From the Library of john titor ©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. From the Library of john titor Items 1 Introduction ...... 2 Usable Items ...... 56 6 Equipment ...... 210 2 The Basics of Hunting . .4 Combo List ...... 57 Great Sword ...... 211 Controls...... 4 Shakalaka Warriors Long Sword ...... 229 Cha-Cha & Kayamba . . . . .62 Sword and Shield ...... 244 The Flow of Hunting ...... 5 Dances ...... 64 Combat ...... 7 Masks ...... 66 Dual Blades ...... 263 Equipment Abilities ...... 71 Hammer ...... 281 Blademaster Weapons ...... 9 3 Monsters ...... 72 Hunting Horn ...... 300 Great Sword ...... 9 Lance ...... 313 Long Sword ...... 10 Small Monsters ...... 73 Sword and Shield ...... 11 Large Monsters ...... 83 Gunlance ...... 333 Dual Blades ...... 12 4 Quest List ...... 144 Switch Axe ...... 349 Hammer ...... 13 Light Bowgun ...... 364 Hunting Horn ...... 14 5 Map Data ...... 152 Lance ...... 16 Heavy Bowgun ...... 379 Gunlance ...... 17 Moga Woods ...... 153 Bow ...... 392 Switch Axe ...... 18 Deserted Island ...... 160 7 Armor ...... 410 Gunner Weapons Sandy Plains ...... 170 Light/Heavy Bowgun ...... 19 Flooded Forest ...... 177 Bow...... 19 Armor Tundra ...... 185 Talismans & Decorations ...... 20 Volcano ...... 192 Skill List ...... 24 Misty Peaks ...... 198 Moga Woods ...... 30 Land Arena ...... 204 Farm ...... 40 Water Arena ...... 205 Tanzia Port ...... 42 Great Desert (Dragonship) ...... 206 Ruins ...... 208 The Tower ...... 209

©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. From the Library of john titor ©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. From the Library of john titor Introduction Welcome to the BradyGames Official e-Guide to ™ 3 Ultimate—a co-operative effort with our partners in Japan at Enterbrain.

We’ve provided all the information you need to become a master hunter, including critical stats on every monster so you can take them down easily and efficiently.

You’ll also find details on all locations you visit as a beginning hunter—and where to find the items essential to survival.

If this is your first Monster Hunter™ game, check out our comprehensive Basics section to familiarize yourself with the layout of the two towns. These locations serve as bases for your hunting adventures. You’ll also benefit from a thorough primer on how to use the many weapon types found in the Monster Hunter world.

We have assembled a wealth of data for the veteran hunter, including how to build the weapons and armor necessary to zoom through Low-rank missions and move into High-rank, the true test for a Hunter. We also feature a detailed Skill list, all possible item combinations, and a complete guide to earning every Award on your Guild Card.

Let the Hunt Begin! Monster Hunter Series Timeline Monster Hunter 3 Ultimate (MH3U) is the 10th entry in the mainline Monster Hunter series, and the first on the Nintendo 3DS. MH3U also marks the first game in the series to be released in North America since 2010’s Monster Hunter™ 3 –Tri-.

TITLE SYSTEM PUBLICATION DATE Monster Hunter PlayStation 2 2004 Monster Hunter G (Japan only) PlayStation 2 2005 PlayStation Portable 2006 Monster Hunter 2 –Dos- (Japan only) PlayStation 2 2006 PlayStation Portable 2007 Monster Hunter Freedom Unite PlayStation Portable 2009 Monster Hunter 3 –Tri- Wii 2010 Monster Hunter Portable 3rd (Japan only) PlayStation Portable 2010 Monster Hunter 3 Ultimate Nintendo 3DS/Wii U 2013 The Hunter’s Story In MH3U, you play as a rookie hunter in Moga Village, a small fishing village in the Monster Hunter world. Shortly after arriving, you experience a massive earthquake, thought to be caused by the fearsome lightning wyvern, Lagiacrus.

Your job is to investigate the cause of the earthquakes and, if possible, eliminate the Lagiacrus terrorizing the village. To do this, you must build your skills by hunting weaker monsters in the area, create stronger and stronger equipment by felling ferocious beasts, and become a master hunter capable of taking down the Lagiacrus!

©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. From the Library of john titor The Basics of Hunting Controls Note: Controls on Wii U Gamepad, Pro Controller, and Wii Classic Controller are the same.

