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The main goal of the Creature Stage is to gain DNA points by befriending or hunting other species, while gradually increasing the brain size of the player's creature. The Creature Stage ends when the creature reaches sapience and the player advances to the following stage. The player has the ability to unlock parts that are essential for hunting or socialization; most parts have abilities useful to these strategies, and in addition, the creature has one consequence ability gained by the player's strategy in the Cell Stage. Each increase in brain size will gain one space to add a member to the player's pack, and there can be up to three spaces. The creatures in the player's pack can make it easier to befriend or attack other creatures. The player can use this as part of a long-term goal for determining the consequence abilities in future stages, based on hunting or befriending other species, or a balance between the two.
Before entering this stage, the player has a chance to edit their cell into a proper creature, albeit with cell parts. The player can add legs or create a slug. The parts you choose for your creature will decide which base parts you unlock. Similarly, the base parts you use the most will increase your chances of unlocking an upgraded version of that part.
The abilities of the creature depend on the parts added in the Creature Editor. There are 4 combat abilities, 4 social abilities, and 5 movement abilities.
Early Creature Creator parts
Parts in the Early Creature Creator are the same parts that were available in the Cell Stage. When constructing a creature in the Creature Stage these parts are only available at the very beginning of the stage; if you have evolved your creature from the Cell Stage then only the parts that you unlocked in the Cell stage are available. The abilities the parts give in the Creature Stage are somewhat related to their function in the Cell Stage.
Note: If the player's creature has a mouth with a different diet to that which it gained via card at the end of Cell Stage (Carnivore with Proboscis or Filter Mouth, Herbivore with Proboscis or Jaw, or Omnivore with Filter Mouth or Jaw), it can have a different diet to the card, allowing the creature to eat food of any type, although this will not affect the different types of mouths it can gain as new parts.
Creatures can deal with other species by befriending them or exterminating them. Some species are naturally hostile (red angry face) and cannot be befriended unless you use Siren Song. Every time a creature is befriended or killed your creature gains DNA. Once you have befriended the species or made them extinct, you will gain extra DNA. If you befriended the creatures, you can recruit them for your pack if your brain is large enough. Either way, you can rest at the creatures' nest to restore health.
Another lesser-known way to gain DNA is by eating the eggs of other creatures. This also takes care of creatures' hunger but also results in angering the nest you ate the egg from.
For creatures who do not want to kill all the surrounding creatures, they can eat eggs and run, which will give them DNA and keep any one species from becoming extinct. This makes it easy for carnivores to make friends while still maintaining their diet and only making one (or eating from an already hostile group) nest of enemies. Strangely, herbivores can also eat eggs and gain this benefit.
Also, by using this method, you can effectively neither befriend or extinct any species and gain all your needed DNA through eggs by playing an egg eating race. High sneak and sprint, however, is useful for this method as creatures often attack you when they notice you eating their eggs.
Like killing a Baby Creature, stealing an egg will instantly put your relations at hatred if the creature is neutral or lower, causing the entire nest to attack you. However, if you befriend two creatures from the nest first, they will not attack you. (Do not befriend a third creature yet: that will ally said creature, and you won't be able to eat their eggs at all.)
At some stage, the player's species will migrate to another part of the continent; reuniting with them will give you DNA points.
After gaining a certain amount of DNA your creature's brain will increase in size. After the first increase in size, you can use social skills to persuade other creatures to join your pack.
The maximum amount of creatures you can have in your pack increases by 1 each time your brain increases, near the end of the stage you can have 3 creatures in your pack. After a creature's brain becomes big enough and they become sapient, the player can enter the Tribal Stage.
Also, as your creature's brain gets bigger, their maximum health level will increase, allowing them to survive fights against tougher creatures. They also appear to grow larger.
To start with, the player cannot befriend a hostile species (represented by an angry red face) unless the player utilizes the Siren Song consequence ability to gain allowance to socialize with species temporarily. The relationship of species must range at "Annoyed" (as shown with angry orange face) or higher to be befriendable.
The socialization with species can be accomplished by approaching said species, entering the social stance, clicking on it, and asking to socialize. A semicircle divided by bars will appear, with the relationship of the species above it.
