Creatures Adventure mode

Creatures Adventure mode
In brief:
Creatures Adventure mode is a PS1-inspired gamemode where you must "conquer" worlds in Creatures. You start off in Creatures and once you achieve 30 (20 for an easier time) Natural Eggs or reaching Generation 15 (Choose or make your objective.) you move on to the next world. Export your best norns and import them into the next world. You are forbidden from hatching first gen eggs in or sending first gen norns into the next world.
Once you conquer that world, any norns who are native to World 1 cannot enter World 3 until you conquer your entire game path. They can still help you on your journey by migrating to World 2 and breeding, however.
Once you have conquered all the worlds on your game path, you can move to the next game. The game which you have conquered is now free from the gamemode and you may do as you will with the creatures living within.
After that, you will move to the next game. It's basically the same from here but you should set a more difficult objective if you feel up to it.

Vanilla Conquest Path
Creatures -> Creatures 2 -> Creatures 3 Standalone -> Docking Station?
Creatures Game Path

So long as you start with Albia (Default) you may alter the order of worlds in this path to your liking:
Albia (Default) -> Terra Nornia -> Darwinia -> The Albian Museum of Natural History and Science -> Arborium -> Ecodisk -> Creatures 2
Creatures 2 Game Path

So long as you start with Vulkanausbruch auf Albia and New Albia (Default) directly after you may alter the order of worlds in this path to your liking. If the first world is too difficult, feel free to skip it. If a world does not work for some reason, skip it.:
Vullkanausbruch auf Albia ->  New Albia (Default) -> Albia at Night -> Christmas in Albia -> Alba -> Albitopia -> Flying Wonderland ->  Animal Arena -> Das Piratenschiff -> Creatures 3 Standalone
Creatures 3 Game path

Creatures 3 should be especially tweaked to your liking. Start in Norn Terrarium/Learning Room/Crypt

Norn Terrarium (and those within) -> Bridge -> Marine -> Desert -> Jungle -> A few metarooms of your choosing.

I am unsure how this path will work. I think one way of doing it is to use the Door Jammer to lock the other rooms and to breed norns to later generations. Once your norns have reached your goal, unjam a room. In creatures 3 you shouldn't have to obey the world rule since we will be using metarooms instead.

Docking Station Game path
You won, now conquer the cosmos!
Capillata -> Metarooms of your choosing -> More metarooms of your choosing.

Story
You are encouraged to make up a silly, cheesy little story as you go along. However if your imagination is bad (or you're just lazy), here's a (cheesy) stock story (it may not abide by the canon of the worlds themselves):

Creatures
Terra Nornia: Once their position in their region of Albia became established, some of the bravest norns migrated to the harsh mountains, where they found a home for themselves.
Darwinia: As the mountain homes became over-crowded, some of the norns had to venture out to find a new home. Along their journey they found themselves in the mysterious realm of Darwinia and hope to make a home for themselves here.

The Albian Museum of Natural History and Science: As Darwinia became the new normal, some brave norns travelled to an odd building they spotted along the horizon. By the time they arrived there it was already night. It's going to be a long one.

Arborium: Once dawn finally broke the norns were booted out of the museum. Most of the norns chose to camp outside until the next night came, whilst some of the bravest norns took to the distant woods until they found a large structure. With their supplies running short and their weariness mounting, they have no choice but to camp here.  It's going to be a rough place to live, no toys and hardly any food.

Ecodisk: Against the odds, the norns managed to endure the harsh environment of the Arborium. Some disgruntled norns decided to pack what little supplies they could gather together and stormed out of the place. As they were exploring, their supplies ran out and they began to starve, but suddenly a familiar scent was caught on their noses, the sweet smell of tea. When they investigated this smell, they found themselves in the Ecodisk, with plenty of food to fill their empty stomachs.

Creatures 2

Vulkanausbruch auf Albia: Just play the Creatures 2 intro. Done. There's your story. Get to work, you're the last hope for the surviving norns!

New Albia (Default): Same as the above.

Albia at Night: As night finally fell upon Albia, all kinds of unusual things happened. Most of the norns were scared of this sudden change to their world and fled to a hidden burrow until dawn. The brave ones continued their regular residence.

Christmas in Albia: Another night fell on Albia, but this time the world had a strange jollity to it, as snowflakes fell from the sky and carols were sung in the distance. Most norns couldn't stand the intense cold and took shelter in the hidden burrow. The rest braved the weather, excited by what goodies this season may bring.

Alba: As the norns continued their lives in New Albia, the world had slowly changed in subtle ways...

Albitopia: Some norns who were exploring the world somehow found themselves sucked into an alternate version of Albia. There they met the adventurous Perry Rodnorn (Yes you can keep him!). They decided to explore this interesting world with him.

Flying Wonderland: Whilst most norns liked their new home, some went out to explore further. They found their way out of Albitopia back into New Albia, but they were a significant distance from the place they recognised through Albitopia! They had no choice but to survive in this steep environment, far from the shee labs. If only they could fly.....

Animal Arena: Whilst most settled in to their new home, some norns found a quick way out of the Flying Wonderland. It took them into another alternative version of Albia, this time full of strange creatures!

Das PiratenSchiff: Some norns decided to return to the Flying Wonderland. When they did, they found a pirate ship drifting by a distant shore. They set out to investigate this but once they boarded the ship it had already set sail! Lost on the ship, surrounded by the frightening flow of water all around them, they had no choice but to survive the voyage.

Eventually, the norns on the pirate ship found their way home....if they survived!

Creatures 3:
With the Shee Ark damaged from the asteroid (see creatures 3 intro) and their Shee carers gone, the norns had difficulty even operating the doors! Unbeknownst to them until later, they were broken. However the Shee had installed a fail-safe which forces the door open if the norns can trigger it. But what could trigger it? Overpopulation? A high amount of generations which flings open the door for Shee genetic inspection? Who knows? The norns certainly don't have a clue!
Later on, they discovered rooms they didn't even know existed on the ship.

Docking Station:

Docking station backstory. Also probably make this part up as you go along.