|Objective: Hunt 2 Tzitzi-Ya-Ku|
|Reward Money: 9000z|
|Time Limit: 50 min.|
|Conditions: HR 6 or higher / Max Players: 1|
|Failure Conditions: Time Expires / Faint 3 Times|
|Other Monsters: Kelbi / Shamos / Raphinos|
Fast travel back to a camp and talk to The Handler to start this quest, which isn’t as bad as it sounds. As a general rule, fighting two of any monster is entirely different from fighting just one, but there’s a simple solution to this problem in this case: don’t fight them both at the same time. Crazy, right? Fortunately, while the monsters travel in the same areas, they don’t necessarily travel together, nor will they feel compelled to help each other if they see their fellow fighting. If both do aggro you, however, simply run away and try and re-engage when you find one alone.
Otherwise, view it as two Tzitzi-Ya-Ku fights with the limits and resources normally allotted for one. Also note that if your meal buffs end, your stamina runs low and you expend too many items, you can freely return to camp, eat some more food and restock your items. If the monsters recover at all in your absence, it won’t be nearly as much as you stand to gain by doing so. Also note that to help out with the fight you’ll be joined by a Trouper Grimalkyne, who will showcase one of the rewards you stand to gain by completing this quest.
When both are slain, the quest will end, after which you’ll be treated to a conversation between a Trouper Grimalkyne and your Palico, and after much good-will is sown, you’ll obtain the Coral Orchestra Palico tool, which allows your Palico to take a more passive role in combat, using this instrument to provide you with various buffs. Not bad. After this, return to camp and enter the tent and you Palico will tell you that the Troupers taught it how to talk to Shamos, allowing it to recruit one as a Tailraider.
Note: Facing two monsters at once may have already been an issue for you from time to time, but up until now it could be solved by simply running away and being patient. Eventually the beasts would have parted ways (perhaps after exchanging frank and brutal criticisms of each other), but there will be times where monster pairings aren’t unfriendly or inclined to wander off to different locales, and it’ll become more of an issue as you continue on. One way to resolve the problem is to craft Dung Pods, which can be loaded into your Slinger and fired at the offending monster. Most monsters find this experience suitably unsettling enough to vacate the area, and it’s a fine tactic for driving off unwanted foes. To create Dung Pods you’ll need Dung, obviously, so collect it as opportunity presents itself. You’ll need plenty of it later on.