Regular foes teach you how to spend stamina wisely.
Before you reach any Alpha boss, you'll face weapon-carrying dinosaurs in the regular routes. Each type teaches a different defensive habit: basic pairs teach two-target management, tridents teach spacing, scythes teach commitment tracking, and hammers teach patience. This bestiary starts with the Dry Canyons Demo confirmed entries. Later biomes will be added after screenshot capture.
- Confirmed region
- Dry Canyons (Demo route)
- Core lesson
- Each enemy type tests a different stamina-management habit
- Stamina rule
- Blocking and attacking both cost stamina; over-attacking is the main way regular foes become lethal
- Capture status
- Later biomes (Canyon, Grasslands) still need screenshot pass
The four Dry Canyons patterns
The Demo route uses four regular enemy patterns as a teaching sequence. They scale from basic to patience-demanding, and each one foreshadows a boss mechanic you'll face later.

Basic paired warriors
Two enemies that spawn close together in Part 1 opening. They force you to manage multiple targets without committing your whole stamina bar to one swing.
Stamina planTrident dino
Medium-range poke enemy. Appears after the paired warriors in Part 1. Its thrusts teach you to respect spacing instead of rushing in.
Spacing drillScythe dino
Committed-swing enemy. Appears in Part 1 after the trident. Its longer arcs punish panic-rolling; teach yourself to watch the wind-up before punishing.
Punish timingHammer dino
Heavy-hitting mini-boss-style enemy in Part 2 and Part 3. Its three-swing hammer sequence creates a clear opening after the final hit.
Patience drillHow to handle each type

- Paired warriors: kill one cleanly before turning to the second. Don't try to trade with both at once — you will run out of stamina and get punished.
- Trident dino: keep your distance, punish only after a missed thrust. Blocking the thrust works but drains more stamina than deflecting.
- Scythe dino: wait for the full swing to commit, then step in for a short punish. Don't try to empty your bar — scythe recovery is fast enough to catch greedy follow-ups.
- Hammer dino: let it commit to three swings, then punish once. After the third swing you get a clear window. Charging in before the three-swing string ends is how players die to this type.
Why these matter for bosses
Each regular enemy pattern foreshadows a boss you'll face in the Dry Canyons route. If you don't learn the basic pattern on regular foes, the boss version of that pattern will feel much harder.
Paired warriors → KIRA
KIRA's Reaper's Waltz is a longer commitment drill. If you can't manage two basic foes, you won't survive KIRA's longer strings.
Open guide →Trident dino → AXE spacing
AXE's large-axe arcs fill your screen at bad ranges. The trident lesson of respecting spacing carries directly into AXE.
Open guide →Scythe dino → KIRA commitment
KIRA's scythe patterns are longer versions of what the scythe dino teaches. Watch the wind-up, don't guess the end.
Open guide →Hammer dino → AXE patience
AXE's slower pressure is the same patience test as the hammer dino, but with higher stakes. Don't rush the answer.
Open guide →Stamina rules that apply everywhere
- Never spend your whole stamina bar on offense. Always keep enough for one block or one dodge exit.
- Blocking costs stamina. Deflecting restores stamina and Resonance. If you're running out of stamina, you're blocking too much — switch to deflects.
- Charge Attack costs 5 Resonance when fully charged. Don't waste it on single regular foes; save it for boss openings or groups you need to clear quickly.
- When you die to regular foes, check your stamina bar first, not your damage stats. The failure is almost always overspending.
What comes next
Later biomes will add new enemy types after screenshot capture. Canyon is expected to introduce heavier armored variants; Grasslands is expected to add faster forest-type enemies. This page will be updated as each region's bestiary is verified.
Biomes hub
Regional progression and verified routes.
Open biomesCombat guide
Block, deflect, Charge Attack and stamina fundamentals.
Open combatBeginner guide
First-run habits before facing bosses.
Open beginner