IN TAVERN/VILLAGE FUNCTION 3DS WII U MOVE CIRCLE PAD LEFT STICK INTERACT AA

IN FIELD—WEAPON SHEATHED FUNCTION 3DS WII U GAMEPAD MOVE CIRCLE PAD LEFT STICK POINT CAMERA 1 1/RIGHT STICK CROUCH BB ROLL CIRCLE PAD + B LEFT STICK + B USE ITEM YY INTERACT AA DRAW WEAPON XX UNSHEATH ATTACK CIRCLE PAD + X LEFT STICK + X RESET CAMERA/POINT TOWARDS ENEMY L BUTTON L BUTTON CYCLE EQUIPPED ITEMS L BUTTON + Y/A L BUTTON + Y/A RUN CIRCLE PAD + R BUTTON LEFT STICK + R BUTTON KICK/TACKLE (UNDERWATER) TOUCH SCREEN SIGNAL CHA-CHA 2/3 + X ,X SIGNAL KAYAMBA 2/3 + Y ,Y

IN FIELD—WEAPON SHEATHED FUNCTION 3DS WII U GAMEPAD MOVE CIRCLE PAD LEFT STICK POINT CAMERA 1 1/RIGHT STICK CROUCH BB ROLL CIRCLE PAD + B LEFT STICK + B USE ITEM YY INTERACT AA DRAW WEAPON XX UNSHEATH ATTACK CIRCLE PAD + X LEFT STICK + X RESET CAMERA/POINT TOWARDS ENEMY L BUTTON L BUTTON CYCLE EQUIPPED ITEMS L BUTTON + Y/A L BUTTON + Y/A RUN CIRCLE PAD + R BUTTON LEFT STICK + R BUTTON KICK/TACKLE (UNDERWATER) TOUCH SCREEN SIGNAL CHA-CHA 2/3 + X ,X SIGNAL KAYAMBA 2/3 + Y ,Y

IN FIELD—WEAPON DRAWN FUNCTION 3DS WII U MOVE CIRCLE PAD LEFT STICK POINT CAMERA 1 1/RIGHT STICK ROLL BB SHEATHE WEAPON YY ATTACK 1 XX ATTACK 2 AA ATTACK 3 X + AX + A GUARD/SPECIAL R BUTTON R BUTTON

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©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. From the Library of john titor The Basics of Hunting

Step 3 The Flow of Hunting Depending on the type of Quest you’ve taken, you complete the Monster Hunter 3 Ultimate is not a linear game—you have the choice objective in one of two ways: to tackle any Quest available, as long as you’re qualified enough! Most Quests start and finish the same, however, and there is a specific flow once one has started and once one has ended.

To complete a Quest that requires items to be delivered, collect the items and take them to the Red Box in the Base Camp. Once the requested items have been delivered, the Quest is complete. Step 1 Before going on a Quest, you need to take a Quest from the Guild’s Quest counter. Many Quests have a small cost associated with them, which is repaid on successful completion of a Quest.

To complete a Quest where a monster must be defeated or captured, simply capture or defeat the monster! If a Quest requires a monster to be defeated, you can still complete the Quest by capturing the monster.

Step 2 After taking a Quest, you must depart by heading toward the docks in Moga Village or the gate in Tanzia Port. Once you’ve started a Quest, you can’t go to your house or change areas, so make sure you’ve done all your preparations before taking a Quest.

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©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. From the Library of john titor Step 4 Step 5 After you’ve fulfilled the Quest’s objectives, you are given a short Once the Quest Complete message is received, you are taken to the amount of time to carve a defeated monster or otherwise gather Rewards screen where a set of rewards for completing the Quest are items. This is usually 60 seconds for defeating a monster and 20 given. You can choose to collect the items and carry them on your person, seconds for capturing or delivering goods. send them to your Item Box (storage), or sell the items right away. If you wait too long without doing anything, the items are automatically sold. In most cases, you should send everything to your Item Box.

This flow is interrupted if you fail your Quest. There are three ways to fail a Quest:

• REWARD IS DECREASED TO 0Z: Every time your or another player’s health is depleted, the Quest’s reward decreases, in most cases by 1/3. Once the reward is decreased to zero, the Quest immediately ends in failure. • TIME EXPIRED: In most cases, you’re given 50 minutes to complete a Quest, although this amount can, at times, be lower. Check the remaining time in a Quest by looking at the clock next to your health bar or by checking the Quest Status screen. • TARGET IS DEFEATED: This only applies to Quests where you must capture a monster. If you defeat the monster before capturing it, you fail the Quest and receive no rewards.

