
The bad high-rank grind in Monster Hunter Stories 1 starts when you chase the biggest fights instead of the fastest loop. If you want the practical answer up front, use a Training Charm or Training Charm+, level through the shortest repeatable high-rank quest you can clear cleanly, and then move into the Tower of Illusion floor 1-5 loop, because the 5th floor Barrel Felyne is the post-game target most consistently tied to huge EXP bursts.
This guide is for the original Monster Hunter Stories, not Wings of Ruin. That matters, because a lot of franchise advice gets mixed together online, and the old Tower of Illusion Barrel Felyne route is specifically a Stories 1 answer. If you searched for mhstories 1 exp farm high rank start, the clean starting point is: get your EXP multiplier equipped, use a reliable quest loop first, then graduate into the tower once your team can clear it without messy resets.
A lot of old advice conflicts because players are measuring different things. Some routes give the biggest reward per fight. Some give the best EXP per minute. Some are slower, but almost brainless and safe. In practice, high-rank leveling is easiest if you separate your options into three buckets instead of hunting for one magic answer.
That distinction is why some players swear by quest turn-ins while others insist the tower is the only answer. They are both right for different points of progression. If your current “best farm” takes too long, it is not your best farm yet.
When you first reach high rank or post-game and your damage is still uneven, the smartest move is not to force the tower immediately. Community advice going back years keeps landing on the same principle: repeat the shortest reliable loop you can already dominate. Older quest-focused recommendations often point to a repeatable Monoblos quest for exactly that reason. It may not be the flashiest route, but it is stable, easy to turn in, and good enough to bridge the gap into stronger farms.
This part is where the Training Charm matters most. Different players report different exact percentage values depending on platform and version, so the precise bonus is not fully settled, but broad community consensus is strong: Training Charm or Training Charm+ is the single most important EXP multiplier you can bring. If you are grinding without it, you are making every other route feel worse than it should.

The reason this works is simple: EXP farming in Stories is a tempo problem. One efficient clear repeated ten times beats a “better” fight that keeps dragging because your team is not ready. High rank is where patience saves the most time.
Once your team is strong enough to clear quickly, the route most consistently recommended for post-game EXP is the Tower of Illusion, specifically the first five floors. The reason is the same across community guides and player reports: floor 5 reliably spawns a Barrel Felyne, and defeating it can produce one of the biggest EXP jumps available in a short loop.
The trap here is greed. A lot of players keep climbing because it feels wasteful to leave the tower early, but the efficient grind is about repetition, not completion. If the first five floors are your smoothest route to the Barrel Felyne, treat them as a loop, not as a staircase to the top.
Another important detail: this route only feels amazing if the kill is fast. Do not bring a battle plan that spends several turns buffing, recovering, or trying to look optimal on paper. Barrel Felyne farming rewards teams that can convert encounters into immediate pressure. Even when exact EXP numbers vary across sources, the ranking of this method stays stable because the time-to-reward ratio is so strong.

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If your team is already strong and your build is tuned around ending fights quickly, special subquests can beat ordinary grinding. One long-circulating setup uses a high-level White Monoblos together with Training Charm+ to quickly clear Fatalis in The End is Nigh. That kind of route is not the universal answer, but it shows an important point: the fastest EXP farm is sometimes a quest-specific boss kill, not open-world looping.
Qurupeco also shows up often in community recommendations as a practical farming Monstie for speeding certain clears. The appeal is not raw stat glamour; it is how much time it can save when you already know the fight and want a smoother route. In other words, Qurupeco is a grinder’s pick, not a showcase pick.
The rule for these boss farms is easy to remember: if you can kill the target fast enough, boss quests become incredible; if the fight turns into a long war of attrition, they immediately stop being efficient. That is why tower farming remains the more universal post-game recommendation, while White Monoblos and similar burst-clear setups are better seen as advanced optimization.
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Some older guides mention expedition-based leveling, including passive gains from places like Mount Celion. Those routes can be worthwhile if you want progress while handling other tasks, but they are usually framed as convenience, not top efficiency. Even generous community estimates for passive methods do not really challenge active Tower of Illusion or fast boss farming.

So use expeditions as background value, not as your answer to being underleveled. They are fine for padding progress between sessions, but if you need levels now, active loops still win by a large margin.
The cleanest way to improve your leveling speed is to stop defending a route that has already gone stale. Change methods when your current loop starts showing one of these warning signs:
If you are unsure, measure by feel: the best route is usually the one with the fewest dead turns. Less healing, less menu time, less setup, less travel, less risk. In Monster Hunter Stories 1, efficient EXP is mostly about stripping the grind down to the part that actually pays.
For most players, the progression is straightforward. Start high rank with a Training Charm and a repeatable short quest you can clear comfortably. Once your team is stable, shift into the Tower of Illusion floor 1-5 Barrel Felyne loop, because that is the most broadly reliable post-game EXP farm. If your build is already strong enough to erase special boss quests with tools like White Monoblos or a well-used Qurupeco, that is where advanced burst farming takes over. Exact EXP numbers may vary by version and community testing, but that overall route order is the safest way to level fast without wasting sessions on the wrong grind.