Monster Hunter 2 DOS

This wiki covers a variety of data from Monster Hunter 2 DOS.

Old-School Monster Hunter
Shop Special Calendar

The current shop special will change each day at your time (:00 PM GMT±0)

It's currently in Dundorma
  
The city has stood for years.
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First day of the week:

Dundorma was closed to the public on 15th Winter 4849 (30th June 2011)
It re-opened on 4th Winter 6263 (4th August 2023)

Events for


Locale:

Goals:

    Requirement:

    Locale:

    Goals:

      Requirement:

      Locale:

      Goals:

        Requirement:

        Page 1/

        No events are active on this day


        Seasons and Time of Day

        Monster Hunter 2 DOS introduced the passage of time outside of quests. This affects quest availability, access to regions, gathering point yields, and more. Time passes differently in Jumbo Village than it does the city of Dundorma.

        Seasons

        The year is made up of three seasons in Monster Hunter 2 DOS: Summer, Winter, and Breeding. Summer will deny access to the Desert, and is typically the best season to gather Honey. Winter will deny access to the Snowy Mountain, and is a good time to gather certain plants and rare fish. Breeding season doesn't block off any regions, but several large monsters are at their strongest.

        Time of Day

        Day- and nighttime will affect different regions in unique ways; often, some paths are blocked off at night. Gathering points will also change from day to night, the most obvious being Sunrise Herbs during the day, Sunset Herbs at night.

        Jumbo vs Dundorma Time

        In Jumbo, every day lasts 40 minutes (20 minutes of daylight, 20 of night), and the season will change every 3 days.
        In Dundorma, a day lasts one hour, forty minutes (50 minutes of daylight, 50 of night), and the season will change every 15 days.
        See the table below for more details.
        *note that time passes more slowly in Jumbo Village while you're on a quest, but time will not slow in Dundorma during online play.


        In-game time
        TimescaleJumbo VillageDundorma
        Daylight20 min50 min
        Nighttime20 min50 min
        Full Day40 min1 hr, 40 min
        Season2 hr25 hr
        Year6 hr75 hr
        Shop Specials and Event Quests

        Here are the full listings of all Shop Specials and Event Quests that are currently active on the Monster Hunter Oldschool private server.

        Shop Special Rotation

        Day 1 | none

        Day 2 | Tools Day

        The Gadget Peddler offers: Bomb Casing, Firefly, Mega Fishing Fly, Mega Pickaxe, Mega Bugnet, Gunpowder, Shock Trap, and Ladies' BBQ Spit.

        Day 3 | none

        Day 4 | Food Day

        The Gung Ho Grocer offers: Rare Onion, Godbug, Lifejam, Royal Cheese, and Golden Sake.

        Day 5 | none

        Day 6 | Combination Day

        The Combo Master offers: Ivy, Nitroshroom, Stunshroom, Toadstool, Wyvern Fang, Wyvern Claw, Honey, and Dragon Toadstool.

        Day 7 | none

        Day 8 | Dundorma Day

        All vendors sell at half the normal price, including the Combo Master.

        Events

        Egg dream!

        Locale: Jungle

        Goals:

        • Deliver 3 Wyvern Eggs
        • Deliver 4 Carnivore Eggs
        • none

        Require: HR11+

        Bird Rebellion!

        Locale: Jungle

        Goals:

        • Hunt 6 Yian Kut-Ku
        • Hunt 4 Yian Kut-Ku
        • Hunt 2 Yian Kut-Ku

        Require: none

        Black Wolf Counterattack!

        Locale: Jungle

        Goals:

        • Hunt the Yian Garuga
        • none
        • none

        Require: none

        Great Fishing Tournament!

        Locale: Desert

        Goals:

        • Deliver 10 Goldenfish
        • Hunt the Plesioth
        • none

        Require: HR17+

        Rathian Gauntlet!

        Locale: Desert

        Goals:

        • Hunt 3 Rathian
        • Hunt 2 Rathian
        • Hunt 1 Rathian

        Require: HR11+

        Ore Hunter's Fest!

