04/04/01

            NOTICE!!! Could Thomas Laland Ekeli PLEASE mail me again!
  I accidently deleted your mail, but kept the attachment. I'm terribly sorry.


                        B L A C K  &  W H I T E   F A Q
                        -------------------------------

                                 Version 0.4.4

                                      by

                               Robert Hagenstrm
                        r o b e r t @ a t a r i . o r g

    Software (c) 2001 Lionhead Studios Ltd. Black & White, Lionhead and the
              Lionhead logo are trademarks of Lionhead Studios Ltd.

   This FAQ may be freely published on the web as long as it is not modified
    in any way. Note that the latest version can always be downloaded from:
                   http://user.tninet.se/~lan318o/black&white/

**************************** CONTRIBUTION NOTICE! ******************************
When I first released this FAQ, I received 20 mails overnight with additions to
it. Many of them were the same, so it was impossible for me to name everyone in
the credits. My limited time also made it impossible to reply to everyone, but
I am grateful. However, since I cannot send answers to every mail, please
state if you want your name published in the credits of the FAQ. If you are the
first or only one to contribute something new, it will appear there. I cannot
publish names without permission according to the Swedish PUL law.
********************************************************************************

--------------------------------------------------------------------------------

0. INDEX

 1. Version History
 2. Introduction
 3. Comments from the author
 4. The Basic Gameplay
  4.1 Playing Good
  4.2 Playing Evil
 5. Creature Training
  5.1 Specific creature actions
   5.1.1 The eating of villagers
   5.1.2 The art of throwing objects
   5.1.3 The urges of feeding and drinking
   5.1.4 The assisting in village duties
   5.1.5 The importance of housekeeping
 6. Village management
 7. Island specific tips and secrets
  7.1 The first island
  7.2 The second island
  7.3 The third island
  7.5 The fifth island
 8. Silver scroll solutions
  8.1 Quests on the first island
   8.1.1 Rescue drowning fishermen
   8.1.2 Stone throwing target practice
   8.1.3 Finding the farmer's lost sheep
   8.1.4 Restoring the circle of the singing stones
   8.1.5 Helping the emigrants with the ark
   8.1.6 Rescuing the kidnapped children from the piper
   8.1.7 Impressing the hermit
   8.1.8 Dealing with the hungry ogre
   8.1.9 Mushroom cooking quest
  8.2 Quests on the second island
   8.2.1 Curing the diseased villagers
   8.2.2 Dealing with the swimming children
   8.2.3 The secret melody of the singing stones
   8.2.4 Relocating the temple by the shore
   8.2.5 Stopping the children from stealing cows
   8.2.6 Preventing the false idol worshipping
   8.2.7 The Circus quest
  8.3 Quests on the third island
 9. General Questions
  9.1 Where can I find Easter eggs in the game?
  9.2 How does one use miracle dispensers?
  9.3 What makes the creature grow faster?
  9.4 How different are all of the creatures?
  9.5 What do I need to do to unlock all the creatures?
 10.  Final Notes
 11. Credits

--------------------------------------------------------------------------------

1. VERSION HISTORY

v0.4.4 04/04/01   Did a little grammar checking and alot of spelling corrections.
v0.4.3 03/04/01   Even more contributions and the beginning of some new sections.
v0.4.2 03/04/01   More contributions, fixes and additions. Keep 'em coming!
v0.4.1 03/04/01   Finally located the last darn sheep!
v0.4   02/04/01   A bunch of old info added, along with some new contributions.
v0.3.2 01/04/01   Some additions, corrections and beginning of new sections.
v0.3.1 01/04/01   Found out how to get the Sheep creature in the sheep quest!
v0.3   01/04/01   New sections for village management and creature actions.
v0.2.1 31/03/01   Fixed some small silver quest stuff.
v0.2   31/03/01   Added a silver quest and corrected some evil solutions.
v0.1   30/03/01   Initial release.

2. INTRODUCTION

...

3. COMMENTS FROM THE AUTHOR

The most hyped and anticipated computer game ever? Well, I can't think of many
games that come close.

But is it what people expected? This is a topic which I probably will have to
rewrite, but there are currently much heated discussions in forums about this.

I believe, that many people where suprised with the game when they got it.
Before it was released, not many previews or interviews mentioned much about
the micromanagement of the villages. Many people assumed that this would work
similarly to Populous where the villages managed themselves if you didn't
touch them.

As it turned out, this wasn't the case with Black & White. And not only that,
but the villagers complained when they didn't get enough micromanagement and
you couldn't survive without them. I believe that this caught a lot of people
off guard and caused the initial uproar in the various forums.

I personally think that the villages do place ridiculously high demands on you.
It should atleast be possible to teach the creature to handle an entire
village by itself, but since not even a human player can always manage this,
I believe it's currently futile.

This also puts the creature in a bad position, with it no longer being the
most important thing in the game. In fact, it does seem now that you can
win the game without giving much regard to the creature at all. Something
which clearly wasn't advertised before the release of the game.

To me, a patch with higher intelligence in the villagers, reduced needs of
breeding and expanding, or a difficulty setting would be much appreciated.
Especially for online duels.

On another note, there also seems to be a lot of debug information left in
the game (just check the amount of statistics the game keeps track of) and
someone said there's even a tech demo map left somewhere in the game folders.

Anyway, I'll shut up now and get on with the important stuff.

Note that I will call the good conscience "Whitey" and the evil conscience
"Blackie" in this FAQ...

4. THE BASIC GAMEPLAY

First of all, there is no way to skip the tutorial. By watching the forums and
various IRC channels, I'd say that this is a very good feature (some people can
be even more stupid than the creature).

Second, read the signs.

Third, read the signs.

Always read the flippin' signs! Signs next to houses contains valuable
information about what's in the house and how to operate it. Signs in the
terrain can contain valuable information on how to properly train your
creature, or small gameplay tricks, or even hints on how to accomplish certain
goals.

