating for Felyne Explorer in ''Generations Ultimate''; doing so dumps you right at base camp instead without fail! This map makes a return in ''Rise: Sunbreak'', although it's not as bad due to maps now being seamless and this one not being as complex as other maps in the game.

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* The second-generation games and ''Generations Ultimate'' have the Jungle, where several areas are thick in trees and vines that can [[CameraScrew [[EventObscuringCamera block your view]]. Furthermore, the areas are connected roughly in three concentric rings of paths that offer limited connections between the three layers, meaning that getting to a monster in what appears to be an adjacent area can require you to cross through several other areas with the risk of getting lost, unless you happen to have the map with you. And don't think of eating for Felyne Explorer in ''Generations Ultimate''; doing so dumps you right at base camp instead without fail! This map makes a return in ''Rise: Sunbreak'', although it's not as bad due to maps now being seamless and this one not being as complex as other maps in the game.



** On paper, it adds some diverse and visually stunning locations, while allowing players to use the terrain to their advantage through the new jumping and mounting mechanics. In practice, this amounts to awkwardly-placed cliffs and ledges which often impede player movement and interrupt rolls, [[TheComputerIsACheatingBastard while the enemy monsters can easily run through these ledges]]. [[JustifiedTrope It makes sense]], given that [[FridgeLogic the monsters are considerably bigger than the player]]. The ledges are also prone to causing CameraScrew, as the camera refuses to view from inside a ledge and instead will zoom way in to give you a nice shot of your character's ass instead of the monster. Slopes look nice and give terrain a more natural feel, but also require extra vertical aiming from weapons that use ranged attacks.

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** On paper, it adds some diverse and visually stunning locations, while allowing players to use the terrain to their advantage through the new jumping and mounting mechanics. In practice, this amounts to awkwardly-placed cliffs and ledges which often impede player movement and interrupt rolls, [[TheComputerIsACheatingBastard while the enemy monsters can easily run through these ledges]]. [[JustifiedTrope It makes sense]], given that [[FridgeLogic the monsters are considerably bigger than the player]]. The ledges are also prone to causing CameraScrew, issues with an EventObscuringCamera, as the camera refuses to view from inside a ledge and instead will zoom way in to give you a nice shot of your character's ass instead of the monster. Slopes look nice and give terrain a more natural feel, but also require extra vertical aiming from weapons that use ranged attacks.
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* With the addition of Anomaly Investigations, virtually ''any'' of them has the potential to become one of these once you get into the higher levels. Aside from the main target always being an Afflicted monster or Risen Elder (who are already very powerful by themselves), everything else about them is randomized, including the monsters you face, the time limit, the number of faints, and the number of players allowed. In addition to all the monsters involved getting significant HP and damage buffs the higher the quest level is, negative modifiers become far more common and the monsters faced will ramp up as well; you'll go from facing a single Afflicted/Risen to regularly taking on multiple souped-up Elder Dragons, Apexes, or other equally powerful baddies ''along'' with the main target, often multiple at a time (up to ''four'' in a single quest at the highest ranks) and with only 1-2 faints or a tightened time limit. Higher level ones also tend to take place in one of the arena-type maps: although they'll offer a Prism Spiribird and the monsters are fought individually, there are no breaks outside of Farcasters and there'll still be periods when a second monster arrives once the first is sufficiently wounded, which is ''very bad'' considering that the resulting mess can swiftly cart you in seconds given the damage buffs, and the monsters have enough health that you usually won't be able to finish the wounded one before the newcomer starts causing trouble. Worse still, if you want to maximize the Anomaly Points gained from the quest, you're going to ''have'' to tackle some of the more sadistic ones since they give by far the most score.
** If you clear a Level 300 Investigation, you'll unlock a Special Investigation for that quest. Take that quest which probably gave you trouble already, and crank all the monsters' stats and hitboxes through the roof while still keeping any modifiers that it may have had, and you get a recipe for disaster.