        Locale: Volcano

        Goals:

        • Hunt 2 Basarios
        • Deliver 10 Coal
        • Deliver 4 Coal

        Require: HR11+

        Thunder

        Locale: Tower

        Goals:

        • Slay the Kirin
        • none
        • none

        Require: HR41+

        The Ancestral Dragon

        Locale: Tower

        Goals:

        • Slay the Fatalis
        • none
        • none

        Require: HR51+ and possess the Ancestor Dragon Tome

        Rare Golden Wyvern

        Locale: Tower

        Goals:

        • Hunt the Gold Rathian
        • Hunt the Pink Rathian
        • none

        Require: Possess the Uncharted Set

        Rare Silver Wyvern

        Locale: Tower

        Goals:

        • Hunt the Silver Rathalos
        • Hunt the Azure Rathalos
        • none

        Require: Possess the Uncharted Set

        Felyne Arena!

        Locale: Arena

        Goals:

        • Slay 20 Felyne
        • Slay 40 Melynx
        • none

        Require: none

        Lynian Arena!

        Locale: Arena

        Goals:

        • Slay 15 Shakalaka
        • none
        • none

        Require: HR31+

        Twin Gypceros Arena

        Locale: Grand Arena

        Goals:

        • Hunt 2 Gypceros
        • none
        • none

        Require: none

        Monkey and Crab Arena

        Locale: Grand Arena

        Goals:

        • Slay 4 Conga
        • Hunt the Daimyo Hermitaur
        • none

        Require: none

        Daimyo and Shogun

        Locale: Grand Arena

        Goals:

        • Hunt the Daimyo Hermitaur
        • Hunt the Shogun Ceanataur
        • none

        Require: HR17+

        Famitsu: The Two Queens!

        Locale: Grand Arena

        Goals:

        • Hunt the Rathian
        • Hunt the Pink Rathian
        • none

        Require: HR31+

        Deadly Poisonous Arena!

        Locale: Grand Arena

        Goals:

        • Hunt the Iodrome
        • Slay 15 Remobra
        • none

        Require: HR31+

        Crab and Monkey Arena!

        Locale: Grand Arena

        Goals:

        • Slay 20 Hermitaur
        • Hunt the Blangonga
        • none

        Require: HR31+

        Castle Schrade Battle

        Locale: Castle Schrade

        Goals:

        • Slay the Fatalis
        • none
        • none

        Require: HR51+

        The Crimson Fury!

        Locale: The Battleground

        Goals:

        • Slay the Fatalis
        • none
        • none

        Require: HR51+

        Event Rotation

        The event schedule starts on the first day of every month. If it reaches the end of the list and the month isn't over, the rotation continues at the top of the list.

        Day 1: Egg dream!Felyne Arena!Rare Golden Wyvern

        Day 2: Bird Rebellion!Deadly Poisonous Arena!Thunder

        Day 3: Ore Hunter's Fest!Daimyo and ShogunCastle Schrade Battle

        Day 4: Rathian Gauntlet!Monkey and Crab ArenaRare Silver Wyvern

        Day 5: Black Wolf Counterattack!Crab and Monkey Arena!The Crimson Fury!

        Day 6: Great Fishing Tournament!Famitsu: The Two Queens!Thunder

        Day 7: Egg dream!Lynian Arena!Rare Golden Wyvern

        Day 8: Bird Rebellion!Twin Gypceros ArenaThe Ancestral Dragon

        Day 9: Black Wolf Counterattack!Ore Hunter's Fest!Great Fishing Tournament!

        Day 10: Rare Golden WyvernRare Silver WyvernThunder

        Day 11: Felyne Arena!Lynian Arena!Famitsu: The Two Queens!

        Day 12: Castle Schrade BattleThe Crimson Fury!The Ancestral Dragon

        Controls

        Common Controls

        Here are the common uses for every input on the DualShock 2 gamepad.