The game teaches you the basic gameplay very well, if you'll just have the
patience to look, and it will be much easier than reading a tutorial (and if
you are intelligent enough to appreciate a long detailed tutorial, you have
probably learned your basic gameplay already, so I won't waste space writing
about it).

The sections below will go into a bit more detail. Note that these sections try
to cover both extremes. That is, if you want a white, or even rainbow colored
creature or hand, read how to play good. If you want a black creature with
horns, and a red hand, read how to play evil. If you just want to stay neutral,
mix in a little of both.

4.1 PLAYING GOOD

Now this is a challenge. Here you will need to spend a lot of time managing
your villages, which is an utter pain. But you cannot neglect your creature
either, if you want it to be good aligned too, and performing the two together
can initially be extremely difficult.

If you train your creature well though, you might be able to leave it on it's
own for an extended period of time, while you are away managing your villages.

Staying good means that you must have the flags of a village storage raised as
low as possible, or even not raised at all. This is an enormous task in itself.
But not only that, you will have to carefully watch all your worshippers at the
temple shrines so they don't starve and die, which even Blackie disapproves of!

You must also act passive, and avoid as much killing as possible. This means
that taking full control of an island will be done by sending missionaries,
traders, yourself and your creature to enemy villages to assist and impress
them with miracles, food and wood. The Flying Creatures miracle and Heal also
work fine to generate lots of belief.

It is unconfirmed though, that casting lots of heal on villagers will cause
them to live longer, and thus, in the long run, increase faster in numbers
since less people die and disappear.

You can train your creature to only heal sick villagers, though. Zoom in far
and listen to pain sounds or watch for crawling villagers, then target a heal
miracle on them and have the creature watch with the learning rope. This may
take time, though, since it's not often villagers get sick.

Also, don't overfeed your villagers, since with lots of food comes the
desire to breed, and with the desire to breed comes the desire to expand,
and soon enough there won't be any empty spots on the island to expand
upon (much less any forests left).

As a good player, you can also sacrifice at the temple shrines to get prayer
power, if you want. A shrubbery and any other plant will work fine. Never try
to sacrifice a stone, though. It will cause damage to your shrine and scatter
your worshippers!

And even if you get attacked by an enemy, you cannot fight back! Use the shield
miracles to protect your villagers, and try not to have your creature attack
another creature unless it's wreaking havoc in one of your village. Your
creature may get provoked into a fight as it is.

So if it is so frustrating to play good, what are the rewards? Well, if you
don't know the answer to that, my bet is that your creature won't turn
rainbow coloured anytime soon.

4.2 PLAYING EVIL

First of all, evil isn't stupid and it isn't nasty. It's sinister and devious.

If you kill for fun, sure you are evil, but you are mainly being blunt, and
there's much worse you can do than that. Try torturing people with fire instead,
starve them, wreck their homes, play catch with your creature using villagers or
just leave it with on the leash of aggression in one of your own villages...
Be creative.

Since you can do pretty much anything while being evil, I won't dig deep into
the details here. I will try to give out a few usefully tips, though.

Being evil will finally let you ignore feeding the worshippers at your shrines.
There are much better ways of gaining miracle power than dancing. Sacrificing
new born children for example, is much more effective.

Sacrificing your dead does also work.

If you want to wipe out a village, or atleast cause serious damage, you can
taint a food storage by throwing a toadstool or poop in it.

5. CREATURE TRAINING

First of all, note that a player profile can only have ONE creature and that
creature will be constant in ALL games you play. It will grow older and remember
everything you have done, no matter how much you load the game or if you pause
your campaign to play a skirmish or multiplayer game. The only way to reset
a creature is to wipe your entire profile.

The creatures are really marvellous and impressive at first glance. They're
also rather mysterious initially. However, there are tricks to decloaking the
inner workings of the creature's mind. 

For those of you interested in AI, the game supports both supervised and
unsupervised learning, as well as reinforcement learning.

Also, the creature will over time forget things, and may have to relearn it.

Second, do not underestimate what the creature is able to learn. It can learn
basic stuff as well as more complex series actions (like catching stuff in
mid-air or transporting objects). It can also learn more abstract stuff (like
paying more attention to you or copying your own actions more). It's just a
matter of catching it at the right time and give it a reward.

Note that your creature does't have to have the same alignment as you do.
Your creature can be so good it glows white, while at the same time, your
castle is growing spikes.

Also note that initially the Creature Help doesn't show up in the game, even if
you have it activated in the Options. The first time it will show up is after
you have activated the final golden scroll on the first island, but it will stay
activated after that, even if you restart a new game or load an earlier save.

If you start an online game or a skirmish game though, the creature help will
also get activated and stay so, at least until a part of the tutorial kicks in
again, whereupon it will become deactivated (so just save, start skirmish and
load to get it back).

Right, so let's get down to training the creature to perform different actions.

If you want the perfect creature, hang around on the tutorial island until he
has learned every possible thing to be learnt there (some spells will be
unavailable and certain methods for helping villagers). Your villages on the
tutorial island won't have any high demands (since you can't build anything)
and as long as you don't active the final golden scroll, there is no time limit.

Note that it is rather hard to become immensely good during the tutorial
islands. This is probably due to not all features being activated yet.

The most basic method of learning is, of course, to let the creature find
things out by itself (leash the creature to a specific object, a store or a
working villager if you want, although I prefer never to leash the creature to
anything). This can be slow and might yield unwanted results if you do not slap
or stroke the creature accordingly.

Though it is EXTREMELY important that you slap or stroke the creature
DIRECTLY after it has carried out the action you want to affect. If you have
Creature Help activated, this is easy, since the help text will explain
exactly what the creature is going to be punished or praised for when
zooming in on it.

This means that if you don't react fast enough, or give an order to it after
it has already done the action, the slap or stroke may very well affect a new
state or action instead of the one you wanted to affect.

But there are occasions when you do react fast, and the Creature Help still
has another action in it's explanation, so do be watchful of what you really
are punishing or praising your creature for!

