Quest Star Rank:

The first byte after the spanish translation of the quest target
determines the level of the quest (1-9 star)

Example: 

SR = Star Rank
6F = o from plateado

"Caza un Rathalos plateadoX"

"6F SR"

---------------------------------------------------

Map:

The Map Value is located right next to the Star Rank byte

Example:

MP = Map Value
SR = Star Rank
6F = o from plateado

"Caza un Rathalos plateado X"

"6F SR XX"

---------------------------------------------------

Quest Timer:

First non-empty byte after Map


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Join Requirements

Join Requirements are located at the first byte after the end
of the quest failure conditions.

Example:

JR = Join Requirements
2E = . from "el tiempo."

"Recompensa cae a 0
o acaba el tiempo.X"

"2E JR"


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Small Monster (Description):

Small Monster (Description) IDs are placed right after the end of the 
spanish quest description.

Keep in mind that these are not the actual values of the small
monsters on the map, rather, they are for the two small monsters
listed in the quest description.

Example:

SD = Small Monster (Description)
21 = the ! from "resolver este enigma!"

"resolver este enigma!XX"

"21 SD SD"

---------------------------------------------------

Quest Type

The Quest Type is located right next to the two small monster (desc) 
bytes

Example:

QT = Quest Type
SD = Small Monster (Description)
21 = the ! from "resolver este enigma"

"21 SD SD QT"

---------------------------------------------------

Environment Trigger

Environment Trigger comes right after the Quest Type

Example:

ET = Environment Trigger
QT = Quest Type
SD = Small Monster (Description)
21 = the ! from "resolver este enigma"

"21 SD SD QT ET"

---------------------------------------------------

Day/Night Trigger:

The Day/Night Trigger is located right next to the Environment Trigger

Example:

DN = Day/Night Trigger
ET = Environment Trigger
QT = Quest Type
SD = Small Monster (Description)
21 = the ! from "resolver este enigma"

"21 SD SD QT ET DN"


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Large Monster:

The first Large Monster ID is placed 6 bytes after Day/Night Trigger

Example:

LM = Large Monster Value
DN = Day/Night Trigger

"DN 00 00 00 00 00 LM"

---------------------------------------------------

Spawn ID (also called Boss ID in Zindea's Editor)

The Spawn ID is located 2 bytes after the Large Monster ID

Example:

LM = Large Monster Value
SP = Spawn ID

"LM 00 SP"

---------------------------------------------------

Activate Large Monster Trigger

The byte to activate the monster is located right after the Spawn ID

Example:

AC = Activate Large Monster Trigger
LM = Large Monster Value
SP = Spawn ID

"LM 00 SP AC"

---------------------------------------------------

Monster HP

Monster HP is located right next to the Activation Trigger

Example:

HP = Monster HP
AC = Activating Large Monster Trigger

"AC HP"

---------------------------------------------------

Monster Attack

Monster Attack is right next to HP

Example:

HP = Monster HP
AT = Monster Attack

"HP AT"

---------------------------------------------------

Monster Defense

Monster Defense is right next to Attack

Example:

DF = Monster Defense
AT = Monster Attack

"AT DF"

---------------------------------------------------

The Odd One

Alright, this is a weird one. The value between the previos and next
one is listed as "Spawn ID" in Zindea's Editor, while in Gougout's, it 
just isn't mentioned at all. No clue what it does, but I'll put it in
anyway for consistency.

Example:

OO = The Odd One
DF = Monster Defense

"DF OO"

---------------------------------------------------

Monster Size

Monster Size comes right after The Odd One

Example:

MS = Monster Size
OO = The Odd One

"OO MS"

---------------------------------------------------

Monster Size Variation

Monster Size Variation comes right after Monster Size

Example:

SV = Monster Size Variation
MS = Monster Size

"MS SV"

---------------------------------------------------

Monster Fatigue 

Monster Fatigue comes right after Monster Size Variation

Example:

MF = Monster Fatigue
SV = Monster Size Variation

"SV MF"

---------------------------------------------------

Additional Monsters

The byte right next to the Monster Fatigue corresponds to the
Monster ID of the second large monster. 
You could then repeat the process and add as many monsters as you like
until you reach the next section of the quest structure a bit further
down.

Notes:	- It doesn't seem like you're able to change the filesize of
	  the quest itself, so you're a bit limited when it comes to
	  how many monsters you can add to a quest.

	- In other words: A single monster quest isn't gonna become a
	  5 monster marathon, but you could add 1 or 2 extra monsters.
	
	- Actually, you might be able to do 5, but just barely. 
	  Will have to test a bit further.

