The Trail is the way an expedition run is shown to you: instead of a single result, each run plays out as a four-stage gauntlet across the biome, fronting the wild creatures that live there and, on a Guardian run, ending at the boss itself. The Trail is how expeditions are presented and narrated — the outcome of a run is still one combat resolution.

The four stages

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Every expedition run advances through four stages as its timer fills, with one of your companions taking point at each stage:

Patrol runs:

  1. Approach
  2. Skirmish
  3. Clash
  4. Showdown

Guardian runs swap the finale for the boss's own stand:

  1. Territory's Edge
  2. The Roar
  3. The Rampage
  4. [the Guardian's name]

At each stage a wild creature from the biome steps up. Early stages tend to front the biome's weaker species; the Showdown leans toward its strongest. On a Guardian run, the final stage shows the boss instead of a wild creature.

Wins and flees

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Since v0.39.0 there's no coin flip and no outright loss: a run you're strong enough to attempt always finishes as a win eventually, clearing all four stages and taking the loot. Coming in under-geared doesn't fail the run — it just runs longer (more exchanges, more food burned), and grinding it out well past the intended gear line can leave your survivor injured even on a win.

  • Win — you clear all four stages and take the run's loot. The normal outcome.
  • Flee — not a choice to bail on a losing fight (there isn't one); it's the automatic swiftness-boosted escape your party attempts when you'd otherwise run out of food mid-fight. If the flee itself fails, you die instead (see Death and reclaiming gear).

Guardian bosses

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Each biome's Showdown is ruled by one Guardian. Defeating a Guardian unlocks the next biome; they remain repeatable afterward.

Biome Guardian
Grasslands Thunderfoot Matriarch
Redwood Wilds Old Growth Tyrant
Murkwater Swamp Murk Sovereign
Cavern Depths Hollow King
Scorched Badlands Scorched King
Coral Shallows Tide Leviathan
Frozen Wastes Frostmaw
Ashen Peaks Ash Tyrant
Skyreach Plateau Sky Sovereign
the Sundered Vale The Sundered One

Wild creatures on the Trail

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The creatures you meet along the Trail are the feral cousins of that biome's tamable species.

Biome Wild creatures (weaker → stronger)
Grasslands Terror Bird, Raptor, Gastornis, Triceratops
Redwood Wilds Megaloceros, Dire Wolf, Stegosaurus, Allosaurus
Murkwater Swamp Dimetrodon, Baryonyx, Kaprosuchus, Sarcosuchus
Cavern Depths Giant Bat, Forge Salamander, Doedicurus, Cave Bear
Scorched Badlands Moros, Ankylosaurus, Carnotaurus
Coral Shallows Archelon, Plesiosaurus, Dunkleosteus
Frozen Wastes Elasmotherium, Woolly Rhino, Smilodon, Woolly Mammoth
Ashen Peaks Ceratosaurus, Spinosaurus, Tyrannosaurus
Skyreach Plateau Pteranodon, Argentavis, Hatzegopteryx
the Sundered Vale Titanoboa, Therizinosaurus, Quetzalcoatlus, Giganotosaurus

Party roles

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You can assign each companion in your party a role that shapes how the Trail resolves:

  • Attack — takes point on more stages and counts for extra party strength.
  • Guard — reduces the damage your survivor takes each fight.
  • Scout — improves flee chance and raises the Trail Cache drop rate.

Feeding and the battle report

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  • Auto-eat. During a run your survivor automatically eats your best food to stay in the fight. You can toggle auto-eat off, and you can "Eat now" to heal manually whenever your health is below full. These controls appear on the encounter panel for both hunts and expeditions.
  • Battle report. A collapsible panel above the action list keeps a running tally of your recent fights — wins, losses, the pack that fought, and everything they've brought home — rather than a per-run recap. See Battle Log for the full breakdown.

Trail Caches

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Roughly one expedition win in a handful turns up a Trail Cache (a Scout in your party raises the odds). A cache pays out one of:

  • Craftable companion gear tiered to the biome — saddles and bardings (most common outcome).
  • A pile of Amber, scaling up with the biome.
  • A relic gear piece (rare) — Wayfarer's Saddle, Sunfeather Saddle, Stormfang Barding, or Bulwark Barding, which appear only from caches and shift from saddles in the early biomes to bardings later.
Biome Amber pile Relic pool
Grasslands 150 Wayfarer's Saddle
Redwood Wilds 250 Wayfarer's Saddle
Murkwater Swamp 350 Wayfarer's Saddle
Cavern Depths 450 Wayfarer's Saddle, Sunfeather Saddle
Scorched Badlands 600 Wayfarer's Saddle, Sunfeather Saddle
Coral Shallows 750 Sunfeather Saddle, Stormfang Barding
Frozen Wastes 900 Sunfeather Saddle, Stormfang Barding
Ashen Peaks 1100 Stormfang Barding, Bulwark Barding
Skyreach Plateau 1300 Stormfang Barding, Bulwark Barding
the Sundered Vale 1600 Bulwark Barding, Stormfang Barding

See also

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  • Expeditions — how runs are chosen and resolved.
  • Biomes — the regions and their Guardians.
  • Creatures — the species you meet and tame.