        During QuestsIn Village/TownIn Menus
        Cross ButtonDodge roll (while not sprinting); Dive (while sprinting away from a monster); Crouch/stand up (while standing still)Progress/skip NPC DialogueCancel
        Circle ButtonGather items (if no tool is required); Open the Item Box, Supply Box, and Delivery Box; Sheathe your weaponTalk to NPCs; Progress/skip NPC Dialogue; Enter/exit a given area in village/town (your house, the tavern, etc.); Begin the accepted quest (when at the village/town exit.)Confirm
        Square ButtonUse the highlighted item on the carousel (if your weapon is sheathed); Sheathe your weaponView item/equipment details; show armor skill menu (if an armor piece is highlighted.)
        Triangle ButtonOpen the chat menu (when online;) Open the Chief's Wisdom menu (when in some village quests.)
        Select ButtonToggle minimap sizeAutomatically sort inventory/item box
        Start ButtonOpen/close menu
        L1 ButtonSnap the camera in the direction the hunter is facingGo to previous page in item/equipment box
        L2 ButtonHold to open the item carousel, and press Square Button and Circle Button to cycle the active itemGo to previous page in equipment menu
        R1 Button(see weapon-specific controls.)Show materials required to craft highlighted equipment (at a blacksmith;) Go to next page in item/equipment box
        R2 ButtonHold to sprintGo to next page in equipment menu
        Left Analog StickMove your hunter. Move fully in a direction to jog, move lightly to walk or tip-toeRotate your hunter when accessing your item box
        L3 ButtonPing your position to all hunters on the map
        Right Analog StickDraw your weapon; attack while your weapon is drawn (see below for controls per weapon.)Move the camera when accessing your item box
        R3 ButtonKick while weapon is sheathed (see weapon-specific controls.)
        Direction PadMove the cameraChange which NPC or player to interact with (if multiple NPCs or players are in front of you)Navigate menus

        Dodging

        Dodging works the same with all weapon classes while the weapon is sheathed. Press the while moving to dodge roll in a given direction. Dodge rolling will provide a small number of invulnerability frames (i-frames.) If you press while sprinting away from a monster that has seen you, you will dive instead, which has a longer recovery time but covers more distance and provides many more i-frames.

        With your weapon drawn you cannot dive (since you cannot sprint.) While attacking with a Great Sword, Hammer, Sword and Shield, or Dual Swords you can dodge roll to cancel the attack animation early; you can dodge forward or dodge roll left or right. The left and right dodge roll cancels are slower than dodging forward. While wielding a Lance, you will backhop when you hit instead of dodge rolling. If you dodge cancel a Lance attack, you can hop left, right, or back. Hold down on the left analog stick to hop back a greater distance. You cannot dodge cancel while firing a Bowgun.

        Great Sword Controls

        Right Analog Stick UpChop: an overhead chop that puts the full weight of your weapon to bear; moves your hunter forward a step; this is one of the Great Sword's Drawing Attacks.
        Right Analog Stick DownCharged Chop Lv1: a charged version of Chop; hold the Right Analog Stick Down to charge, and release after the first charging pulse sound and before the second; moves your hunter forward a step; this is one of the Great Sword's Drawing Attacks.
        Right Analog Stick DownCharged Chop Lv2: a charged version of Chop; hold the Right Analog Stick Down to charge, and release after the second charging pulse sound and before the third, or don't release (overcharge); moves your hunter forward a step; this is one of the Great Sword's Drawing Attacks.
        Right Analog Stick DownCharged Chop Lv3: a charged version of Chop and the Great Sword's strongest attack; hold the Right Analog Stick Down to charge, and release in time with the third charging pulse sound; moves your hunter forward a step; this is one of the Great Sword's Drawing Attacks.
        Right Analog Stick LeftSlash: the Great Sword's fastest attack; a horizontal slash from left to right; moves your hunter forward a step.
        Right Analog Stick RightUpswing: a high-reaching attack that can also hit monsters behind you; a vertical slash starting from the lower right up and over your hunter's left shoulder; moves your hunter backward a step. Can send other hunters airborne, which will break Paralysis.

