Welcome to this run of Cell Stage in 3:22 on Easy Difficulty completed 31 October 2018. Cell Stage is one of the most fun and straight forward speed runs in Spore. Cell Stage is also one of the more RNG dependent Stages in Spore but with enough practice, proper decision making, and pattern recognition, quick runs are fairly consistent when following an intended strategy. SDA Timing begins at movement control (when the HUD appears after the opening cut scene) and ends at the ‘Growing a Brain’ cutscene (HUD disappears). Exclude the loading times during the all black screens when entering and exiting the Cell Editor. There are four loads in this run. In the early stages of the level, more plant pieces are available so starting as herbivore is recommended. Keeping tutorials on, the game shows the player the objective to eat five food pieces to move on and will receive a bonus after completion; this bonus is not as rewarding with tutorials off. Calling a mate when growing to the next section of the Stage will always spawn the mate close by for quick access into the cell editor. On Easy becoming an omnivore is the key and is more important than adding speed to the cell. Rearranging the mouths to the positions in this run is preferential but found to be slightly easier to eat the food pieces that correspond to the respected mouths. The majority of the run is now pattern recognition, quick decision making, and gauging decisions to maintain the movement speed. Minimizing returns to the cell editor is crucial for keeping time down, think similar to pit stops in automotive sports. After reaching 30 DNA points and mating at a growth point is worth adding in two flagella to give more speed to the cell as the run concludes. Important to note that free floating plants and meat gain more level progression than plants that are attached to larger structures and significantly smaller cells. Welcome to this run of Creature Stage in 10:58 on Easy difficulty completed 19 August 2018. The selected creature used in this run has no History, as to have no Creature Abilities unlocked and no other advantages that would have unlocked during a separate Stage of the game. The selected creature is a carnivore and is a custom-made creature from the Early Creature editor. All other creations present in the run are default, Maxis made. The selected creature has Cilia for jumping, Jet for sprinting, and a joint of the legs disconnected to act as make shift arms to put on hands more quickly. SDA Timing begins at movement control (when the HUD appears after the opening cut scene) and ends at the final ‘Growing a Brain’ cutscene (HUD disappears). Exclude the loading times during the all black screens when entering and exiting the Creature Editor. There are six loads in this run. The majority of this run is combat except for the very beginning. The creatures encountered in early stages of Creature Stage only have level 1 sing and are most likely neutral. Allying creatures that are neutral yields more DNA points than to extinct them. Ally creatures by copying their actions to fill the overhead bar. Jump to fill our side of the bar instantly. Allying or killing Alphas yield more points than the regular creatures or babies. Alphas always have the most health and are designated by a gold star in a pentagon by their name. Ally the second nest as well to evolve into the next level of Creature Stage. Locate a mate by performing a mating call then select the mate the home nest. While looking away and having the mate selected, jump to instantly enter the editor. Outfit the creature for combat by adding the ‘D’Orca’ mouth, ‘Grubbygrabber’ hands, ‘Cloppity’ feet, ‘Hockitlauncher’ weapon, and the ‘Antisoptera’ wings as these will provide all level 2 combat abilities and extra movement speed. Add a member of our nest into our pack by the same action as allying another creature. Extinct the first nest by killing four creatures from it. Target the alphas first as this will yield the most DNA points and unlock new parts for later in the Stage. Cover a lot of distance quickly using a glitch with the wings. While the game is paused, select either a very close creature or a very far away creature, jump twice, then resume. Our creature should be launched toward the selected creature. Keep to nests that have 15 and 19 health creatures, these are level 2 creatures and will provide the correct parts to unlock. Our creature is not strong enough to take on creatures with 32 health. Extinct three nests and one additional alpha to evolve into the next Creature Stage level and this will ready the first migration sequence. Enter into the creature editor again and replace all parts added last time with the upgraded level 3 versions, except for the wings. Again, add a creature to our pack and now our creature can fight creatures with 32 health. Select a creature to bring up its Sporepedia card to gauge whether or not this creature is good to attack. If the creature has too high attack points, greater than 10 or so, avoid this nest and move on to the next one. Our creature can die even on Easy if the creatures are too powerful. Follow the mini map to find our next nest from the migration sequence and extinct creatures along the way. There are two scripted events in the Creature Stage, first is the meteor that will make all other creatures panic and be too frightened to fight back for around 30 seconds. Take advantage of this time to kill larger creatures if necessary. Creatures that begin angry towards our creature yield higher rewards for killing but are usually harder to extinct. Reach the next nest once the progress bar passes the second notch into the final level of Creature Stage. Entering the editor now will initiate the second and final migration sequence. Entering too early and the migration will not be ready yet and reentering the editor will be required. Reaching each migration nest when prompted is beneficial because it will yield a large amount of DNA points. Upgrade all parts to level four or higher if available and add a third member to the pack. The creature will be fully upgraded enough to complete the Stage. The second scripted event is a UFO sighting which also frightens nearby creatures and allows for easy killing of tough creatures. These scripted events also prevent adding to our packs and mating. Only our creature and the pack will be able to continue as normal. Continue killing creatures to fill the progress bar and complete the Creature Stage.