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©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. From the Library of john titor The Basics of Hunting

Combat

Most of your time in the world of MH3U is spent locked in combat with one of the many large monsters. You should learn the nuances of combat before attempting to challenge any of these ferocious foes. Sharpness One of the most important aspects of combat in MH3U is your weapon’s Sharpness. You may notice how your weapon occasionally bounces off of a monster. This is because the Sharpness of your weapon is too low to penetrate the monster’s hide! Even though they are blunt weapons, the Sharpness of Hammers and Hunting Horns also affects whether or not the weapon bounces off of an enemy.

Monsters often have different degrees of hardness on certain parts of their body. For example, you need a weapon with Blue Sharpness or better to penetrate a Barroth’s head, but only a weapon with Green Sharpness to penetrate the rest of its body.

Attacks that bounce off of a monster’s body deal less damage than normal, and attacks that bounce cannot be chained—even into a roll! Also, if your attack bounces off of a monster, you’ll often find yourself vulnerable to damage. Even if a part on a monster is more vulnerable than the others, you should target areas where your weapon doesn’t bounce over the area that suffers the most damage.

If you’re having trouble with your attacks bouncing, consider using a Hammer or the Mind’s Eye skill. The Mind’s Eye skill allows your weapon to never bounce off of an enemy, while the Hammer’s level 3 charge attack has Mind’s Eye applied to it whether or not you have the skill equipped! Even if you have Mind’s Eye, your attacks still do decreased damage when attacking an area that would normally cause your weapon to bounce. A weapon’s Sharpness determines how much damage you do with every attack, as well as how much damage is dealt by Elemental attacks, making it as important of a weapon stat as its standard attack!

SHARPNESS DAMAGE MULTIPLIERS This number doesn’t affect your total damage, only the damage before SHARPNESS ICON ATTACK ELEMENTAL ATTACK computations. You won’t quite deal 50% more damage with every hit, but you RED 0.5 0.25 ORANGE 0.75 0.50 certainly deal a considerable amount more! You can consider a weapon with YELLOW 1.00 0.75 Blue Sharpness to have 15% more attack power than a standard weapon. GREEN 1.05 1.00 This is something to keep in mind when choosing a weapon to purchase. BLUE 1.20 1.06 WHITE 1.32 1.13 PURPLE 1.44 1.20

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©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. From the Library of john titor Elemental Attributes Many weapons, in addition to normal damage, deal additional damage in one of five elements: Fire (FI), Water (WA), Ice (IC), Thunder (LI), and Dragon (DR).

Elemental damage is calculated differently than normal damage. Monsters have specific Elemental weaknesses. Elemental damage is often just as useful as raw damage and matching the right element against the right monster can quickly end a battle.

Abnormal Status Ailments Some weapons, in place of Elemental damage, can inflict status effects on the enemy. There are three types of status effect, each with its own benefits.

Status effects are not inflicted with the first hit—they must continuously hit an enemy in order to trigger. Each enemy has a different resistance to status effects, so try not to use Poison weapons on a monster that uses Poison. POISON Poisoned enemies suffer a fixed amount of damage over a set period of time. This damage is inflicted regardless of the enemies’ armor, making it very useful against monsters with thick skin and high defense. PARALYSIS Paralyzed enemies are incapacitated for a brief period of time, allowing you and your hunting partners to unload on them without fear of retribution. SLEEP An enemy inflicted with Sleep stops and falls asleep. Unlike Paralysis, a sleeping enemy awakens instantly after being hit, so sleeping monsters should be hit with the strongest attack possible. Also, the attack that awakens a sleeping enemy deals extra damage. This means that hitting them with a Barrel Bomb or Level 3 Charge Great Sword attack deals enormous damage!

Affinity This stat represents your chance of performing a critical attack, as well as how much damage a critical attack deals.

Affinity basically translates directly into extra damage. Weapons with powerful single attacks especially benefit with Affinity, allowing attacks like the charged Greatsword and Hammer attacks to deal even more damage.

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©2013 DK/BradyGAMES®, a division of Penguin Group (USA) Inc. All Rights Reserved. From the Library of john titor