        The Great Sword has three attacks that can chain into each other: the Chop (and Drawing Chop,) Slash, and Upswing. You can chain any one of these attacks into either of the other two indefinitely. Since the Upswing is the only attack that moves you backwards, you can alternate it with either of the other two attacks and avoid moving too far away from your starting point. This is an excellent way to focus one part of a monster, especially if that monster is locked down in some way (paralyzed, trapped, etc.)

        The Charged Chop is the Great Sword's strongest single attack, and the slowest to execute. The timing for Lv1 and Lv2 is generous, but Lv3 requires precise timing to execute. Additionally, each charge level will provide an attack and sharpness buff: see the Weapon Reaction Value section of the Weapons page for more details.

        Guarding against a monster's attack with the Great Sword will reduce its sharpness. You move more slowly with the Great Sword drawn. Drawing and Sheathing the Great Sword is slower than other weapons.

        Longsword Controls

        Right Analog Stick Up or Left or RightChop 1: swing the Longsword over your head; this is also the Longsword's Drawing Attack.
        Right Analog Stick Up or Left or Right (after Chop 1)Chop 2: same as Chop 1, but faster.
        Right Analog Stick DownFade Slash: slash from left to right and hop backward.
        R3 ButtonThrust: thrust the Longsword forward.
        Right Analog Stick Up (after Thrust)Upward Slash: swing the Longsword upward.
        R1 ButtonSpirit Slash 1: swing the Longsword from left to right.
        R1 Button (with Spirit Gauge)Spirit Slash 2: swing the Longsword from right to left; push the R1 Button after Spirit Slash 1.
        R1 Button (with Spirit Gauge)Spirit Slash 3: swing the Longsword horizontally twice and once overhead; push the R1 Button after Spirit Slash 2.

        The Thrust is your primary chaining move: both Chops and the Fade Slash chain into it, and the Upward Slash can only be performed after one.

        Landing attacks with the Longsword will build your Spirit Gauge. Once the Spirit Gauge is filled, you will activate a ×1.25 attack and sharpness buff which will last for 30 seconds (the sharpness buff applies to bouncing/hitslow/hitstop.) You can also use the Spirit Gauge to perform Spirit Slashes: each Spirit Slash will deplete some of the Gauge when executed. Spirit Slash 1 is the only one that can be executed when the Gauge is empty, but it will be half as strong. The Spirit Gauge will naturally deplete over time.

        Hammer Controls

        Right Analog Stick UpSlam 1: bring the Hammer overhead and pound the ground; this is also the Hammer's Drawing Attack.
        Right Analog Stick Up (after Slam 1)Slam 2: pound the ground again after Slam 1.
        Right Analog Stick Up (after Slam 2)Golf Swing: the Hammer's strongest attack, and the single strongest attack motion in the game; swing the Hammer upward on your right side, like a right-handed golfer; Can send other hunters airborne, which will break Paralysis.
        Right Analog Stick DownSide Swing: the Hammer's fastest attack; swing the Hammer horizontally on your right side.
        R1 ButtonCharged Swing 1: a short downward swing; hold and release R1 Button before the first charging pulse sound; if the Hammer is sheathed, this will draw it and begin charging.
        R1 ButtonCharged Swing 2: the same attack as Charged Swing 1 with second upward swing; hold and release R1 Button after the first charging pulse sound, but before the second. The second swing can send other hunters airborne, which will break Paralysis.
        R1 ButtonSuperpound: quickly swing the Hammer upward and bring it crashing down; hold and release R1 Button after the second charging pulse sound while standing still.
        R1 ButtonSpin: begin to spin out of control for up to five total spins; hold and release R1 Button after the second charging pulse sound while moving.
        Right Analog Stick (while spinning)Golf Swing: the Hammer's strongest attack, and the single strongest attack motion in the game; swing the Hammer upward on your right side, like a right-handed golfer; move the Right Analog Stick in any direction while spinning. Can send other hunters airborne, which will break Paralysis.