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* With the addition of Anomaly Investigations, virtually ''any'' of them has the potential to become one of these once you get into the higher levels. Aside from the main target always being an Afflicted monster or Risen Elder (who are already very powerful by themselves), themselves, particularly the latter), everything else about them is randomized, including the map, the monsters you face, the time limit, the number of faints, and the number of players allowed. In addition to all the monsters involved getting significant HP and damage buffs as you climb up the higher the quest level is, Investigation levels, negative modifiers become far more common and the monsters faced will ramp up as well; you'll go from facing a single Afflicted/Risen to regularly taking on multiple souped-up Elder Dragons, Apexes, or other equally powerful baddies ''along'' with ''on the main target, side'', often multiple at a time (up to ''four'' in a single quest at the highest ranks) and with only 1-2 faints or a tightened time limit. Higher level ones also tend to take place in one of the arena-type maps: although they'll offer a Prism Spiribird and the monsters are fought individually, individually (if there are multiple), there are no breaks outside of Farcasters Farcasters, and for multi-hunts there'll still be periods when a second monster arrives once the first is sufficiently wounded, which wounded. The latter is ''very bad'' ''especially'' bad considering that the resulting mess can swiftly cart you in seconds given the damage buffs, and the monsters have enough health that you usually won't be able to finish the wounded one before the newcomer starts causing trouble.causes some serious pain. Worse still, if you want to maximize the Anomaly Points gained from the quest, you're going to ''have'' to tackle some of the more sadistic ones since they give by far the most score.
** If you clear a Level 300 Investigation, you'll unlock a Special Investigation for that quest. Take that quest which probably gave you trouble already, and crank all the monsters' stats and hitboxes through the roof while still keeping any modifiers that it may have had, and you get a recipe for disaster. \n Fortunately, these ones only give a cosmetic BraggingRightsReward and are totally optional, leaving them solely to hunters seeking further challenge.
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* With the addition of Anomaly Investigations, virtually ''any'' of them has the potential to become one of these once you get into the higher levels. Aside from the main target always being an Afflicted monster or Risen Elder (who are already very powerful by themselves), everything else about them is randomized, including the monsters you face, the time limit, the number of faints, and the number of players allowed. In addition to all the monsters involved getting significant HP and damage buffs the higher the quest level is, negative modifiers become far more common and the monsters faced will ramp up as well; you'll go from facing a single Afflicted/Risen to regularly taking on multiple souped-up Elder Dragons, Apexes, or other equally powerful baddies ''along'' with the main target, often multiple at a time (up to ''four'' in a single quest at the highest ranks) and with only 1-2 faints or a tightened time limit. Higher level ones also tend to take place in one of the arena-type maps: although they'll offer a Prism Spiribird and the monsters are fought individually, there are no breaks outside of Farcasters and there'll still be periods when a second monster arrives once the first is sufficiently wounded, which is ''very bad'' considering that the resulting mess can swiftly cart you in seconds given the damage buffs, and the monsters have enough health that you usually won't be able to finish the wounded one before the newcomer starts causing trouble. Worse still, if you want to maximize the Anomaly Points gained from the quest, you're going to ''have'' to tackle some of the most sadistic of the Investigations since they give by far the most score.

to:

* With the addition of Anomaly Investigations, virtually ''any'' of them has the potential to become one of these once you get into the higher levels. Aside from the main target always being an Afflicted monster or Risen Elder (who are already very powerful by themselves), everything else about them is randomized, including the monsters you face, the time limit, the number of faints, and the number of players allowed. In addition to all the monsters involved getting significant HP and damage buffs the higher the quest level is, negative modifiers become far more common and the monsters faced will ramp up as well; you'll go from facing a single Afflicted/Risen to regularly taking on multiple souped-up Elder Dragons, Apexes, or other equally powerful baddies ''along'' with the main target, often multiple at a time (up to ''four'' in a single quest at the highest ranks) and with only 1-2 faints or a tightened time limit. Higher level ones also tend to take place in one of the arena-type maps: although they'll offer a Prism Spiribird and the monsters are fought individually, there are no breaks outside of Farcasters and there'll still be periods when a second monster arrives once the first is sufficiently wounded, which is ''very bad'' considering that the resulting mess can swiftly cart you in seconds given the damage buffs, and the monsters have enough health that you usually won't be able to finish the wounded one before the newcomer starts causing trouble. Worse still, if you want to maximize the Anomaly Points gained from the quest, you're going to ''have'' to tackle some of the most more sadistic of the Investigations ones since they give by far the most score.
Is there an issue? Send a MessageReason:
None


* With the addition of Anomaly Investigations, virtually ''any'' of them has the potential to become one of these once you get into the higher levels. Aside from the main target always being an Afflicted monster or Risen Elder (who are already very powerful by themselves), everything else about them is randomized, including the monsters you face, the time limit, the number of faints, and the number of players allowed. In addition to all the monsters involved getting significant HP and damage buffs the higher the quest level is, negative modifiers become far more common and the monsters faced will ramp up as well; you'll go from facing a single Afflicted/Risen to regularly taking on multiple souped-up Elder Dragons, Apexes, or other equally powerful baddies ''along'' with the main target, often multiple at a time (up to ''four'' in a single quest at the highest ranks) and with only 1-2 faints or a tightened time limit. Higher level ones also tend to take place in one of the arena-type maps: although they'll offer a Prism Spiribird and the monsters tend to come one at a time, there are no breaks outside of Farcasters and there'll still be periods where two monsters will be present and attacking you at once. Worse still, if you want to maximize the Anomaly Points gained from the quest, you're going to ''have'' to tackle some of the most sadistic of the Investigations since they give by far the most score.

to:

* With the addition of Anomaly Investigations, virtually ''any'' of them has the potential to become one of these once you get into the higher levels. Aside from the main target always being an Afflicted monster or Risen Elder (who are already very powerful by themselves), everything else about them is randomized, including the monsters you face, the time limit, the number of faints, and the number of players allowed. In addition to all the monsters involved getting significant HP and damage buffs the higher the quest level is, negative modifiers become far more common and the monsters faced will ramp up as well; you'll go from facing a single Afflicted/Risen to regularly taking on multiple souped-up Elder Dragons, Apexes, or other equally powerful baddies ''along'' with the main target, often multiple at a time (up to ''four'' in a single quest at the highest ranks) and with only 1-2 faints or a tightened time limit. Higher level ones also tend to take place in one of the arena-type maps: although they'll offer a Prism Spiribird and the monsters tend to come one at a time, are fought individually, there are no breaks outside of Farcasters and there'll still be periods where two when a second monster arrives once the first is sufficiently wounded, which is ''very bad'' considering that the resulting mess can swiftly cart you in seconds given the damage buffs, and the monsters will be present and attacking have enough health that you at once.usually won't be able to finish the wounded one before the newcomer starts causing trouble. Worse still, if you want to maximize the Anomaly Points gained from the quest, you're going to ''have'' to tackle some of the most sadistic of the Investigations since they give by far the most score.

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* In the ''Sunbreak'' Demo, Capcom did the '''EXACT SAME THING''' with the Malzeno quest, [[FakeDifficulty giving it 15 minutes instead of 20]]. At this point, the "15-minute quest" pattern is fully established for each demo's final quest, and will very much always be that way.

