Adventure:Trials of Stone

"Scans of this desert planet indicate an incredible amount of spiritual energy and tectonic activity. Some locals reported a large figure hidden in an intense sandstorm, it is believed to be the Sentinel of Stone, D-Mit."

This little gem of an adventure formed from a trial of assorted goals under unusual variables (e.g. collecting a building, experiments with the timed act feature, non-hostile goals with epic creatures, etc) and when it dawned on me that one can actually talk with an epic creature, I decided to break out a few my Elemental Sentinels and try out plausible scenarios. In the end, I stuck with D-Mit, Sentinel of Stone and a desert planet in an attempt to create a training session with this spirit for adventurous captains.

So here it is: a chance to train under the Sentinel of Stone for a shot at gaining his knowledge over the powers of self-defense! I may construct other trials with the other sentinels, but for now I am content with just this one; it is already submitted to Sporepedia so if you get the chance, play it out and have fun!

Mission I: In Search of a Sentinel
The player is dropped off at the edge of a fierce dust storm, the player's scanner shows that much of the planet is suffering from abnormally high winds and massive dust devils. Such work can only be due to the presence of the elemental sentinel of stone D-Mit. The narrow canyons make for a convenient shelter from most of these storms. The hunt for the sentinel begins!

Goals:

1: Talk to D-Mit, Sentinel of Stone

Mission II: Trial 1: The Desert
As it turns out, the sentinel is right around the corner (literally), and is quite imposing in stature. but after a brief conversation, he deems you worthy of attempting his trial. The sandstone walls behind him crumble as he vanishes in a blast of sand, revealing the entrance to the grand desert, and the first trial marker. Inspection of this marker will reveal what is necessary for the player to accomplish to proceed in the trials.

Tip: The non-target creatures in the desert love to charge into the player at first sight, be prepared!

Goals:

1: Kill 8 Sea Drake

2: Kill 7 Dodos

Mission III: Trial 2: The Village Outpost
With the first valley cleared, a teleportation gate will activate in a small alcove behind the pond, D-Mit is watching the player and will guide him/her as they progress with his trials. The warp gate takes you to another section of the desert, and to the second trial marker, a village is hidden somewhere in the desert, finding it will complete another task set for you. but the creatures of the desert are watching and waiting, can you make it through alive?

Advice: Lone towers sprouting from the desert sands will lead you upon the proper path, keep an eye out for them.

''Warning: The desert is home to a large creature known as a Bone Dragon be weary of it!

Goals:

1: Talk to Squiredile Chieftain

2: Talk to Squiredile Shaman

Mission IV: The Lone Villager
The hidden village is home to a small clan of Squiredile, most of these villagers are out gathering fruit in the fields, or fishing at the lake to stock up for the upcoming dry season. All are very unhappy about their condition of living and one has even gotten fed up over it and left the village. The chieftain has lost track of this missing villager and asks the player to consult with the shaman over the issue. The shaman has sensed the spirit of D-Mit around you, and will help in locating the lost villager. His directions lead you to the third trial marker.

'Goals:

1: Talk to Disgruntled Squiredile

Mission V: Trial 3: Resisting the Brawler
The aggravated reptile lashes out at you, thinking that you are sent to drag him back to his menial life labor. He will hound the player in a blind rage, biting, slashing, charging, and spitting poison in an attempt to kill the player. This trial is all about resisting the urge to fight, so do not strike back.

Tip: While the Squiredile will still follow the player if they are sneaking, he won't attack.

Warning: Killing the Squiredile while he's thrashing about will result in a mission failure!

Goals:

1: Endure Disgruntled Squiredile's Attacks Until He Tires Out

Mission VI: Opening the Way
After letting the villager take out his frustration on you, he will shortly tire out (takes about a minute or so for him get tired) and will stop chasing you, promising to go back after getting some rest. At the same time, another teleportation gate will open within the arena, this one will take the player to a large arena shrouded in a dust storm, D-Mit is here waiting for you.

Tip: It is a good idea to get an orientation of the arena before talking to the sentinel

Goals:

1: Taik to D-Mit, Sentinel of Stone

Mission VII: Final Trial: Combating D-Mit
The sentinel is surprised that you managed to make it through the three trials, he now has one last thing for you to do, face him in combat, one on one!

Tip: Ranged attacks like missiles can stun the sentinel while on the ground.

Tip: Damage and defense power ups rest on a couple of mesas within the arena, either a good jump skill or finding the hidden jump pads will lead you up to them.

Warning: D-Mit can use all abilities that epics have, and can even chase you down while flying through the sky, avoiding close-range combat!

Goals:

1: Defeat D-Mit, Sentinel of Stone

Mission VIII: A Grateful Sentinel
D-Mit will reappear after his defeat, congratulating the player on their impressive success. He will gladly bestow upon the player his knowledge of the arts of self-defense, and also apoligize for being so rough on you from his fight.

Goals:

1: Talk to D-Mit, Sentinel of Stone

End Mission
D-Mit is happy that someone has made it through his tests, the storms and dust devils that plagued the planet seem to have disappeared. The player is now free to leave with what they have learned and is even hinted on to look for the other sentinels, they know more on things that D-Mit himself doesn't.