        While weak, the Side Swing does chain into Slam 1. The only weapon that exclusively deals blunt damage. Charging with R1 Button consumes stamina, and can be dodge canceled. Many Hammer attacks deal KO damage to Monsters: see the Additional Weapon Mechanics section of the Weapons page for more details.

        Hunting Horn Controls

        Right Analog Stick Left Swing Left: swing the Hunting Horn from below and on the right, up and to the left.
        Right Analog Stick Right Swing Right: swing the Hunting Horn from below and on the left, up and to the right; this is also the Hunting Horn's Drawing Attack.
        Right Analog Stick Up Overhead Slam: swing the Hunting Horn up over your head and slam it down on the ground; the Hunting Horn's strongest attack.
        Right Analog Stick Down Jab: stab the mouthpiece of the Hunting Horn forward; the fastest of the Hunting Horn's attacks.
        R1 ButtonBegin Recital: swing the Hunting Horn off your shoulder to the right, with the Horn pointing backward, entering Recital Mode; this will begin to play Note 1 of the Horn; while in Recital Mode, you can move slowly, and move the Right Analog Stick to swing the Hunting Horn and change which note you're playing.
        Right Analog Stick Left or Right (in Recital Mode)Note 1: swing the Hunting Horn horizontally in a circle to the left or the right; when the motion is complete, you will begin to play Note 1 of the Horn.
        Right Analog Stick Up (in Recital Mode)Note 2: swing the Hunting Horn overhead; when the motion is complete, you will begin to play Note 2 of the Horn.
        Right Analog Stick Down (in Recital Mode)Note 3: swing the Hunting Horn forward and up, holding it vertically; when the motion is complete, you will begin to play Note 3 of the Horn.
        R1 ButtonEnd Recital: swing the Hunting Horn to your left onto your shoulder, ending Recital Mode.

        The Hunting Horn can enter Recital Mode to play songs with a variety of buffs. Each Hunting Horn has three notes of different colors, though the first note will always be either White Note or Purple Note. Play a combination of two to four notes to activate a buff. Play the same song twice, or while the first stage of its buff is still in effect, to apply the second stage of the buff: for some songs this will extend its duration, for others it will apply a stronger version of the buff. You can chain some songs into others if one ends with the same note color the other starts with (the Self Buff song must always be played in full.) See Additional Weapon Mechanics section of the Weapons page for the full song list and descriptions of the buffs.

        You move more slowly with the Hunting Horn drawn; if you play the Self Buff song (two Note 1s) you will move at normal jogging speed while drawn. Some Hunting Horn attacks deal KO damage to Monsters: see the Additional Weapon Mechanics section of the Weapons page for more details.

        Lance Controls

        Right Analog Stick Up, Left, or RightLevel Thrust: thrust the Lance forward, level with the ground; this is also the Lance's Drawing Attack.
        Right Analog Stick DownUpward Thrust: thrust the Lance upward.
        R3 ButtonCharge Attack: begin charging forward, dealing damage as the Lance collides with monsters; press Circle Button or Square Button to cancel the Charge.
        Right Analog Stick (while charging)Charge Attack Thrust: the Lance's single strongest attack; thrust the Lance forward while charging, ending the charge. Can send other hunters flying, which will break Paralysis.
        Right Analog Stick movement (while guarding)Guarding Thrust: thrust the Lance forward while guarding.

        The Level and Upward Thrust can be chained together in any combination, up to three times (E.G. three Levels, Level→Up→Up, etc.) It is common to use hopping to reposition, and keep focusing on the part of the monster you want to hit. The Charge Attack Thrust can be hop cancelled.

        You move more slowly with the Lance drawn. Drawing and Sheathing the Lance is slower than other weapons.

        Gunlance Controls

        Right Analog Stick Up, Left, or RightLevel Thrust: thrust the Gunlance forward, level with the ground.
        Right Analog Stick Up, Left, or Right (while moving)Advancing Thrust: charge a short distance forward, thrusting the Gunlance forward and slightly upward at the end of the charge; this is also the Gunlance's Drawing Attack.
        Right Analog Stick DownUpswing: swing the Gunlance upward.
        Right Analog Stick Down (after a hop or while guarding)Load Shells: load all shells into the Gunlance chamber.
        Right Analog Stick Up, Left, or Right (after Upswing or while guarding)Upward Thrust: thrust the Gunlance upward.
        R3 ButtonFire Shell: fire a Gunlance Shell.
        R3 Button (while guarding)Wyvernfire: begin charging Wyvernfire; use the Left Analog Stick to aim precisely.