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Quest Rewards

The Quest rewards are placed near the bottom of the quest file.
It's the only big cluster of symbols that is unintelligible.

Sticks out like a sore thumb, can't miss it.

The structure goes like this:

IT = Item
QU = Item Quantity
DC = Dropchance

"IT IT QU DC"

The drops go back and forth between item-row 1 drops and item-row 2
drops, so here's what it would look like if you added an item in row 1
and an item in row 2

"IT IT QU DC IT IT QU DC"

Each item-row can hold up to 12 items.

-----------------------------------------------------------------------
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Miscellaneous Quest Details:

-------------------------------------------

Quest Fee/Prize Money/Death Penalty/HR Points/HR Points Failure

The first non-empty byte afte the Quest Rewards refers to the Fee,
after which come the Prize Money, Death Penalty, HR Points, and HRP
lost upon failure.

For example:

QF = Quest Fee
PM = Prize Money
DP = Death Penalty
HP = Hunter Rank Points
HF = HRP lost upon failure

"QF QF 00 00 PM PM 00 00 DP DP 00 00 HP HP 00 00 HF HF 00 00"

If any of these values are a very high number, they can take up an
additional third byte, possibly even a fourth.

"QF QF QF QF PM PM PM PM DP DP DP DP HP HP HP HP HF HF HF HF"

-------------------------------------------

Carve Rank

The Rank of Carves is located 1 byte after the last HRP Failure byte.

Example:

CR = Carve Rank
HF = HRP Failure

"HF HF HF HF CR"

-------------------------------------------

Player Spawn Points

The Player Spawn Points Check is located 15 bytes after the Carve Rank

Example:

PS = Player Spawn Points
CR = Carve Rank

"CR 00 00 00 00 00
 00 00 00 00 00 00
 00 00 00 PS"

-------------------------------------------

Marathon Check

The Marathon Check is located two bytes after the Player Spawn Points.

The Second Byte is usually left empty but still considered a part of
the Marathon Check.

Example:

MC = Marathon Check
PS = Player Spawn Points

"PS 00 MC MC"

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-----------------------------------------------------------------------

Activate Secondary Quest Objective

The byte to Activate the Secondary Objective is located 38 bytes after
the second Marathon Check Value

Example:

A2 = Activate Secondary Objective
MC = Marathon Check

"MC MC 00 00 00 00
 00 00 00 00 00 00
 00 00 00 00 00 00
 00 00 00 00 00 00
 00 00 00 00 00 00
 00 00 00 00 00 00
 00 00 00 A2"

00 - Deactivated
01 - Active

-------------------------------------------

Main Quest Objective

The Main Objective is located 2 bytes after the byte to Activate
the Secondary Objective.

The Second Byte is usually left empty but still considered a part of
the Main Objective.

Example:

MO = Main Objective
A2 = Activate Secondary Objective

Example:

"A2 00 MO MO"

-------------------------------------------

Main Quest Objective Target

The Main Objective Target is located 3 bytes after the Main Objective.

The Second Byte is usually left empty but still considered a part of
the Main Objective Target.

Example:

MO = Main Objective
MT = Main Objective Target

"MO MO 00 00 MT MT"

-------------------------------------------

Main Quest Objective Quantity

The Main Objective Quantity comes right after the Main Objective Target

Example:

MQ = Main Objective Quantity
MT = Main Objective Target

"MT MT MQ"

-------------------------------------------

Secondary Quest Objective

The Secondary Objective is located 2 bytes after the Main Objective
Quantity.

The Second Byte is usually left empty but still considered a part of
the Secondary Objective.

Example:

SO = Secondary Objective
MQ = Main Objective Quantity

"MQ 00 SO SO"

-------------------------------------------

Secondary Quest Objective Target

The Secondary Objective Target is located 3 bytes after the Secondary
Quest Objective.

The Second Byte is usually left empty but still considered a part of
the Main Objective Target.

Example:

SO = Secondary Objective
ST = Secondary Objective Target

"SO SO 00 00 ST ST"

-------------------------------------------

Secondary Quest Objective Quantity

The Secondary Objective Quantity is located right after the
Secondary Objective Target.

Example:

SQ = Secondary Objective Quantity
ST = Secondary Objective Target

"ST ST SQ"

-----------------------------------------------------------------------
-----------------------------------------------------------------------

Small Monsters

Small Monster spawns are really strange. In the Event Quests they seem
to be located at the far bottom of the structure. The problem, however,
is that regular quests don't extend that far down.

The bottom sections of regular quests don't look like they contain any
small monster data in them either.

It's probably just hiding a bit higher up, but my brain is too fried
from staring at hex editors for days on end. I'll dig for the values
some other time.