If your creature has picked up an action you don't want him to perform in the
future, the only way to get him to stop doing it is to slap him for doing it.
Note that if your creature is too sleepy or hungry all of the time, you can
reduce that too with a properly timed slap.

Note that moving around your hand next to the creature may distract it and
have it turn it's attention towards you instead. If you want your creature to
act on it's own and still observe it, move your hand away from the creature
and leave it still.

The next method of training is to have it copy what you are doing. This is
done by having it leashed to you with the learning rope and having it observe
your actions.

The copy method is the most unreliable method of learning for a creature. First
of all, you must make sure that the creature is watching what you do. If it is
doing something else while you carry out the action, it may have little or no
effect on it.

Second, you cannot just stroke it for having it noticing what you just did (it
will point in the direction of you action, and then look at you). The real
reward should come first after it has properly copied your action. Sometimes
the creature will understand immediately and copy you, sometimes, it takes
forever to get it to do the same thing as you.

Depending on what you are trying to teach it to do, having it leashed or
un-leashed when he is expected to copy your actions will have little effect
(if the creature is too observant on you, being even near the creature with
your hand will distract it).

Also, don't make the mistake of praising it too early. If you want it to
throw a rock, don't praise it immediately after it's picked the rock up, since
it will most definitely eat the rock instead.

In fact, stroking the creature anywhere while it is carrying something will
almost always make it eat it (yes, even if you just pat it on it's head). I
think it has to do with how greedy or hungry the creature is, and what it
previously has learned about the object. But unless you are absolutely sure
it won't eat it, NEVER stroke it while it carries anything.

You sometimes also have to plan ahead. When you start out, the creature will
only perform basic stuff. Later on, you will want it to carry out more complex
series of actions, and if you haven't taught it the basic stuff properly, it
can be too late when one of the basic things he got wrong is a part of a more
complex series of actions (for example, when picking up a tree is a part of
the being generous to villagers action in order to resupply the storage).

Creatures are able to copy whole series of actions. For example, first picking
something up, throwing it away, and then bringing it back again. The creature
will also monitor the target of you actions carefully. It will remember where
you threw your objects and aim for the same kind of things.

Also, when you are teaching the creature new miracles, leashing it with the
learning rope will cause it to learn the miracle faster. And, though the game
says that handing the creature a one-shot miracle will cause it to instantly
cast it, it has to be trained to cast those too (you will have to slap it for
eating them or loosing them).

Note that all of the above applies for fighting too. Tell your creature to
move around a lot, and it will do it by itself after awhile. The same goes for
concentrating attacks on special body parts (note which targeted body part
carries out the different attacks you want it to perform more).

Finally, fish would be the recommended food for any creature, since fish
regenerate well without any care and it won't be considered stealing from
the village. Cattle and other animals regenerate much slower and can run
out if you're not careful (and though herds help, there is a strange
lack of a herding disciple in the game).

5.1 SPECIFIC CREATURE ACTIONS

The previous section is meant to be very general. Anything you read in that
section can be applied to ANY action no matter what creature you have. And if
you can't get your creature to do what you want, try again until it grasps the
concept or change your method of teaching.

Please don't mail me simply stating that you can't get your creature to do what
you want it to. It's not the creature which hasn't tried it's best, it's you.

5.1.1 THE EATING OF VILLAGERS

Now you either want to or don't want to have the creature eat villagers,
depending on you alignment.

An untrained creature, even if it is a Cow or a Sheep, WILL sooner or later eat
a villager if you have it wander the village hungry.

If you don't want the creature to eat more than one villager, slap it directly
when it's finished eating, and go and feed it an alternative food source. Note
that slapping it directly when it picks up a villager might cause the creature
to become unfriendly against the villagers instead of removing the label of
food from them. It may also make him less playful with villagers, depending on
what mood he was in when he picked up the villager.

Stroke the creature if you want it to continue eating villagers. Although
remember that an empty village belongs to nobody, and that strength comes in
numbers.

5.1.2 THE ART OF THROWING OBJECTS

Throwing (as with kicking) seems to be an aggressive action, so if you want a
passive creature, slap it for throwing stuff. The exception is when it is
throwing trees or food into the village storage, which doesn't seem to count
neither as a throw or an aggressive action.

The biggest question seems to be how to get the creature to throw stones. But
if you are looking to increase the strength of the creature, remember that the
sign said that the creature needed to only be carrying stones.

Anyway, if your creature can copy you throwing stones, all is well, and it
should be praised for it. Note that the creature will take notice of where you
aim your stone and even if you fetch it back or not.

If the creature refuses to copy your actions, things may get more complicated.
Action clicking on an object with a leashed creature is stated to be the
command of getting it to pick the object up. However, this doesn't always work
with stones.

A reason of this may be that the stone is too large. But if you crush the stone
into smaller pieces while the creature is watching, it may very well copy that
action instead the next time it is told to pick up a stone, so be careful.

A better course of action is to crush a number of stones far away from the
creature and have it travel there only after they are the appropriate size.

I personally can't see any use in throwing an object other than a stone, so when
the creature tries that, just slap him to keep it from doing that again.

There is a sign which says that a creature will become stronger if it carries
stones. Carrying something isn't aggressive, so this may be a better
alternative than throwing. When the creature has a stone in it's hand, action
click where you want the creature to drop the stone, and stroke when it drops
it. It could be useful to make the creature deliver stones to the village or
just make it collect stones in it's pen.

It seems that a too small stone will make the creature just stare at it and
then sit down and rest also. I have no idea why. Also note that if you don't
tell it what to do with the stone (where to drop if, for example), it will
most definitely eat it, or just throw it over it's shoulder.