The opponent creature will then randomly and selectively start singing, dancing, charming, or posing, depending on their level of that ability (and also if they even have said ability), and fill up the section(s) of the semicircle in purple on the right side. Mimicking the said creature's ability will fill the semicircle on the left side in purple, however in the contrary, choosing the discrete ability will fill the semicircle less, and leaves the opponent creature disappointed. Failing to impress the opponent after the opponent has filled their half of the semicircle will end the socialization and disappoints the creature. Note that it doesn't affect the relationship and can still be impressed again.
Depending on the level of the creature's species, the opponent will call its nest-mates nearby to assist and will affect the player's power to impress. The higher of socializing abilities' levels may also influence the strength of socializing; higher socialization abilities will weaken the lower socializing abilities of opponent. Having the pack members to the side can assist the player to impress the opponent more easily and doubles the player's socializing powers, if the pack member has that socializing ability.
After successfully impressing the creature, that creature will be befriended and have a yellow star surrounding the relationship face. Trying to ask that creature to socialize again won't start the socialization process. Befriending 2 nest creatures will convert them to friends (blue smiley face), and 3 times to allies (green smiley face). Additionally, allies can be also added to the player's pack by socializing with them if there's any room left.
Befriending different types of creatures have their own unique effects; befriending alphas will give the player a new part, but takes longer since there's more sections of the semicircle in the socialization process, and hardest of all, rogues will award 100 DNA. However, epic creatures cannot be socialized under any circumstances, but can be instantly allied if the player befriended the epic's equivalent species. However, the chances of finding a species as a normal creature and an Epic are very low, considering how many creatures there are.
Sometimes in Creature Stage, one of several events may occur. Major events cause a more intense version of the battle music to play, and nearby creatures will flee in terror.
- Meteor Shower - This happens in the middle of the Creature Stage. There will be a flash on the screen, and a large meteor will fall to the ground, and when it crashes it will break into pieces, which rain down on the planet. Other creatures will run around in terror. This has no visible effect on the planet, but if a meteorite hits your creature, you will take 1 damage and be stunned for a while. You will know a meteor shower is starting if creatures suddenly jump and start running around in fear. Music similar to the music that plays when you are fighting another creature will play as well.
- Spaceship - This happens somewhere in the middle of the game. A spaceship will appear in the sky, fly around and randomly abduct other creatures, who will run in panic while the ship is nearby. Clicking on the spaceship will add it to the saved game's Sporepedia.
- Rain - A rare graphical effect in the Creature and Tribal Stages. You can see rain, lightning and hear thunderclaps when it is raining. Sunbeams may travel through the clouds. Apart from this, it has no other effect. Creatures sometimes run to shelter underneath trees.
- Natural Landmarks
- Creature levels - Creatures of many sizes, from baby to epic
- Cocoons - Strange cocoons creatures enter that hatch into more advanced creatures.
- Drinking creatures - Sometimes a creature will go to a body of water and touch it with their mouths as if drinking.
- Sleeping creatures - Sometimes certain creatures sleep, and if woken, angrily snap at the player's creature. This has no effect on the relationship
- Non-nesting creatures - Some creatures don't appear to have nests, some roam solitary, while others run about in packs.
- Rotting food - If fruit has been lying around too long, it becomes rotten, attracting flies, and emitting odor in the form of a green gas effect.
- If you start from the Cell Stage, you can choose your creature's diet in the Early Creature Creator. At the very end just put a Jaw and Filter Mouth on whilst in the Early Creature Creator, don't remove them and you will become an Omnivore even if you were previously a Herbivore or Carnivore (the trait card remains, though). Alternatively, give yourself a proboscis.
- Removing joints from limbs so that they become double-jointed saves a lot of DNA. You can do this by holding Ctrl and clicking the joint closest to the foot. However this will affect the animation the creature makes when using them.
- 5 DNA points can be saved by keeping an eye from the Cell Stage and not trading in for an eye from this stage. All eyes have equal functionality.
- When in the editor, try to remember that when you can't afford a more advanced part to replace another, that you'll gain DNA points by selling the older part. Removing a part gives a full refund.
- Different body parts are found in bone piles scattered around the world.
- If you have a certain part on your creature, newly discovered parts are more likely to be an upgraded version of the parts your creature currently has. For instance: if you want more mouth choices, choose a low-level mouth and then look for bone piles to find upgraded versions of that mouth.
- Befriend or kill Alpha creatures.
- If you happen to come across a crashed spaceship, there are usually strong parts nearby.