        The Upward Thrust is a useful defensive move: if performed after an Upswing, you can hold R1 Button to immediately guard afterward. Wyvernfire is a powerful blast of four explosions in a line, which has massive recoil. Wyvernfire cannot be fired again until the Gunlance has cooled down. See the Additional Weapon Mechanics section of the Weapons page for more details.

        You move more slowly with the Gunlance drawn. Drawing and Sheathing the Gunlance is slower than other weapons.

        Sword and Shield Controls

        Right Analog Stick Up #1Slice 1: swing the Sword overhead.
        Right Analog Stick Up #2Slice 2: swing the Sword from left to right; move the Right Analog Stick Up after Slice 1.
        Right Analog Stick Up #3Slice 3: bash with the Shield and swing the Sword overhead; move the Right Analog Stick Up after Slice 2. Can send other hunters flying, which will break Paralysis.
        Right Analog Stick Left or RightRevolving Slice: the Sword and Shield's strongest attack; spin while stepping forward and slicing horizontally in front of you.
        Right Analog Stick DownJumping Slice: leap forward, slicing your Sword downward; this is also the Sword and Shield's Drawing Attack.
        Right Analog StickRising Slice: swing the Sword upward; move the Right Analog Stick in any direction after a Jumping Slice.
        Right Analog StickRolling Slice: swing the Sword upward; move the Right Analog Stick in any direction after a dodge roll.
        Right Analog StickGuard Attack: swing the Sword from right to left with your Shield up; move the Right Analog Stick while guarding.

        Any of the three Slices, the Jumping Slice, the Rising Slice, and the Rolling Slice can chain into the Revolving Slice. The Jumping Slice-Rising Slice combo can chain into Slice 1.

        Dual Swords Controls

        Right Analog Stick UpSlice 1: swing your right-hand Sword.
        Right Analog Stick UpSlice 2: swing once with each Sword; move the Right Analog Stick Up after Slice 1.
        Right Analog Stick Up UpSlice 3: alternate three swings between each Sword; move the Right Analog Stick Up after Slice 2.
        Right Analog Stick Left or RightRevolving Slice: spin three times, swinging your Swords outward. Move the Right Analog Stick Left to spin toward the left, Right to spin right.
        Right Analog Stick DownCharging Slice: rush forward with both Swords and swing them out to either side. This is also the Dual Swords' Drawing Attack.
        Right Analog StickRolling Slice: swing your right-handed Sword upward; move the Right Analog Stick movement in any direction after a dodge roll.
        R1 ButtonDemon Mode: enter or leave Demon Mode, in which all attacks are altered (per the table below.)
        Demon Mode Attacks
        Right Analog Stick UpDemon Slice 1: swing your right-hand Sword.
        Right Analog Stick UpDemon Slice 2: swing once with each Sword; move the Right Analog Stick Up after Demon Slice 1.
        Right Analog Stick UpDemon Slice 3: alternate three swings between each Sword; move the Right Analog Stick Up after Demon Slice 2.
        Right Analog Stick Left or RightDemon Revolving Slice: spin six times, swinging your Swords outward. Move the to spin toward the left, to spin right.
        Right Analog StickDemon Rolling Slice: swing your right-handed Sword upward; move the in any direction after a dodge roll.
        Right Analog Stick DownFury Combo: the Dual Swords' strongest combo; unleash a flurry of Sword swings while standing in place.

        The Charging Slice can combo into Slice 1 and the Revolving Slice.