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* In the ''Sunbreak'' Demo, Capcom did the '''EXACT SAME THING''' with the Malzeno quest, [[FakeDifficulty giving it 15 minutes instead of 20]].20]], along with Malzeno itself being just as formidable if not moreso than Magnamalo. At this point, the "15-minute quest" pattern is fully established for each demo's final quest, and will very much always be that way.




to:

* With the addition of Anomaly Investigations, virtually ''any'' of them has the potential to become one of these once you get into the higher levels. Aside from the main target always being an Afflicted monster or Risen Elder (who are already very powerful by themselves), everything else about them is randomized, including the monsters you face, the time limit, the number of faints, and the number of players allowed. In addition to all the monsters involved getting significant HP and damage buffs the higher the quest level is, negative modifiers become far more common and the monsters faced will ramp up as well; you'll go from facing a single Afflicted/Risen to regularly taking on multiple souped-up Elder Dragons, Apexes, or other equally powerful baddies ''along'' with the main target, often multiple at a time (up to ''four'' in a single quest at the highest ranks) and with only 1-2 faints or a tightened time limit. Higher level ones also tend to take place in one of the arena-type maps: although they'll offer a Prism Spiribird and the monsters tend to come one at a time, there are no breaks outside of Farcasters and there'll still be periods where two monsters will be present and attacking you at once. Worse still, if you want to maximize the Anomaly Points gained from the quest, you're going to ''have'' to tackle some of the most sadistic of the Investigations since they give by far the most score.
** If you clear a Level 300 Investigation, you'll unlock a Special Investigation for that quest. Take that quest which probably gave you trouble already, and crank all the monsters' stats and hitboxes through the roof while still keeping any modifiers that it may have had, and you get a recipe for disaster.
Is there an issue? Send a MessageReason:
None


* In ''Tri'' and ''3 Ultimate'', the Flooded Forest is one of the most tedious maps in the game if you're hunting monsters that can go underwater, due to monsters becoming {{Lightning Bruiser}}s compared to you when they go for a swim. Of its 10 areas, half of them have swimmable water, three of which are underwater-only. (To compare, Deserted Island / Moga Woods has only two water areas, one of which is completely submerged.) Get ready to wrestle with the clumsy swimming controls if your target is a Royal Ludroth or Gobul, or worse, a Lagiacrus or a Plesioth. Alleviated in ''Portable 3rd'', which strips out swimming by having the previously-underwater areas dry up and become land areas.

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* In ''Tri'' and ''3 Ultimate'', the Flooded Forest is one of the most tedious maps in the game if you're hunting monsters that can go underwater, due to monsters becoming {{Lightning Bruiser}}s compared to you when they go for a swim. Of its 10 areas, half of them have swimmable water, three of which are underwater-only. (To compare, Deserted Island / Moga Woods has only two water areas, one of which is completely submerged.) Get ready to wrestle with the clumsy swimming controls if your target is a Royal Ludroth or Gobul, or worse, a Lagiacrus or a Plesioth. Alleviated in ''Portable 3rd'', which strips out swimming by having the previously-underwater areas dry up and become land areas.areas, and its revamped variant in ''Rise'', which is also "low tide" like its ''Portable 3rd'' variant, although the high cliffs might make fighting monsters atop the plateaus a little annoying.
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* "Moonlight Espinascapade" requires you to hunt an Espinas, who is already ThatOneBoss thanks to its ruthlessly aggressively behavior and fireballs that can inflict Fireblight, Poison, and Paralysis all in one go, but this is a Follower Quest and you're forced to hunt with only Arlow as your companion -- no other Followers or players allowed. Have fun trying to take down "that asshole from ''[[VideoGame/MonsterHunterFrontier Frontier]]''" with it focusing its aggro on you!

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* "Moonlight Espinascapade" requires you to hunt an Espinas, who is already ThatOneBoss thanks to its ruthlessly aggressively behavior and fireballs that can inflict Fireblight, Poison, and Paralysis all in one go, but this is a Follower Quest and you're forced to hunt with only Arlow Arlow, whose focus is on defense, as your companion -- no other Followers or players allowed. Have fun trying to take down "that asshole from ''[[VideoGame/MonsterHunterFrontier Frontier]]''" with it focusing its aggro on you!

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