
After spending a good three hours bouncing between wipes and near-misses in Part 6, I realized the Transgressors chapter is the point where Monster Hunter Stories 3 quietly expects you to understand Kinship, Wyvernsoul Gauges, and habitat restoration – not just mash through fights. The Feral Great Izuchi and Feral Aknosom in particular punish lazy play, and the Invasive Arzuros can drag on forever if you don’t know what it’s actually testing.
This guide walks through everything from entering Cataracts and reaching Sheparden, to beating Feral Great Izuchi, handling Invasive Arzuros for the Canyne egg, and finally taking down Feral Aknosom. I’ll point out exactly where I got stuck, what finally worked, and how to make Kinship and habitat restoration work in your favor.
Once you’ve earned the Wyverian Gatekeeper’s respect, you finally step into Cataracts – which turns out to be less a forbidden wasteland and more a hidden frontier with a village nearby. Corbin the hunter shows up here and tags along towards the settlement.
Before the real trouble starts, do this:
I skipped the tower my first time and wandered around like an idiot for 20 minutes. Grabbing that map makes the whole zone less of a maze and more of a checklist.
Not long after, you’ll spot a strange horned “human” and chase him down. Before you can get answers, you’re ambushed by two normal Izuchi and a Feral Great Izuchi. Corbin leads the stranger away; you’re stuck with the fight.
All three Izuchi are Speed-focused. That’s the first trap – if you’re still riding on Speed monsties out of habit, you’ll lose a ton of head-to-heads.
Don’t make my early mistake of trying to clean up the small Izuchi first. They hit like wet noodles; the Feral Great Izuchi is what can actually cart you.

Prioritize whichever is glowing gold and keep winning head-to-heads until it falls.
Once it’s down, you get a breather and more importantly, you earn the trust needed to reach the hidden village of Sheparden.
Follow the path across the gap into Sheparden. You’ll discover the horned “boy” is actually Master Kol, the village leader. There’s a lot of lore here about the Rift War, “transgressors,” and how Riders from other lands are seen as a threat, but the key gameplay takeaway is simple: Kol becomes your quest anchor for Part 6.
Once Rudy storms off and Len tries to shoo you away, talk to Kol again. He’ll formally rope you into habitat restoration, focusing on the Canynes – Sheparden’s equivalent to the pet monsters you’ve seen in other regions.
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Your next major stop is Canalta Timberlands. This section is where the game quietly teaches what restoration actually means: clear invasive monsters, secure Den space, and help repopulate the area with native species.
On your map, you’ll see a red marker – that’s the Invasive Arzuros. Technically optional, but skipping it is a mistake. Clearing it unlocks a camping spot and pushes the habitat restoration system forward, which in my runs led to better eggs and more interesting Monstie options later.
On your map, you’ll see a red marker – that’s the Invasive Arzuros. Technically optional, but skipping it is a mistake. Clearing it unlocks a camping spot and pushes the habitat restoration system forward, which in my runs led to better eggs and more interesting Monstie options later.
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The fight opens with a normal Arzuros on the field and the Invasive Arzuros joining shortly after. The trick isn’t to “burst it down” – it’s to outlast its honey supply and force it into its Den.
When it finally flees, chase it into the Den. Inside, interact with the Egg Quartz to rescue the Canyne egg. That’s the actual quest objective.
Back in Sheparden, you’ll get a hatching ceremony and a nice bump in reputation. This also ties into the wider habitat restoration system: you’ve cleared one invasive presence, and future restoration points will let you rest, eat via Rangers Mess, and manage your Stables more efficiently.
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With the Canyne situation stabilized, the Rangers set their sights on the Hellions responsible for corrupting the area. Your next destination is Mt. Canalta, and this is where the Canyne you just helped really pays off.
I missed the tunnel the first time and circled the cliffs for ages. If you’re lost, hug the statue route and check every dead end; the dig spot has a slightly different texture on the ground.
On the other side, you’ll emerge into Mt. Canalta, a layered area full of frozen ledges and dead ends that only make sense if you chain flight and Ground Dive together:

Once you reach the big frozen clearing, a cutscene triggers and you’re introduced to the zone’s main threat: Feral Aknosom, the monster responsible for the crystallized devastation around Mt. Canalta.
This fight is a serious step up from Feral Great Izuchi. I wiped twice here because I got greedy with part targeting and wasted Kinship early. The core idea is simple: avoid the head at first, build Kinship, then nuke it during stagger windows.
What finally worked for me was treating the first few turns like a setup phase, not a DPS race.
After Feral Aknosom falls, use the nearby Catavan stand to warp back to Sheparden and report to Master Kol. You’ll get a big lore drop about a monster called Nature’s Incarnate, hinting at the next major threat waiting in the Dragonreach Mountains.
With the Transgressors quest wrapped up, you’ve:
From here, the story pushes you towards more extreme crystallization zones and the looming Nature’s Incarnate. The good news is that if you can reliably manage Wyvernsoul Gauges, time your double Kinship bursts, and make smart elemental choices like you did here, the next chapters feel challenging but fair rather than overwhelming.
If I could boil this whole part down to one lesson, it’s this: treat Kinship as your main resource, not just a flashy finisher. Build it patiently, spend it together with your allies, and these “feral” spikes in difficulty become some of the most satisfying fights in Monster Hunter Stories 3.