        While in Demon Mode, attacks will not bounce, though they will make the bouncing sound if the hitzone is hard enough, and deplete as much sharpness as bouncing would. You also will be immune to Wind Pressure. Demon Mode will constantly consume Stamina while active, and will automatically deactivate when your Stamina runs out. If you deplete all your Stamina during a Demon attack, the attack will continue as normal, and Demon Mode will deactivate afterward. If you are attacked, sent flying, etc. when Demon Mode depletes your Stamina, you will not exit Demon Mode (and not recover any Stamina) until you begin to stand back up.

        Bowgun Controls

        R3 ButtonFire Bowgun: fire the currently loaded ammo.
        Right Analog Stick UpMelee: swing the bowgun in front of you.
        Right Analog Stick Down(Re)load: load the currently selected ammo. Reload time is the same regardless of the chamber size, whether you are loading a different type of ammo, or reloading ammo you already have some of in the chamber.
        L1 ButtonThird-person Reticle: hold to show the aiming reticle; move the reticle with the Direction Pad while standing still; moving the will snap the reticle in the direction your hunter is facing.
        L2 ButtonCycle Ammo: hold to highlight your available ammo; press the to cycle upward and the to cycle downward.
        R1 ButtonFirst-person Aiming: toggle First-person Aiming; use the or the Direction Pad to aim, and the to zoom in and out (if you have a Variable Scope installed.)

        Light and Heavy Bowguns have the same controls, but differ in several ways: drawing and sheathing takes much longer with Heavy Bowguns, and you will move faster with a Light Bowgun drawn, and Light and Heavy Bowguns have different attachments. Light Bowguns typically have less Attack, faster reload time, and can load a smaller variety of damaging shots than Heavy Bowguns. You will begin a quest with no ammo loaded. When you cycle ammo types, if you release the L2 Button on a different ammo type, any ammo you had loaded will be unloaded.

        Normal Shot and Pierce Shot are subject to Critical Range: if you fire too close or too far away from the monster, your shots will deal less damage. See the Bowguns section of the Weapons page for more details.

        Bowguns can have several attachments installed. The Variable Scope allows you to zoom in and out while in First-person Aiming (the lowest zoom has a wider field of view than normal.) A Light Bowgun can also have a Long Barrel or Silencer: the Long Barrel increases the Bowgun's Range stat by 1 (see the Bowguns section of the Weapons page for more details) and reduces Shot deviation, while the Silencer reduces the likelihood that a monster will spot you when you fire the Bowgun. A Heavy Bowgun can also have a Power Barrel or Shield: the Power Barrel increases Attack and reduces Shot deviation, while the Shield will automatically guard against monster attacks.

        Bow Controls

        Right Analog Stick DownFire Arrow: hold to charge the Bow, and move to the neutral position (or release) to loose the arrow. Each pulse sound will indicate the next level of arrow: no pulse is Lv1, the first pulse is Lv2, etc.
        Right Analog Stick Up #1Arrow Sweep: sweep an arrow from left to right.
        Right Analog Stick Up #2Arrow Slash: slash an arrow from right to left; move the Right Analog Stick Up after Arrow Sweep.
        L1 ButtonThird-person Reticle: hold to show the aiming reticle; move the reticle with the Direction pad while standing still; moving the will snap the reticle in the direction your hunter is facing.

        The type of Arrow you fire when releasing the Right Analog Stick will depend on the Bow. Also, the Load skill is required to fire Level 4 Arrows. There is a minor bug with the Bow: if you stop moving while charging a shot, you will be stuck in place for a second. This can be avoided by dodge rolling, or loosing the shot as you stop moving.

        Arrow Sweep and Arrow Slash deal Cutting damage, and can potentially cut monster tails.

        Much thanks to mmPotato for creating their wiki, whose information has been invaluable. Thanks to the many data extracted from the games themselves by 2Tie and Yuzucchi. Thanks to Amaillo for translation info. Thanks to Sammy for some very informative Bowgun meta. Thanks to Schrade Academy for info about sharpness correction. Thanks to Alphadivine and Malckyor for a lot of translated and well-organized info. And many thanks to the very helpful members of the Monster Hunter Oldschool Discord!