5.1.3 THE URGES OF FEEDING AND DRINKING

------------------------ REQUEST FOR INFORMATION! -----------------------------
Is there anyone out there who can accurately manage a creatures feeding and
sleeping habits? To me, it seems totally at random whether you get increased
hunger, increased desire for a certain dish or an urge to feed more when hungry,
if you stroke a creature before/during/after feeding! Can anyone give me
DETAILED information on this?
-------------------------------------------------------------------------------

Your creature will eat any moveable object. However, it has a built in learning
factor here, since it will puke up anything that isn't good for it.

The creature can also eat on by it's own initiative or by command (rubbing
the belly when given food). But before you slap or stroke the creature for
eating, there are a number of factors you must consider.

Consider what it is eating. Is it a food source which is good for him or not?
Does the source replenish itself fast or slow? Is it stealing from someone?

Also consider the time of feeding. How hungry is it? What action did it
interrupt in order to feed?

But, be aware that stroking a creature for having just eaten might have one
of three possible outcomes: It will eat more from now on, it will eat more of
the same food, or it will eat more when it's hungry. Only the two last
reactions are desired in this case, and the first reaction is rather hard to
control.

Since lack of food or sleep will make the creature collapse, an untrained
creature will feed itself on it's own if you have taught it to eat a certain
item. A trained creature can, however, avoid eating altogether, if you have
trained it that way. You must then either retrain it or hand feed it.

Note that when you feed the creature yourself, you can control the amount of
food it gets. When the creature feeds by itself, it will always eat until it's
completely fed.

And yes, overfeeding will cause it to poop more and get fat. To get it thinner
again, just keep it hungry a bit longer and don't feed it as much for a period
of time, and it's weight will go down.

As for water, which is strangely lacking a graph in the creature info,
clicking in the sea or on a river when the help text says that the creature
is thirsty will make him drink. Stroking him afterwards will either make him
more thirsty (oops) or make him drink more when he is thirsty.

There doesn't seem to be any way of bringing a creature water, but it's a basic
need for it, so it will seek out water by itself when it's thirsty. It's
nothing you really need to neither encourage or discourage.

5.1.4 THE ASSISTING IN VILLAGE DUTIES

If you play the game by micromanaging your villages, you will almost certainly
spend such an large amount of time doing it that the creature automatically
will adapt your actions over time.

However, if you do have trouble teaching it to help villagers, have the creature
leashed to you using the learning rope. Performing the same action in different
ways will also help. For example, the food storage can be filled by either
dropping grain on it or casting a food miracle on it. The creature will grasp
what you are trying to accomplish faster if you do it using multiple methods.

Note that having a creature leashed to a building won't necessarily teach him
what the building does or how to interact with it. In fact, it seems to be a
rather poor use of the leash (except for a well trained creature, but
even then, unrestricting it's area of movement will most definitely have it
moving out of the village sooner or later).

And, if you do have your creature leashed to a building in the village, make
sure it gets food and sleep, which it otherwise might not prioritise them.

An area of trouble seems to be if you want to have your creature deliver food
to the worshippers at your temple. This is very hard to do, since there doesn't
seem to be a clear distinction between the different parts of the temple to
your creature (it seems to regard the tower, the surrounding shrines and it's
pen as one and the same).

So, instead, make sure you supply a specific pile of food in a shrine area,
instead of just dropping it on the shrine. However, this will take a long time
for it to grasp (apparently, it's just random pile for him, and not a proper
target like a storage). In addition, it won't be able to carry much, and it
will only deliver to one specific pile, unless you take the time to teach him
to deliver to all of the piles.

Also, if your creature is kind to the villagers, it may pick one up from time
to time, pat the villager a little and the put it back down. If there are other
villagers around the creature at that time (with opposite sex), the one it just
put down will become a disciple breeder (just like when you put a villager down
amongst other villagers of opposite sex)! So, if you want your creature to
continue being nice to villagers, but not create so many breeders, leash it with
the learning rope the moment it picks up a villager. Then action click it to
another area, for example by a forest, if you want it do create a forester, or a
workshop if you need more craftsmen. Then reward it when it creates a disciple
other than a breeder.

5.1.5 THE IMPORTANCE OF HOUSEKEEPING

An untrained creature will have a rather high urge to poop anytime and
anywhere. It is uncertain how the villagers react to having poop all over the
place, but I suspect that they might not approve.

You can actually teach your creature to stop pooping entirely. When you first
witness the creature pooping against something, slap it immediately.
Hopefully, the creature will still need to poop, and will show you this by
farting. Slap it again, but this time give it a good go. Sometimes, this is
enough to have it give up ever needing to poop again. (Though it's unknown if
this will have any damaging effect on the creature.)

There are those who suggest that you should teach your creature to poop on
fields in order to fertilize them. Personally, I'd rather use the Water
miracle, as it is much more effective and pleasant.

6. VILLAGE MANAGEMENT

------------------------ REQUEST FOR INFORMATION! -----------------------------
Villagers won't start building on their own until island three, but I do not
yet know if they build their by themselves during skirmish or LAN play. So,
once again I'd like to get solid facts on the circumstances around this.
I thank anyone who mails me in advance, since I'm far too busy to write answers
to everyone!
-------------------------------------------------------------------------------

******************************** BUG WARNING! **********************************
If you drop too much food in a temple shrine, the ENTIRE PILE will be gobbled up
a second the next time a worshipper decides to eat. Since you don't get any
prayer power for this, a sacrifice of the leftover food hasn't been made, so it
would seem that this indeed is a bug!

The expand desire flag is also unreliable. Once you create a construction site
for a building, the flag will slide down and disappear completely, but once the
building is finished, it will pop right up to the top again! A similar behaviour
can be seen on some fields, if you empty all food and sometimes when you water
them (field height will then jump up and down). Seems like a bug to me...
********************************************************************************

Though handling the creature might be a large part of the game, next to
managing a village, getting a creature trained is a piece of cake. If you want
to play really good, satisfying all the needs of the villagers will become so
time consuming that you might find it's suddenly all you do.

Now, I always knew that this was true in the real world, but it's nice to find
that they accurately portrayed this in Black & White too: Animals are smarter
than people!

