Getting Started in Monster Hunter: World
Monster Hunter: World turns each difficult hunt into knowledge for the next attempt. A new hunter learns to read a monster's attacks and the terrain around it, then choose when and where to strike and what to prepare. The Ancient Forest, Coral Highlands, and Hoarfrost Reach belong to that same decision: routes, ledges, camps, and other monsters can all change how a hunt unfolds.
The monster will knock you down. You will faint. You will bounce off a hard part. Your hunter does not gain character levels that automatically raise Attack. Yesterday's wall becomes today's hunt because you upgraded the weapon at the smithy, unlocked the next camp, and learned which part to attack. Those choices are how you make progress.
There are 14 weapons, and each one changes how you position yourself, choose an opening, and attack the same monster. Try them in the Training Area. Keep the official manual: Getting Started close at hand for the controls and HUD, then use your first assignment to learn the decisions that shape a hunt.
A Great Jagras hunt
Take the Great Jagras assignment. Eat at a canteen in Astera, then fill the pouch from the item box. Bring Potion, and add Mega Potion once you can combine a Potion with Honey. Post the assignment at the quest board.
You land at the Southwest Camp. Follow the scoutflies, and inspect tracks and scratches so they can lead you toward the monster. As your research progresses, the map can provide more information about a tracked monster, including a skull when it is close to death.
Sheathe before you sprint. Sprinting drains the yellow stamina bar under your health; empty the bar and you stop to recover some of it.
Watch the monster attack, evade it, and hit the head while it recovers. After it swallows an Aptonoth, you can target the inflated belly instead. Orange numbers from ordinary weapon hits identify parts that take good raw damage. A Gunlance shell or sticky ammo ignores hitzones, so orange numbers from those attacks do not identify a weak part. Hunter's Notes fills in the parts as you research. When health drops, drink a Potion. When it walks to another area, use the Whetstone if your weapon has sharpness.
When it passes a ledge, jump and attack. Aerial attacks build toward a mount; once enough mounting damage accumulates, you can get onto its back.
If a melee attack bounces, the part is too hard for the weapon's current sharpness. Use the Whetstone if sharpness has dropped, then attack a softer part so the next opening produces useful damage instead of another bounce.
When it limps, or when the map shows a skull, the monster is close to death and you can choose whether to capture or kill it. To capture it, use Tranq Bomb while it is weak and catch it in a Shock Trap. A captured monster cannot be carved; after a kill, carve before the quest returns you to Astera.
Check the quest information for its time and faint limits. After a faint, you respawn at camp with whatever remains in the pouch, so restock from the box before returning to the monster. A Farcaster, once available, provides a deliberate return to camp without fainting. Fainting ends the meal's health and stamina bonuses and reduces the quest's zenny reward, but it does not change the Attack on your weapon. Eat again at camp when the canteen becomes available. Back in Astera, keep the monster parts for equipment at the smithy.
Later hunts in this forest go deeper, and Anjanath can walk in. If the two monsters fight, that is damage you did not have to deal. If the invader stays and prevents you from hunting the target, a Dung Pod can encourage it to leave, though it may return. When Rathalos takes off, a well-timed Flash Pod can bring it down.
Eat before every hunt
Before you post the next quest, eat again. Skip the canteen and you hunt at 100 health and 100 stamina. Every meal raises stamina by 50. Health comes from fresh ingredients: each fresh ingredient adds 10 maximum health, and five fresh ingredients bring the total to 150. Check the meal's health increase before ordering, then post the quest.
Sprint drains your current stamina, which recovers when you stop. Your maximum stamina falls as the hunt goes on. A Well-done Steak or Ration restores lost maximum stamina. These items do not increase maximum health. Iceborne adds a canteen in Seliana; Astera's is still there.
Once you can pick ingredients, meat can raise Attack, fish can raise Defense, and vegetables can raise elemental resistance. Choose the effect that addresses the problem you expect in the next hunt.
Lv 3
The meal's health bonus works together with , a useful early defensive target because it increases the damage you can survive. A skill is a bonus on armor, charms, and later decorations, and levels from different pieces add up.
A meal with five fresh ingredients raises maximum health to 150. Lv 3 adds another 50, raising that total to 200. If you skip the canteen, Lv 3 raises maximum health only to 150. Build toward three levels when surviving hits is the main obstacle to learning a hunt.
What to bring
With the meal settled, refill the pouch from the box before you post. Combine from the item menu. The Whetstone is already on the item bar; it does not run out.
- Potion; add Mega Potion once you have Honey — Potion + Honey
- A Dung Pod to encourage another large monster to leave
- A Flash Pod when a flying target is difficult to reach
- A Shock Trap and Tranq Bomb if you intend to capture a target that can be trapped
- A Farcaster for a deliberate return to camp
- An Antidote if the monster poisons you, or a Nulberry if it inflicts a blight
- A Ration or Well-done Steak
- Ammo or coatings if the weapon needs them
Save that pouch as an item loadout at the box so you can refill it quickly on later hunts. Once Botanical Research opens, cultivate Honey to support regular Mega Potion crafting.
Guardian and Defender equipment
Before you spend the monster parts you earned, decide whether you want to learn equipment crafting throughout Low and High Rank or progress through those ranks faster. You can claim Guardian armor during character creation. If you skip it then, talk to the Housekeeper and take it from the item box. Forge Defender weapons at the smithy. Both are designed to be available near the beginning of the game.
They are intended to speed progress through Low and High Rank. Using them means you will replace armor and move through a weapon tree less often, so skip them if you want equipment crafting to remain part of the early progression loop. Either choice works with the upgrade priorities below.
Upgrade the weapon first
Whether you take that shortcut or follow a normal weapon tree, return to the smithy in Astera after each hunt.
