The Sentinel
The motionless guardian at the highest point of a landscape. It scans the terrain and drains energy from exposed opponents.
How it plays
Each level is viewed from a first-person perspective across a three-dimensional landscape of hills, trees, rocks, and towers. The objective is to gain height, locate the Sentinel, and absorb it without allowing the Sentinel or its sentries to drain the player's energy.
The player can create boulders, trees, and synthoids, then transfer consciousness into a synthoid to move through otherwise inaccessible areas. Absorbed sentinels provide energy and can unlock later levels. Hundreds of landscapes are arranged as a progression of increasingly demanding navigation and resource puzzles.
Plan your run
Study the terrain before spending energy. Plan a route that gains height efficiently and use trees or boulders to create safe platforms.
Avoid looking directly at guardians when possible. Build synthoids in useful positions, transfer into them only when necessary, and absorb sentries to recover energy before confronting the Sentinel.
If a level seems impossible, restart and use a different starting route rather than wasting energy on repeated construction.
Meet the cast
The motionless guardian at the highest point of a landscape. It scans the terrain and drains energy from exposed opponents.
Smaller guardian entities that watch the landscape and can absorb the player's energy.
Artificial bodies created by the player for movement, construction, and transferring consciousness.
Before you begin
Survey the landscape before creating objects.
Use synthoids to cross gaps and reach higher ground.
Keep enough energy to absorb the final guardian.
The Sentinel is a first-person puzzle and strategy game designed and programmed by Geoff Crammond and published by Firebird Software. The player explores surreal landscapes while trying to reach and absorb the Sentinel, a powerful entity standing at the highest point of each world. Progress depends on careful observation rather than combat. The player creates objects, transfers consciousness into manufactured bodies, and manages limited energy while avoiding detection. Its unusual scale, atmospheric presentation, and nontraditional puzzle design earned strong critical attention and made it one of the more distinctive home-computer games of its era. The DOS version brings the original landscape-based challenge to IBM-compatible computers.
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