Humans are the most annoying thing in the game. They are never satisfied, always
want more, they devour natural resources in seconds, breed like rabbits and
spread like locust.

I will complain a lot about expanding and breeding desires below, and since it
is vital to expand in order to gain more influence and power, you might be
puzzled as to why it's so bad. Well, the thing is that if you are unlucky,
villagers will want to expand until there is no more room on the entire island,
not even for forests!

A tip to keep easier track of all the villagers is to use the "S" key, as
described in the manual, to activate small information bubbles above each 
villager (note the puzzling high age these medieval tribal people reach...
wasn't the average age in these cultures around 30-40?).

Also understand that villagers have their own unique personalities and
attributes. If you notice alot of people in your village "chilling out", you
have a problem. Put these villagers to work immediately, to prevent
disillusionment. Good diciples for these kind of villagers would be fishermen,
traders or missionaries, since they would have to walk alot, and not have time
to sit down much. You can even teach your creature not to tolerate people who
aren't doing anything in your village! And be aware that breeding one lazy
villager with another will produce an even lazier offspring.

The first problem you encounter is usually that your initial village has a 100%
expansion desire. Now, to expand, you will need wood, and you can't just keep
giving the villagers wood forever, since they will become disillusioned. You
will need forests near your village, and a lot of them. Training your creature
to water trees is a very good idea as a couple of disciple foresters in a
village with a high forest desire can devour a huge forest in no time.

Another problem with trees is that the stupid villagers cut down the smallest
trees first, which won't yield as much wood and which will prevent the forest
from growing at it's fastest rate.

Also note that since the buildings you construct vary depending on the current
needs of the villagers and the location your are trying to place it, you can
sometimes get a better building by trying a couple of different places (this
can be important with bigger houses, since they all cost two scaffolds, but
house different amounts of villagers).

The workshop is a very good target for the wood miracle, with no risk of
disillusion, since the villagers won't deliver wood to it by themselves
unless you assign disciple craftsmen to it (which you definetly should do).
Construction sites are also equally good targets.

This leads to the second problem. The villagers won't deliver food to your
temple shrines no matter what you do! This is a vertiable management nightmare
since the shrines are the source of your prayer power.

Temple shrines don't work like the village storage either. You cannot dump a
large amount of food on the temple and expect it to last. A large amount of
food dumped in the temple will last nearly exactly as long as a small amount
of food. Instead, keep your deliveries regular and don't concentrate on the
amount of food, but rather on whether the flag is up or not. The food desire
flag on a shrine should NEVER be visible!

You can get the creature to deliver for you, but it can only carry small
amounts initially so it's a rather ineffective use of your creature (trying
to get it to cast the Food miracle on the shrine is better). You can also
attach the creature to the food desire flag of the shrine to get the creature
to try to lower it, but once it's back up again, the creature doesn't seem to
go back and help.

Next up is breeding. This is the worst thing that can happen, since when
villagers decide they want to breed, they will need to expand too and when they
want to expand they will need more wood, and more villagers require more food
and since alot of food induce a breeding desire you can find yourself in an
evil circle. Breeding doesn't cost you anything to fix though, but the
consequences of too much offspring will. Convert the disciple breeders to
something else as soon as the flag gets lower. (Also, if you have just one
flag raised, it doesn't seem to affect your alignment much, so if you manage
all desires but breeding, you'll still be fine.)

Note that male breeders will impregnate more than one woman. A female breeder
will only produce offspring once every 9 months. Select the gender of the
breeder according to your expanding plans for your village.

Finally we have food. This is the least of the problems, yet it still is a
problem, since even though you can have as many fields as houses and a good
supply of grain coming into the storage regularly, if the storage isn't
extremely well loaded, the villagers will complain. Food miracles cast on the
storage in addition to many fields will remedy the situation though, but NEVER
use the multi-click miracle casting trick. Overfeeding will cause a desire to
breed, and you'll soon get worse problems than just disillusion on your hands.

Civic building desire is the only thing which isn't a problem, since only three
kinds exist, and after you've built them, the villagers will be satisfied.

A balance between expansion and breeding can be achieved though, but you will
probably sweat and swear a lot before you find it.

Also note that a building can be moved as long as the scaffold is visible. If
you want to change the location of a building, damage is badly enough, and the
scaffold will appear and be moveable again. Placing buildings too close can
also have the effect that your creature won't be able to reach certain areas,
since it can't fit between the houses! (Until it gets so large that it can walk
OVER houses, that is.) Reduce or Enlarge Creature spells can counter the
situation, though.

If you need help with a certain desire in the village, you can actually
leash your creature to an individual desire flag, and it will try to assist
in the best possible way it knows.

7. ISLAND SPECIFIC TIPS AND SECRETS

Below I will try to give a general overview of the islands, with some strategy
tips and some tips on how conquer each island. There will also be notes about
gold scrolls and solutions to secret island quests (those without scrolls).

Note that I will write the general tips first, and only dig into the secret
stuff in the last couple of paragraphs, so there shouldn't be minimal spoilers
on the first couple of lines on each island.

7.1 THE FIRST ISLAND

Since this is the tutorial island, all the features of the game aren't
accessible. But on the other hand, the demands placed on you here are extremely
low, so it is a very good place to hone your creature training skills and also
teach the creature every miracle on the island.

But, there's also a drawback. Since not everything in the game can be accessed
yet, your creature may not grow as fast, or manage to become good or evil as
fast as it may in other islands. You can, however, save the game and play a
skirmish for awhile, and then load and take your creature back to the island
with all it's new gained knowledge.

You will have to do certain gold scroll quests in order to get a creature, but
don't do the last one (the one the Guide creature warns you about) if you want
to hang out on the island.

Note that no quest should be of any trouble here, since the camera will always
zoom to show you any important places of the quest, and both Whitey and Blackie
will give you hints and tips.

