Ashen Swamp

The **Ashen Swamp** is an expanse of mud and water between the Charred Forest and the Mountain Slopes, first appearing in Monster Hunter Outcast. There is little cover, so hunters must use lure and dung pods cleverly to get monsters to avoid them, and use the pools around the locale to hide in.

## Areas

### High Ground

#### Area 1

A large plateau made of mud and muck that faces out over the rest of the map. Higher than the other areas, and surrounded on all sides by Area 2, it links to area 3 via wedgebeetle. To get to the top of the plateau, you can use the 3 climbing spots located around the edge. It is the only high ground that large monsters can't get to, as the gap between areas 1 and 3 is too large for them to leap.

#### Area 3

The largest raised ground on the map. There is a slope leading up to the top from the south, connecting it to area 2. This is prime ground for hunting but has no cover at all, leaving you exposed and easily spotted. The drop from the north edge is high enough for your hunter to stumble when they land. Only the west side is climbable, meaning it must be accessed by the slope from areas 2. Most dangerously, these edges can crumble if combat gets too rowdy, limiting a hunter's space to move slightly. A variety of mushrooms can be found here.

#### Area 5

The smallest battleground in the area. Area 5 has honey and herbs galore, but is easily accessed by monsters due to the winding path leading up from the north. It connects to area 2 only, but can be climbed onto from all sides.

#### Area 6

A crescent-shaped plateau that is connected to areas 1, 3 and 5 by wedgebeetles, and area 7 by a slippery slope. It has a high wall to the north, which cannot be climbed but can be ran up and leapt off of. The southern drop can be scaled to get to the flat part of the area, but also runs the risk of collapse if hunters fight for prolonged periods at the edge - which can be used to their advantage, making monsters lose their footing and struggle in the valley of area 2 below. There are a few withered trees growing from it, where berries and seeds can be gathered, and a muddy slope, hidden against the backdrop, leads to a secondary camp. A magma vein forms here in high rank.

#### Area 12

A raised section in the south-east of the map, between areas 8 and 9. It can be climbed onto from areas 4 and 11 as well. It isn't as high up as other raised areas but is a good way to avoid having to fight in the knee-deep waters of areas 4 and 11. It retains some of the raised pillars of area 11, which are collapsible, and has a few ledges for leaping attacks. Surprisingly, a sparse amount of brush can be found here, allowing hunters to avoid detection.

### Low Ground

#### Area 7

An open, ground-level battleground. Area 7 has a stagnant pool to hide in, and a carcass where some large monsters come to feed. Two flame spouts are located in the center of the area, and area 7 connects directly to area 10, the main nest, as well as 6, via a ramp, areas 8 and 9 via small pathways, and area 2 along its entire western edge. The walls around the north and eastern sides are too high and too slipy to climb properly, but they can be run up to perform leaping attacks.

#### Area 9

Area 9 has three flame spouts, and is home to the main watering hole, which in turn runs into area 4. This makes it a popular congregation spot for large monsters. A secondary pool can be found at the area's edge. You can climb a small wall into areas 8 or 12, and it connects directly to area 2 at the northern edge.

#### Area 10

A small, muddy cave connected to area 6 by a short walkway. The main nesting area, you can gather wyvern eggs here, but the run back is difficult.

#### Area 11

An offshoot of area 4, with multiple, smaller muddy pillars which can be climbed and leapt from. Some monsters will get their horns or tails stuck in the pillars if they hit them with some attacks, making it a valuable place to fight, but the pillars are destructible as well, meaning that hiding on top of one isn't always safe, and the knee-deep water of area 4 continues here, limiting mobility. Several mushroom spots can be found around the edge of the area, and a small wall can be climbed to get into area 12. In high rank, a magma vein can be found here.

### Channels

#### Area 2

Area 2 covers the in-between sections of all other areas, providing the main method of traversing the area. However, with tall mud embankments on most sides, it also provides a claustrophobic battleground with little room to evade. Only two pools can be found in it, making it difficult to hide. Area 2 connects to 1, 3, 5, 6, 7 and 9, either directly or or via slopes/climbable walls for raised ground.

#### Area 4

Area 4 is a more secluded passageway, filled to the waist with water. It only connects areas 1, 9, 11 and 12, but allows you to crouch and hide at any given moment. Fighting in the water is difficult though, so this stealth becomes crucial. A hunter's biggest worry is that Eeleox is traversing the same route form the other direction. A large wall separates it from area 2 - this can be climbed but not to the top, giving hunters the opportunity to hide above monsters that are traversing the channel.

## Monsters

### ★

FelyneMelynxAptonothMosswineVespoidKonchuCongaGrispensFalmirosAsperando
### ★★★★★

Blazing Kit'owlithShimmering EeleoxSuān-niúRathalos

## Notes

* Monster Hunter Outcast's third locale. While similar in design to a Monster Hunter Rise map, the lack of vertical mobility that hunters have in Outcast should make it a more foreboding, claustrophobic experience.
* The marsh pools around the map can be used to hide in, but only for limited periods of time before your hunter runs out of air. More worryingly, Eeleox can also hide in the pools.