- Use the Sneak ability to steal from an Epic's giant bone pile. Epics cannot detect sneaking creatures, no matter how close. Looting parts from bone piles does not instantly turn off Sneak.
- When your creature is hungry and you can't find food, return to the nest and mate. Your offspring's hunger bar will be completely full.
- When meteors fall from the sky, don't run around in circles -- watch for the shadows and avoid them.
- Swimming too far out into the ocean results in instant death by being eaten. Look for when the water becomes darker on the minimap to avoid this.
- If your creature has hands, they can pick food from tall trees, or pick up items and throw them. Sticks do nothing but annoy the creature you throw them at (even your own species), while shells and rocks will stun them for a little while. You can save some throwing items by placing them at your nest. If a tree happens to be too tall for you to grab the fruit from it, then pick something up and throw it at the fruit.
- The further into the Creature Stage you go, the more you'll notice that when trying to socialize with another creature, they'll call their other members to socialize with them. An easy way to stop this is to just walk near the creature you want to socialize. Notice how they walk away if you get too close. Use this to "push" them away from their nest to socialize with them more easily.
- More powerful than the average creature are Alphas. They have 25% more health compared to normal creatures. It takes one more turn to socialize with an Alpha than with a normal creature.
- Socialize and hunt in turns of one generation. Put lots of socializing parts on your creature and convince a few powerful allies to follow you. Rogue creatures would be ideal for this, but getting them into your pack (or even finding them) is fairly difficult. Once they are in your pack, they can be used for some serious warfare. Now you need to get ready for hunting by evolving from a singer into a killer. Once again optimize your creature for killing. Your pack will still follow you after you hatch. With enough DNA, you can evolve a creature level 5 in both combat and social.
- If you are a herbivore with a lot of DNA but no new body parts, buy weapons or health parts; you never know if a moving pack of predators might find you and attack.
- Remember that by using Siren Song if you are a herbivore, you can neutralize creatures that feel negatively toward you, and make it much easier to ally rogues, however you will need to use it again to get them in your pack. Siren Song also lets you befriend hostile creatures.
- The Siren Song doesn't just help with socialization, but if your creature is about to be killed, you can use it to stop your enemies from killing you, giving you enough time to flee from them or ally with them.
- Avoid creatures with the angry red face -- species that hate yours for no reason (or because in the past you killed a baby of the species or ate an egg). Instead, look for those you can have a better relationship with.
- Always look for Rogues, they are invaluable with high-end socializing. Plus, if a creature attacks the Rogue, it can take far more hits than any other creature, save an Epic.
- Try to socialize with creatures who have many weapon parts. If the creature has too many weapon parts, there may be little room for social parts making the creature easy to ally with. While you won't gain much DNA, it will make an easier social game and add more powerful creatures to your pack.
- The Omnivore consequence ability Summon Flock can help when befriending. Pack members also help, depending on what level socialization parts they possess.
- A good way to enter a fight is to use Spit at your target, then wait for them to come within a reasonable distance, then hit them with a Charge and follow up with a Strike and a Bite. You're less likely to miss the Charge because your target is coming straight at you. If the creature has wings, the charge can miss if they jump and fly. Spit rarely misses, because sometimes it will go in a zigzag pattern instead of a normal pattern. You can also lure an enemy to your nest using Spit, and your nestmates will kill them for you.
- If your target is running away, use your spit ability to provoke them to attack. Also, spitting at a creature that is trying to fly away will temporarily disable its ability to fly (for about 5-10 seconds or so).
- When using spit, remember that it helps to be on the same terrain level as your target.
- When a creature comes charging at you, spit at it and it will be stunned instead, and the charge will not hurt you.
- To kill a creature stronger than you, lure it close to your home nest, spit at it, sprint to your nest and the other members of your species will help you quickly kill it.
- Alpha creatures will give you new parts and will have a star depending on the level of the creature and will give a part depending on the star number. The numbers go from 1 to 5.
- Take advantage of a UFO event to take on strong creatures are too distracted and frightened to fight back.
- Sprint, Sneak, Jump, and Glide are good for getting out of tough situations.
- When fleeing from a battle, switch to Social Stance, pause the game, and double click on your pack members. When you unpause the game, your creature will beckon its pack members to follow it, and they will run away from the fight.