Also, the best way to help the farmer woman is to simply drop the sick brother
by her. Wrecking her house is evil, but you can do better than that! Kill the
brother and then drop the corpse by her. Or even worse, trash the house, kill
the sister and drop her corpse by him (he'll then die of shock).

When you decide to activate the last gold scroll, make sure you stack up on
one-shot miracles (by picking them off the dispensers and dropping them) and
anything else you want to take with you, since you can drop it all in the
vortex when it opens and it will be there on the next island. Remember to bring
all your villagers too!

Note that the natural way to complete the Ogre quest would be after the Piper
quest, but if you do it the other way around, the improved miracle dispenser
you get as a reward will be given after the Piper instead.

7.2 THE SECOND ISLAND

Note that the tutorial isn't quite over when you first arrive on island two.
You still can't construct buildings yet, even though your villagers will want
them. Be patient, though, since you will soon be taught how to. In the
meantime, it would be wise to teach your creature how to water forests, since
they are so scarce on this island that BOTH of the other gods will steal trees
from you!

Also, you are probably meant to learn how to micromanage villages on this
island, since you absolutely have to! The stupid villagers won't lift a finger
except for doing massive breeding and devastation of forests.

In fact, the closest primaeval forest to the village will usually be devoured
in a matter of seconds, and there is no way to get it back. Use the multi-click
miracle casting trick on the surviving trees quickly, in order to regenerate
as much trees as possible, and get your creature to help you! Also, once small
trees pop up, target them instead of the larger trees and your forest will
grow even faster.

In order to be able to cast your own miracles and start using the Totem in
your village center, activate the first golden scroll as soon as possible.

Once you do get a workshop and the ability to construct buildings, note that
you will need to expand initially to get all the villagers from island one
into houses. It is also alright to expand, since it will give you more power,
but watch out so you don't run out of space to build new homes (it can
happen, especially in the first village, which has an insane high desire
rating on almost everything). If your expansion does get out of control, do
everything in your power to keep forests, since without them you will be
doomed.

Once you have managed to house all the villagers you brought with you from
the first island, you will get the knowledge of the Forest miracle.

You do not have to worry so much about breeding initially in the first village,
since the food levels will be low and you can keep them that way by constantly
taking food from the storage to supply your temple shrines with.

Khazar will also urge you to conquer Lethys villages far too soon, in my
opinion. Make sure you have a well balanced village first!

So, this is the first island where you have to take over other villages.
Depending on whether you are playing good or evil, choose your desired method
of converting the other villages, but it won't require much belief on this
island... it's harder to keep them satisfied (if you are evil, you only
need to keep them, which is easier).

Once you take over the first village from the enemy god, Lethys, you are
on your own. Lethys will rarely attack you, though, he will mainly cast
protection on his own villages if you try to convert them. He will, however
attack your creature with his arsenal of miracles if it gets too near a
village of his. Make sure your creature can both cast Water AND Heal on
itself (this may actually have to be taught during an attack).

Also note that you cannot damage or destroy his temple until ALL of his
villages are either neutral or under your control.

7.3 THE THIRD ISLAND

******************************** BUG WARNING! **********************************
Some people have complained about huge saving and loading times when they reach
the third island (or play a very long skirmish game). Well, hopefully this will
be optimised in a patch by Lionhead, but in the meantime, if you have an
additional 200mb of disk space, copy the Audio folder from the CD to it's
corresponding folder on your hard drive. Note that you do this on your own risk!
There is no guarantee that your game will work 100% after doing this.
********************************************************************************

This island is a bit trickier, since it requires a lot of belief to convert
villages, and they are quite far apart. Your initial area of influence is
also rather small, but it will as usual grow with more belief.

The main problem here seems to be a pack of wolves which attacks your second
village. There are, however, several method of disposing them. Lightning
and fire miracles work if you want to target practice. You can also set fire
to the forest they run through, if you aim carefully. This will take care
of most of the wolves.

But you can also use your godly powers to freeze time (ehm... "pause" that is)
and pick each wolf up and use it for food for villagers by dropping them in
a village storage. (Alt+1 and Alt+2 also works for slowing or speeding up
the game.)

7.5 THE FIFTH ISLAND

******************************** BUG WARNING! **********************************
Many people have reported this bug: If you complete the game, the curse on your
creature will still be in effect and there is no way to make it go away!
Your creature's alignment will reverse and it will constantly shrink in all
network, internet and skirmish games afterwards!

Until the issue has been cleared or a patch is out, I recommend people NOT to
venture into the fifth island! Play skirmish or on the internet and train your
creature in the meantime.
********************************************************************************

8. SILVER SCROLL SOLUTIONS

The silver scrolls are the mini-quests of Black & White. They're not essential
to finishing the game, but they may grant rewards if they are solved properly.

Most quests have good and evil solutions to them. Below, both ways and their
rewards will be described as detailed as possible.

Note that I write more or less abstract tips in the first couple of paragraphs,
and then I become increasingly detailed in my descriptions. This is to reduce
spoilers for those who still want some basic tips.

8.1 QUESTS ON THE FIRST ISLAND

The first island is the tutorial island, and thus, it's quests don't have
time limits and you get very good tips on how to complete them. Miracle
dispensers are the most common reward here.

8.1.1 RESCUE DROWNING FISHERMEN

Location: By the shore with the fishing spots near your temple.

-Good Ways-
Simply do as Whitey says and have your creature pick them up. This is easily
accomplished by leashing it with the compassion leash and action clicking on
the drowning men. When the creature has reached the men and picked one up,
quickly click on the beach next to the woman who gave you the quest. Hopefully,
your creature will drop the fisherman and wait.

If you have an inexperienced creature, the danger here is that he will either
throw or eat the fishermen if you take too long time between the pickup and
destination drop commands.

Good Reward: Creature Strength miracle dispenser.

-Evil Ways-
Letting them drown, or even throwing in the farmer woman who gave you the
quest is are sure evil way of finishing off this task. The fishermen will also
be excellent food for your creature.

