Creatures 3: Difference between revisions

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|modes=[[Single player]]
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|systems= [[Linux]], [[Windows 9x]]
|systems= [[Linux]], [[Windows]]
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==Object of the game==
==Object of the game==
There is no object of the game, really. Creatures is much more of a simulation than a game. It's like having a tank of intelligent Sea Monkeys, except you can stop the simulation whenever you want -- no more having to rush home to feed your pets!
There is no object of the game, really. Creatures is much more of a simulation than a game. It's like having a tank of intelligent Sea Monkeys, except you can stop the simulation whenever you want—no more having to rush home to feed your pets!


There are three kinds of creatures: Norns, Ettins, and Grendels. Most players will choose to develop a community of Norns. However, there is no reason why you can't develop a community of Ettins or Grendels as well.
There are three kinds of creatures: Norns, Ettins, and Grendels. Most players will choose to develop a community of Norns. However, there is no reason why you can't develop a community of Ettins or Grendels as well.
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If you want, you can totally ignore much of the game and just stay in the Norn Terrarium forever, caring for your Norns while oblivious to everything else except for the occasional Ettin or Grendel invader. But if you like, you might want to get all the cool stuff so handling Norns (and later, the Ettins and even the Grendels!) is easier, and so your creatures will be more intelligent.
If you want, you can totally ignore much of the game and just stay in the Norn Terrarium forever, caring for your Norns while oblivious to everything else except for the occasional Ettin or Grendel invader. But if you like, you might want to get all the cool stuff so handling Norns (and later, the Ettins and even the Grendels!) is easier, and so your creatures will be more intelligent.


If you start with eggs, hatch them both using the Incubator and take both Norns to the Learning Room, and turn it on auto-teach. After a while, come back and switch to vocabulary set two - if your Norns are still there! But in the meantime, you'll want to explore and possibly construct some machines to improve the environment.
If you start with eggs, hatch them both using the Incubator and take both Norns to the Learning Room, and turn it on auto-teach. After a while, come back and switch to vocabulary set two—if your Norns are still there! But in the meantime, you'll want to explore and possibly construct some machines to improve the environment.


One of your first priorities is to figure out how to handle Grendels when they show up. You can wait for them to come into the Norn Terrarium and have your Norns try to beat them up, but this isn't a good plan because you put your Norns at unnecessary risk, especially as Norns are not very aggressive at the start of the game. It's better to have machines doing their best to keep the Grendels out -- or dead.
One of your first priorities is to figure out how to handle Grendels when they show up. You can wait for them to come into the Norn Terrarium and have your Norns try to beat them up, but this isn't a good plan because you put your Norns at unnecessary risk, especially as Norns are not very aggressive at the start of the game. It's better to have machines doing their best to keep the Grendels out—or dead.


One of the simplest ways to handle this is to take a scenton emitter to the Jungle Terrarium. The Jungle Terrarium already has a creature detector, but if you removed it, take one with you, too. Have the creature detect Grendels and put it to the right of the trap door to the Piranha pond, next to the button. Connect the Grendel detector to the button (make sure the electricity is flowing in the right direction; if you did it wrong, try again using the other ports). Now the trap door will open whenever a Grendel is near. Plop the scenton emitter next to the Grendel detector and have it emit the smell of Norns. (Make sure it's active; you should clearly see and hear the scentons being emitted). This attracts the Grendels to the trap door, which is lethal for the Grendel if it falls into the pond: if there are Piranhas, it will be eaten alive, and if there aren't, it will drown!
One of the simplest ways to handle this is to take a scenton emitter to the Jungle Terrarium. The Jungle Terrarium already has a creature detector, but if you removed it, take one with you, too. Have the creature detect Grendels and put it to the right of the trap door to the Piranha pond, next to the button. Connect the Grendel detector to the button (make sure the electricity is flowing in the right direction; if you did it wrong, try again using the other ports). Now the trap door will open whenever a Grendel is near. Plop the scenton emitter next to the Grendel detector and have it emit the smell of Norns. (Make sure it's active; you should clearly see and hear the scentons being emitted). This attracts the Grendels to the trap door, which is lethal for the Grendel if it falls into the pond: if there are Piranhas, it will be eaten alive, and if there aren't, it will drown!
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But wait! There's a problem.
But wait! There's a problem.


What if a Norn is next to a Grendel near the sludge gun? The gun might hit the Norn instead, and may very well kill it -- Norns have actually died in this way! Maybe it's best if it doesn't fire if there are Norns nearby. To understand the example, though, you will need to understand Boolean logic.
What if a Norn is next to a Grendel near the sludge gun? The gun might hit the Norn instead, and may very well kill it—Norns have actually died in this way! Maybe it's best if it doesn't fire if there are Norns nearby. To understand the example, though, you will need to understand Boolean logic.


===Boolean logic (C3)===
===Boolean logic (C3)===
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Every creature has a genome. A genome is a genetic description of that creature, indicating the function of every gene. Most genes define organs and chemical reactions involving organs. Here's a little secret: almost every chemical reaction in the game occurs due to your creature's organs! In other words, without genes and organs, nothing makes any chemical different from any other. You could make creatures that breathe ATP decoupler if you want.
Every creature has a genome. A genome is a genetic description of that creature, indicating the function of every gene. Most genes define organs and chemical reactions involving organs. Here's a little secret: almost every chemical reaction in the game occurs due to your creature's organs! In other words, without genes and organs, nothing makes any chemical different from any other. You could make creatures that breathe ATP decoupler if you want.


The most basic form of genetic engineering is using the Gene Splicer on the Shee Ark. You can use it to combine the genomes of two creatures into a third genome, as though the two creatures mated. In fact, it's preferable to have the two creatures actually mate if you can, because they will die if you put them in the Gene Splicer! But the Gene Splicer also makes it possible to combine creatures that cannot mate -- one might form a "Grettin" by splicing an Ettin and Grendel. The Genetics Kit also makes this possible, however, and it's now freely available, so you no longer need to subject your creatures to the Gene Splicer.
The most basic form of genetic engineering is using the Gene Splicer on the Shee Ark. You can use it to combine the genomes of two creatures into a third genome, as though the two creatures mated. In fact, it's preferable to have the two creatures actually mate if you can, because they will die if you put them in the Gene Splicer! But the Gene Splicer also makes it possible to combine creatures that cannot mate one might form a "Grettin" by splicing an Ettin and Grendel. The Genetics Kit also makes this possible, however, and it's now freely available, so you no longer need to subject your creatures to the Gene Splicer.


==Secrets (C3)==
==Secrets (C3)==
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[[Category:Single player]]
[[Category:Single player]]
[[Category:Linux]]
[[Category:Linux]]
[[Category:Windows 9x]]
[[Category:Windows]]
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