Preparing for the Tribal Stage
- When your evolution bar is full, you can still get DNA points for allying or killing a species, but the amount you receive will be substantially reduced.
- When you reach the Tribal Stage, your creatures will sometimes use their natural abilities to fight, so attach the strongest fighting abilities you can when you're about to evolve, but don't get rid of social abilities, they can help a lot in allying rival tribes. Furthermore, in Spore Galactic Adventures all natural abilities are used, so a balance might be useful.
- Any creatures of another species a creature has in its pack at the time they evolve to the Tribal Stage will automatically start out as pets. This might save a small amount of time at the start as the player doesn't need to domesticate animals if they take them from the Creature Stage.
- When your species evolves into a tribe, it will not matter much what mouth you have, fruits are abundant and easy to gather, meat needs to be hunted, eggs (from pets) are for both and if a herbivore fishes at a fishing spot they will collect seaweed instead.
- Find a nest near the ocean (but not on the shore) before you advance into the Tribal Stage. This is extremely useful later in Civilization Stage and also useful in Tribal Stage.
The following table lists the consequence abilities given by the different types of victory in the Creature Stage.
|Behavior in Creature Stage||Tribal Stage consequence ability||Civilization Stage consequence ability||Space Stage Consequence ability|
|Social||Fireworks: Your chieftain sets off fireworks increasing relationships with neighbours||Diplo Dervish: Raises your relationship with targeted nation||Pleasing Performance: Makes all of your colonies happy and reduces the likelihood of revolt|
|Adaptable||Beastmaster: Your chieftain enchants nearby animals who will help you socialize or fight||Bribe Bomb: Causes enemy vehicles within the bomb's radius to attack each other||Speed Demon: Makes interstellar space travel faster (2/3 total flight time)|
|Predator||Fire Bombs: Your chieftain throws fire bombs that damage nearby opponents and structures||Mighty Bomb: Destroys all buildings and vehicles within its radius||Prime Specimen: Increases your spaceship's total health (1.5x)|
Creature Stage Achievements
- Cerberus - Evolve a creature with three heads.
- General Custer - Lead 30 posse members to their deaths.
- Slugger - Finish Creature Stage without ever evolving legs.
- The Creature Stage icon resembles a Willosaur.
- With each brain increase, it can be compared to periods in Earth's history. The start of the level can be compared the Mid-to-Late Paleozoic era (Beginning with the first animals to crawl on land and ending with the rise of the evolutionary trend of gigantism), the first increase the Mesozoic era (Animals moving further inland with epic creatures, which normally appear at this stage, representing dinosaurs and the evolutionary gigantism trend reaching its peak, and if you're large you could represent crocodilians or early birds), the second increase would be the start of the Cenozoic era (most Epics despawning after the meteor strike, referencing the KT extinction) and the final increase within the last few million years (the first truly sapient life evolves, which in our case, is the evolution of early humans).
- You might find creatures that live on hilltops and are hard to get to. Try coming back with high jump and fly skills.
- The size of a creature doesn't matter if they were made huge in the creator. The size of the creatures you see are based on how evolved they are.
- When you evolve into tribe stage, the cinematic and music that plays are both a reference to the movie 2001: A Space Odyssey.
- Most Epics seem to disappear or go missing after the meteor shower (a reference to the KT extinction event). Occasionally new epics will appear (a reference to evolutionary gigantism usually eventually getting a second wind after the biosphere fully recovers from a mass extinction).
- There seems to be no concept of separate genders in Creature Stage. All creatures seem to be able to lay eggs. However, in the Space Stage, some members of your species will have male voices, while others have female.
- There was a large argument over letting the player enter a mating minigame in which they would have to seduce and impregnate another member of their species. This was also carried onto a smaller debate on allowing players to obtain new parts and skills through crossbreeding with other species.
- Sometimes, if you evolve a creature without legs, it will seem much bigger than the other creatures in your nest.
- The music that plays when you claim a new nest is actually reused music from SpongeBob SquarePants.
- List of Creatures in the Creature Stage
- Creature stage images
- DNA Points
- Procedural verb
- Creature editor
- Creature levels
- E3 Spore Presentation
- 2001 Ape Scene (This also has a monolith in it, which in the space stage you can shoot down to other planets to increase the intelligence of its tribes. Later on, the ape learns to use the bone as a weapon, as does your creature with a stick when you evolve to the Tribal Stage.)