Evil Reward: Creature Strength miracle dispenser.

8.1.2 STONE THROWING TARGET PRACTICE

Location: Near the mountain, next to the shore near your temple.

-Good Ways-
Do as Whitey and Blackie suggests and throw a bunch of stones at the rock
lying on top of the pillar. Just watch out so you don't hit the house which
lies in the same area, or it's inhabitant for that matter.

If you are lucky, having your creature leashed to you with the learning rope
while trying to score a hit might actually learn him how to throw stones into
the water or on land and trees, which will make it grow stronger.

Note that on other islands, stones won't be limitless as in this quest, so
it might be a good idea to return the stones to their original position, and
hope the creature copies this course of action too.

There is also a secret to this quest! If you keep throwing stones on the
pillar, it will drop Water mircales. You can keep this up for some time before
it stops (note that the limitless stone supply will end once you started doing
other qusts).

Finally, if you do accidently destroy the hut, you can rebuilt it to get a
rather hefty belief award.

Good Reward: Chest with a Beach Ball (and secret one-shot Water miracles).

-Evil Ways-
You can, of course, have your creature leashed to you with the aggressive
leash too. In that case, when you throw stones at the pillar, the creature
will more likely aim at the house, it's inhabitant or at some trees.

Evil Reward: Chest with a Beach Ball

8.1.3 FINDING THE FARMER'S LOST SHEEP

Location: In the village near the crche.

-Good Ways-
This is the first tricky quest in the game. In order to return the sheep to
the farmer, you have to find them. This isn't easy at first, since they are
very small, and you have to look closely to the ground to spot them.

However, you can also listen carefully when you search the land. When you are
close to a sheep, you will hear it, sometimes before you see it.

The farmer requires five sheep, but there are more than that on the island...
And if you do return all the sheep, he will reward you by letting you select
a Sheep as your own creature!

The locations of all the sheep are the following:

* Next to the stone sculptor's house.
* Behind the huge gate.
* Fenced in with some pigs in a farm outside the village.
* On a mountaintop, close to the hermit.
* Amongst some trees, close to the hermit (where the sick man was).
* Near a singing stone by the shore, close to the fishing spots.
* By the pillar where you practice stone throwing.
* Under some palm trees next to the beach where you started.
* On the mountainside near the palm trees where you started.

Good Reward: Stack of Food (and the Sheep creature if you return ALL sheep!)

-Evil Ways-
Kill the sheep, feed them to your creature, kill the farmer, wreck his house...
Use your sinister little imagination.

Evil Reward: Nothing!

8.1.4 RESTORING THE CIRCLE OF THE SINGING STONES

Location: Near the shore outside the second village.

-Good Ways-
Not only will you need to find the singing stones here, but you will need to
find the CORRECT stones and place them in the right order. (The singing stones
are the teardrop shaped rocks with a rune on.)

The right order is simply a musical scale, going from the lower tones to the
higher. Action tap the a singing stone to hear it's tone, and then place it
on one of the dark spots to have it to join in the playing of the scale with
the other stones.

You can pick up and rearrange any of the stones you find, but note that the
three stones which are already in place cannot be moved, but also doesn't need
to, since they already are in the right spot.

There also exists three false stones on the island. They are recognized by
their low pitch tones, which doesn't belong to the scale.

The locations for the correct stones are the following:

* Next to the circle of the singing stones.
* Behind the graveyard in the village.
* In the hermit's quarry.
* Amongst some trees, close to the hermit (where the sick man was).
* In the mountain backside, close to the starting beach.

Good Reward: Food micracle dispenser.

-Evil Ways-
Well, I don't know if the stones can be destroyed, and not doing anything in
this case won't complete the quest. I guess you could try to destroy the hut
of the caretaker of the stones, if you feel that it will accomplish something.

Evil Reward: Nothing!

8.1.5 HELPING THE EMIGRANTS WITH THE ARK

Location: By the shore behind the huge gates.

-Good Ways-
First of all, it has been said that taking food out of a village storage may be
an evil act, but for this mission, it seems to be overlooked. Whitey's comment
upon completing the quest might also imply that he wanted them to stay (he says
that he "hates goodbyes"...) but it's the only way to get rewarded in this
quest.

So, you need to supply them with what they want. Trees will do you no good, as
they need "prepared wood". This has to be taken from the storage or from any
stack of wood.

Next, they want grain. A field or storage will provide that.

Note that it may be evil to take food from villagers and use it on anything
outside the village. If you don't want to risk that, use fish instead, since
fish transforms into grain when you pick it up.

Finally, they need meat. There are several options for the meat, but if you drop
a sheep by them, they will say that it has "a lot of uses", which the don't say
if you drop any other animal.

Note that I have had several kinky references to syphilis on that above sheep
comment. Has nobody considered the fact that you get wool from a sheep?

Just make sure you have completed the sheep farmer's quest before you give away
a sheep, or you won't be able to finish it perfectly. A cow is a good substitute
for a sheep.

You can also drop a woman by them when they ask for "meat". Since it sounds
like they have good intentions, I believe this is a good bonus. You can also
give them additional men as crew or a child for scrubbing the decks. (If you
accidently kill one of them, you can also drop a male villager by them to
replace the dead crewmember.)

Being kind to the emigrants will also let you help them on island five, where
you will receive an extra village and the Polar Bear creature if you help them
again.

Good Reward: Water miracle dispenser.

-Evil Ways-
Since you will have no means of torching the ship when you get this quest, the
only evil option left is to kill the sailors.

Evil Reward: Nothing! (Except for a comic scene after the killing.)

8.1.6 RESCUING THE KIDNAPPED CHILDREN FROM THE PIPER

Location: By the village crche and the cave in the mountain beside it.

-Good Ways-
As Whitey says, the key to rescuing the children alive is to somehow get the
piper to release them. Since you can't reach into the cave, and not even
pick up the piper, you'll have to try another way.

The solution lies with your creature. However, the creature won't be fast
enough to catch him either. So, the only option left is to leash the creature
to the piper.

