Guides
How the systems work and how I'd approach them. Each guide links to the items, traits and monsters it mentions.
Basics
- Start hereHow Hunt: Showdown 1896 is structured, how this section is organized, and what the labels on every page mean.
- Loadouts, inventory and resupplyWeapon sizes and capacity, the shared equipment slots, dual wielding, ammunition pools and how resupply works now.
Combat
- What damage numbers actually meanDisplayed damage vs extracted base damage, shotgun pellets, drop range, shots to kill, and the damage and ammunition types.
- Health, healing and status effectsHealth chunks, why healing isn't restoration, and how bleeding, burning and poison work.
Hunters
- Traits and buildsBurn and Scarce traits, upgrade points, and how I'd think about building around a Hunter.
- Hunters, skins and cosmeticsUnlocking a Hunter vs recruiting one, why skins never change stats, and what "configured route" means.
Equipment
- Tools and consumablesWhat each tool and consumable is for, the details that catch people out, and how prices work.
- Tarot cardsHow Tarot works, what each card does and costs, and which cards are announced but not yet unlocked.
- Choosing a weaponHow I'd pick a weapon by what you need it to do, instead of looking for a single best gun.
PvE
- Bosses and wild targetsPick your goal before you pick your method: quiet, fast, safe, or keeping the loot. An overview of all seven targets.
- Monsters, animals and noiseHow to handle each monster family, why animals are alarms, and what the raw damage profiles can and can't tell you.
World
- World interactions and trackingCash registers, envelopes, Trait Spurs, supply sites, noise traps, and the evidence other teams leave behind.
- Maps and scoutingWhat the map markers mean, what's exact and what's only a candidate, and how scouting works in 2.9.
About
- How I sourced this sectionWhere the numbers, map positions and strategies come from, how fresh they are, and what's still unresolved.