Hunting Together RPG Locations Guide: Main Areas and How to Move Between Them
Hunting Together RPG's world is a set of floating sky islands, with forests, deserts, snowfields and a volcano named as its exploration regions. This guide covers how level-tiered zones and gatekeeper bosses move you onward, the zone sequence one beginner guide reports, and the faster travel options.
Quick answer
Hunting Together RPG is set on floating sky islands. Your adventure starts in a cozy sky-island village, and the game's description names four exploration regions — forests, deserts, snowfields and a volcano. You move between areas through level-tiered hunting zones, with gatekeeper bosses blocking some transitions; the level 25 Gorilla King gate is the clearest named example.
- Start: the cozy sky-island village, where the game tells you to grab your weapon.
- Named regions: forests, deserts, snowfields and a volcano, all full of monsters and bosses.
- Progress: level-tiered zones, with gatekeeper bosses such as the Gorilla King opening the way to the next territory.
- Faster travel: Warp Pillars from the Halloween update and a rabbit mount unlocked by defeating 1,000 rabbits.
Two layers to the world: regions and zones
The game's own description keeps the world outline broad. It describes hunting monsters on floating sky islands, then tells you to "grab your weapon and start your adventure from a cozy sky-island village." From that village, it points to forests, deserts, snowfields and a volcano — four exploration regions, each described as full of monsters and bosses. That is as far as the description goes: it names the kinds of places you will explore and what lives in them, but it does not order them, attach levels to them, or explain how travel between them works.
The zone information fills that gap, but it comes from a different source. Monsters are hunted across many zones, and players progress through level-tiered zones — each zone suits a range of levels rather than being tailored to a single level. So the progression the material documents is a ladder of level-tiered hunting zones; the supplied material does not say how the four named regions relate to those zones. The supplied material never assigns a zone to one of the four named regions, so it is safer to treat "forest" in the region list as scenery and the starting forest in the guide sequence below as a hunt zone, rather than assuming they are the same place.
How progression opens one area after another
Two things move you onward. The first is level: because zones are tiered by level range, a zone stops being the right hunting ground once you outgrow its range, and the next tier takes over. The second is the gatekeeper boss: progression runs through zones separated by gatekeeper bosses, and beating one clears the route. The Gorilla King at level 25 is the only gatekeeper the material names. According to the beginner guide, it blocks progress to the next territory; defeating the boss clears the gate and lets you enter the town and its surrounding fields.
A third-party beginner guide gives a concrete sequence for the early and middle game. Its conditions matter: this is the October edition of the huntingtogether.wiki guide, a single third-party account, so it is one reported route rather than an official, developer-published order. If you are looking for the developer's own account of areas and unlocks, the unlock areas guide is the closer fit.
The reported zone sequence
Zone progression reported by one beginner guide
- Level range
- 1–8
- Area
- Starting forest
- What the guide says
- Rabbits and low-level beasts.
- Level range
- 9–16
- Area
- Second wilderness zone
- What the guide says
- Boars and lizards.
- Level range
- 17–24
- Area
- Transition zone
- What the guide says
- Leads toward the first major town.
- Level range
- 25
- Area
- Gorilla King boss gate
- What the guide says
- The boss blocks progress to the next territory; defeating it clears the gate into the town and its surrounding fields.
- Level range
- 34, 42, 50+
- Area
- Intermediate elemental maps
- What the guide says
- Lead into the desert city, where monster affinities change.
Two details in that sequence are worth pulling out. First, the Gorilla King step is written as a hard gate, not a level suggestion: the guide says the boss blocks progress to the next territory, with the town and its surrounding fields behind it. Second, the guide jumps from the level 25 gate to maps marked 34, 42 and 50+, then into the desert city, so it does not describe what fills the levels in between. Treat the sequence as a sketch of the main waypoints rather than a complete atlas.
The guide also flags that monster affinities change in the desert city. That is a useful signal for the transition: it is telling you the desert city is not simply more of the same ladder — the elemental matchups you dealt with in earlier maps change there. If you are heading that way, the desert guide and bosses guide cover those subjects in more depth.
Getting around faster
The Halloween update notes list "New Warp Pillars to travel fast" among the update's features. That is the full extent of the supplied detail: Warp Pillars are the feature the game advertises for faster travel around the world, but the notes do not say how you unlock them or which destinations they connect. If you are standing in one zone wondering how to reach another quickly, Warp Pillars are the answer the game gives — the material simply does not establish the conditions.
The beginner guide adds a second option: defeating 1,000 rabbits unlocks a rideable rabbit mount that increases movement speed on the map. That is a mount reward with a specific kill count attached, and its stated effect is speed on the map.
The supplied material does not say whether either option changes the zone ladder described above. The supplied material presents Warp Pillars and the rabbit mount as ways to travel faster, while the zone sequence and gatekeeper bosses are what the material describes opening new territories.
Why finishing a zone still matters after you move on
Collecting every monster card in a zone unlocks permanent bonus stats in the Adventure Book — the guide gives extra physical attack and magic attack as examples. Because the bonus is tied to a zone's complete monster roster, each zone has a reason to be hunted through rather than rushed past. That interacts with the travel picture: a zone is not only a place you leave behind when your level fits the next tier, but a set of monsters whose cards you may want to finish first. If that is your priority, see the monster cards guide and the Adventure Book guide.
Putting the route together
The short path the material supports looks like this: start in the cozy sky-island village, hunt in the level-tiered zones that match your level, and watch for gatekeeper bosses — the level 25 Gorilla King is the named one — because beating them clears gates rather than merely rewarding you. Beyond that gate the beginner guide places the first major town and its fields, then elemental maps at level 34, 42 and 50+, then the desert city, where monster affinities change. Along the way, Warp Pillars and a 1,000-rabbit mount speed up movement, and completing a zone's monster cards builds permanent Adventure Book bonuses.
For the leveling and systems side of the same journey, start with the beginner guide; the forest guide covers forests as a named exploration region, and the leveling guide explains how level ranges and progression fit together.
Related Guides
Which Boss Unlocks the Next Area
See how the Gorilla King at the Level 25 Boss Gate blocks the next territory and what beating it opens.
Desert Guide and Desert City
Follow the route from the first major town to the desert city through level bands and elemental maps at 34, 42 and 50+.
Where to Hunt Each Monster
Find monsters by level band, from starting forest rabbits and low-level beasts to elemental maps and Halloween Pumpkin Spiders.