- Weapon. Compare the available trees whenever new smithy options unlock. Upgrade your current weapon, or switch branches after comparing Attack, sharpness, affinity, element, and slots against the hunts ahead. Each weapon type uses a different multiplier for its displayed Attack, so do not compare that number across weapon types.
- Armor. Craft useful pieces from monsters you can hunt now. When hits start to hurt, upgrade the pieces you expect to keep first; raising Defense costs money and repeated use of Armor Sphere. Do not recraft an entire set for a higher Defense number alone.
- Skills. Choose skills for a specific purpose. increases the damage you can survive; offensive skills depend on how the weapon deals damage and which parts you can reliably hit. Consult the weapon's guide for its recommended order. You do not need a matching armor set unless you want that set's bonus.
Decorations and augments come later.
Unlock the camps
Better equipment can shorten the fight; camps can shorten the approach. The story gives you the Southwest Camp, but you find the others in the field. Some unlock through the story, while others require you to discover a camp site and complete a delivery. An unlocked camp gives you another place to begin or return to a hunt, reducing the distance to the target or objective.
When a hunt starts far from the monster, open the map and pick the nearest unlocked camp before you depart. On a failed attempt, returning to a closer camp often saves more time than a longer trek from the story default, especially once you have Intermediate and far-side camps in the Ancient Forest and later maps.
What each quest type is for
The board offers more than the next assignment. Choose the quest type for what you need now.
- Assignments advance the story and unlock ranks, maps, and monsters. Use an expedition for practice and gathering without a faint limit; expeditions do not advance the story.
- Optional quests with a speech-bubble on the optional list unlock something useful: a canteen ingredient, a mantle, or a booster. The speech-bubble icon identifies these quests.
- Investigations appear later. They have extra reward boxes and limited attempts, so use them when you need one monster's rare material.
- Keep bounties registered at the Resource Center so ordinary gathering and hunting also make progress toward extra rewards. Report completed bounties to collect Armor Sphere and research points, then fill the open slots with new ones.
Grimalkyne Tailraiders
As you befriend the local Grimalkyne tribes, your Palico can recruit a Tailraider — a small monster such as a Jagras — that follows you and fights.
Each region has its own tribe quests. Finish them while you explore so the Tailraider becomes available before the map's harder hunts, not after you already know every route on foot.
Iceborne adds Raider Ride: you ride that Tailraider across the map. Pin a destination or let it follow the monster's tracks. Use the ride when the scoutflies point far away and you would otherwise burn stamina sprinting across empty ground.
Elder Melder
When the Elder Melder becomes available, you can exchange spare materials for items: Mega Potion, Max Potion, and Ancient Potion. Later, the Elder Melder can meld rare parts and decorations. Iceborne adds the Seliana Melder.
Meld healing items when the farm or harvest box falls short before a wall hunt, and save rare-part and decoration melds for materials you truly cannot use elsewhere. Check the meld list after each rank jump; new options appear as the story unlocks them.
Ranks and Iceborne
Across World and Iceborne, your equipment progression expands through three ranks. Low Rank covers the first story. High Rank introduces a new equipment tier, followed by decorations and tempered monsters. Iceborne starts after the World story, requires the expansion, and opens Master Rank as another full tier.
Installing Iceborne also makes the Clutch Claw — a grappling tool that attaches you to the monster — available in earlier quests. If a guide talks about wounding or Iceborne moves, it assumes the expansion is installed, even on a Low Rank hunt.
Steamworks
After you reach Seliana in Iceborne, the Steamworks converts fuel collected during play into consumable items and other rewards. Treat it as an additional source of supplies rather than part of preparing for early World hunts.
Run it when you return to Seliana with spare fuel instead of letting the gauge sit full. Pick rewards that refill the pouch items you actually burn on Master Rank hunts, not novelty picks you already have stocked.
When a hunt is going badly
Identify the specific problem first. Saying "the build is bad" is too broad to reveal what you should change.
| What is happening | Check |
|---|---|
| One or two hits faint you | Eat before the hunt, build toward Lv 3, and spend your Armor Sphere supply on armor upgrades. If the damaging attack is elemental, compare the relevant resistance on your armor |
| Stuns set up the faint | Thunderblight — you spark after a thunder hit — makes you easier to stun, so use a Nulberry. Stars around your head mean you are already stunned; move the stick repeatedly to recover sooner |
| Attacks bounce | Restore sharpness with the Whetstone, then target a softer part. Use Hunter's Notes to identify weak parts |
| The timer runs out | Upgrade the weapon, target a part that takes good damage, maintain sharpness if the weapon has it, and use unlocked camps to reduce travel. Then consult the weapon's guide for skills that support how it deals damage |
| You have not learned the monster's attacks | Watch one attack without committing, then use the next hunt with that monster as practice |
| You get hit a lot | Back away before the monster attacks, attack while it recovers, and drink a Potion when health drops |
| Your attack starts too late, or the monster hits you before it finishes | Wait for a longer opening, or use a shorter attack. Practice until you can recognize a safe opening |
| A required material never appears | Use Hunter's Notes to check whether it comes from a higher rank, a tail carve, or a part break. Investigations add reward boxes for the target monster |
Next
Combat Mechanics explains why the same swing can hit for different numbers. Each weapon changes the hunt, so pick one to try.
- Great Sword
- Long Sword
- Sword and Shield
- Dual Blades
- Hammer
- Hunting Horn
- Lance
- Gunlance
- Switch Axe
- Charge Blade
- Insect Glaive
- Light Bowgun
- Heavy Bowgun
- Bow
Try any weapon that interests you in the Training Area, then take it into a hunt. Notice which attacks leave an opening, decide which part and action fit that opening, and adjust your route, pouch, or equipment afterward. That cycle is the foundation for learning every monster in World.