Enemies

Enemies vary in Chronos in size and strength. Common enemies are Krell and Pan.

## Krell

* Knife Krell - Two variants. Both can run up to you with a leaping slash, or simply stab you. The stronger kind also has a two-hit combo. Evade or block their single attack and exploit their lack of stagger resistance. Often hides in shadows or bushes.
* Cannon Krell - Wields a primitive cannon and a torch. Will fire up to three dangerous spread shots in a row from far away, or perform a three-hit combo with torch and cannon swings. Can be tricked into hitting other enemies with friendly fire.
* Shield Krell - Holds up their shield to block until winding up for a huge overhead slam with a toothed sword. This can be safely blocked, or dodged. Counterattack after a miss or crush their guard with a charged heavy attack.
* Cyclops Krell - Wears heavy armor like the Krell Guardian. Blocks even more than the Shield Krell, but has high stagger resistance. Attacks with a running overhead club slam that has a long windup, a horizontal swing usually employed after a block, or a shield punch that can stagger you.
* Pyro Krell - Bears a flaming staff. Can launch a fireball, cast a small wave of fire or become invincible and create a shockwave of flame nearby. Can be stunned while not invincible.
* Skeleton - The animate skeleton of a six-legged beaked creature. Attacks with a tail whip, a single claw poke, a strong beak peck, and a lunge followed by a two-clawed stab. Able to instantly turn around, but it has fairly long recovery after attacks.
* Axe Krell - A more formidable Krell in Guardian armor, bearing an axe and very high stagger resistance. Employs a devastating left hook or a stunninng headbutt at close range, and a leaping overhead chop to approach you at distance. Can also perform a left to right axe attack ended with the hook, or an underhand chop with a tell of tossing the axe in the air a little beforehand.
* Toy Krell - Located in the bookcase, these enemies either attack 8 times with a pinwheeling arm move or a single stab followed by a sword spin. Easy to predict, hard to stun. One will drop the Toy Soldier Windup.
* Spear Krell - A krell in distinctive stilts, bearing a shield and spear. Sometimes spins the spear before stabbing, they can also stab up to three times with the shield raised, thrust the spear down on the ground, or perform up to two hits of a shieldbash-thrust combo. They can easily be circled behind but has a surprisingly wide block radius.
* Hammer Krell - Wears a small helmet and carries a hammer. Attacks with a powerful overhand, a lunging swing, a reverse-gripped thrust, or a 360-degree swing that hits twice. Doesn't block.

## Pan

* Wrench Pan - Wields two blades shaped like wrenches. Like most pan, can decide to dodge backwards out of being stunned. Performs a big overhead leaping chop or a two-hit slash.
* Sword Pan - Wields two curved swords. Can perform a lunging stab followed by an akimbo slash, or a twirling attack that hits up to four times followed by the stab and slash attacks (for a total of six hits). Fast and relatively difficult to stagger, but has difficulty tracking you after a dodged attack.
* Great Axe Pan - A large pan wielding a great axe. Can leap forward to chase as well as leap back to dodge. Uses a quick diagonal chop, a huge 360-degree swing that they can repeat (and at a significant delay), a kick, and a stunning backhand that comes out very quickly followed by a roar. Less dangerous in close if you keep your guard up and keep circling.
* Pan Priest - Armed with a hook and a staff that channels lightning. Lunges forward with a hook sweep, hits twice with the hook, or whacks you with the staff. Can raise the staff up and slam it down to cause AoE damage in front and electrify both weapons, or point the staff and zap you with a bolt of lightning.
* Throwing Axe Pan - Uses paired two-headed throwing axes. Can throw the axes from a standstill or after backflipping away, as well as striking with the axes up three times in melee.
* Dual Cleaver Pan - Hey, I recognize you from the cover art! Can attack with a big windup and dual slash, perform a 360-degree slash, or start a combo with a single left-hand slash followed by a quick right-hand slash or a wider and slower dual slash. Not very good at fighting if you get close and circle around.
* Spear Pan - Attendant of the Red Widow. Capable of blocking light attacks anytime, or even charged heavy attacks when ready. Attacks with a simple thrust, a running lunge or a backswing. Can also perform a 360-degree spinning attack up to three times that ends in an overhead slam. Tends to counterattack with the spin after blocking.
* Dual Spear Pan -
* Stone Pan -

## Bosses

* Krell Guardian - Boss of the Cyclops Tower. Gradually increases in attack speed and variety as health depletes. Begins with an overhand smash, a jumping knee, and a wide club swing if you get behind. Gains a three-hit swing and overhand combo at about 60% health. Not impossible to stagger, but never blocks or evades.
* Stone Golem - Boss of the Krell Throne Room. Starts off with three patterns. One is a long ranged left arm sweep, sometimes following with a shorter backswing - it can be delayed a lot, so be careful moving in. Shoulder-checks you if you try circling behind. Another is using the right arm as a jackhammer to attack an area which not very damaging, but unblockable. At 50% or lower health, the right arm is used as a club, greatly increasing range and attack speed. Now it can use a quick rightward swipe, a stunning overhand slam from its left with surprising range, or an overhead slam from its right that comes out fast and can easily combo into the swipe if you try to attack.
* Red Widow - Boss of the Pan Ziggurat. Ability to block attacks increases as health depletes. Attacks with a front-flipkick, a high jump where she slams you with her staff, a deceptive behind-the-back spinning strike, some orthodox left-to-right or right-to-left swings, a pole-vault kick, and energy beams or ground slams when at low health. Impossible to stagger during most of her attacks, but vulnerable to it otherwise.
* Pan Guardian - Second Boss of the Pan Ziggurat. This massive automaton massively overestimates its ability to strike you from any angle with its wide variety of damaging but slow and inaccurate attacks. However, after losing each quarter of health, it will gain an electric charge in its weapons and pinwheel towards you in an unblockable attack. At the last 25% of health, the unblockable charge will remain active even when it returns to normal attack patterns. Circle around and counterattack.
* Labyrinth Guardian - Boss found at the end of the Labyrinth. Has many rolling attacks and hides undeground for surprise attacks that can be avoided by not standing still. His maximum health can be lowered twice by terminating two dreamers back inside Ward 16.
* Dreamer - The final boss, the Dragon the main character has been seeking. Found when interacting with a dreamer at Ward 17. It has 4 health bars, each time you deplete one it stops attacking you and flies away, that is the only window to use a dragon heart if needed. In later stages it starts spewing fire and doing a pounce attack that is hard to avoid but can be blocked for reduced damage.

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