The piper will panic and freeze, so your creature can calmly catch up with him
and pick him up. Though make sure you are using the compassion leash, or
chances are that the creature will either throw or eat the piper, which is
very bad.

Now all you have to do is to drop the piper in front of the cave (action click
in front of the opening) and he'll release the children and become a good
villager again.

Good Reward: Heal miracle dispenser.

-Evil Ways-
Since you don't care about the echo of crying sounds from the cave, naturally
the piper must die.

Have your creature eat him, throw him into the sea or drop a stone on him to
finish off this quest.

Evil Reward: Lightning miracle dispenser.

8.1.7 IMPRESSING THE HERMIT

Location: In the mountains by the starting location.

-Good Ways-
Note that the hermit unfortunately won't be impressed by the Guide creature.

So the hermit has alot of fireflies around his hut and alot of impressive
large trees. I wonder what he uses to measure your creature with?

Well, the answer lies with the trees. Remove them and replace them with
shrubberies to make the creature appear larger to it's surroundings. The next
time you bring your creature to the Hermit, he will finally be impressed.

Good Reward: Water miracle dispenser (and the activation of fireflies).

-Evil Ways-
Now that's a rather large and luxurious hut for such a despickable hermit,
isn't it? And what is the worst thing one could do to a hermit, I wonder?

Well, have your creature try to impress by carefully aiming a boulder on
the building and watch the hermit's reaction.

Watch out, though. The hermit will try to return the favour by sneaking
into your village and set fire to your village storage.

Having the creature throw the Hermit into the sea might impress you, but
I'm not so sure about the Hermit... Whitey isn't impressed, though.

Evil Reward: Chest with a one-shot Water miracle.

8.1.8 DEALING WITH THE HUNGRY OGRE

Location: Valley outside the second village.

-Good Ways-
Whitey obviously has a point with the ogre being hungry. You can try to drop
food by him, but since he's outside your area of influence you'll have to be
extremely quick before your power drains.

Another way of getting him food is to have your creature wear the compassion
leash and bring him food. However, the ogre is an aggressive creature, so
keep your distance and run away as soon as your crature has dropped the food.

Once properly fed the ogre will fall asleep and you can sneak past with your
creature and claim your reward.

Good Reward: Beach Ball and an improved power Healing miracle dispenser.

-Evil Ways-
Blackie, of course, suggests a fight. Just have your creature approach the
ogre with the leash of aggression and battle it out!

It shouldn't be hard to slay the ogre. But if you do fail, and loose the
battle, you will NOT get the miracle dispenser for this quest.

Evil Reward: Beach Ball and an improved power Healing miracle dispenser.

8.1.9 MUSHROOM COOKING QUEST

Location: Forest covered peak by the shore near the circle of Singing Stones.

Note that this quest REQUIRES an enabled force feedback mouse in order to
appear!!!

-Good Ways-
Feel your way around the circle of mushrooms in order to find the right one.
It should be the third one from the left of the biggest stone. Just put in
in the kettle to complete the quest.

Good Reward: Loving Creature miracle dispenser.

-Evil Ways-
Well, choose a bad mushroom and the little hut will explode!

Evil Reward: Nothing!

8.2 QUESTS ON THE SECOND ISLAND

The second island is a bit larger than the first, and the quests come a bit
further away here. The rewards also vary a bit, as does their solutions.

8.2.1 CURING THE DISEASED VILLAGERS

Location: Indian village in the middle of the island.

-Good Ways-
Now this is tricky, morally that is. Running around healing villagers won't
do much. The disease will spread anyway. You need to find the source of the
problem.

It is quite easy to spot, however. All the food in the storage green and
spoiled. Healing the food doesn't seem to help, so the only way it to drain
the entire storage from grain... which is evil.

Throw the grain in the water to get rid of it and quickly try to replace the
food to silence the cries from the villagers. Then quickly heal all of them
before more people die, and the quest will be complete.

Good Reward: Lightning miracle at the village center.

-Evil Ways-
If you are truly nasty, you will convert all your villagers to farmers and
farm the hell out of the village until every last one of them has died.

What you are left with is a very effective weapon against enemy villages.
Just throw some of the spoiled food near enemy villages and watch the naive
people eat, suffer and die!

If you gathered enough food, you can empty all of the villages on the entire
island, since the other gods will have no idea of what you are doing.

Evil Reward: Nothing! (Well... except some cool means of chemical warfare...)

8.2.2 DEALING WITH THE SWIMMING CHILDREN

Location: Indian village in the middle of the island.

-Good Ways-
Well, since the children are being naughty, they refuse come out of the water.

Of course, as in the drowning fishermen quest, the creature can remedy the
situation, and bring the kids back to their mother (or just pick them up
yourself).

A sneakier way however, is to bring the mother to the kids. She will teach them
a lesson they'll soon forget.

Good Reward: Creature Growth miracle dispenser.

-Evil Ways-
Again, the creature can help here too. Chances are that, by now, it will know
what to do with food which has strayed too long from the village...

But if you want to be even more cruel, have the children witness the death of
their mother. After which, of course, they can become creature snack too, if
you want.

Evil Reward: ???

8.2.3 THE SECRET MELODY OF THE SINGING STONES

Location: Next to a mountain by the village near the center of the island.

-Good Ways-
If you have a musical ear, this quest might be easy. If not, it's rather hard.
The stones are arranged in a scale, and this time you need to get them to play
certain melodies by action tapping them in the right order.

A clue to the first melody can be found in the village nearby, where there is a
piper who whistles a familiar lullaby by Mozart...

The correct notes for the tune are the following (ordered left to right):
1, 1, 8, 8, 9, 9, 8, 6, 6, 5, 5, 3, 3, 1
1, 1, 8, 8, 9, 9, 8, 5, 5, 3, 3, 2, 2, 1 (alternative?)

Now, what is the game called again? And you are playing good. So the other tune
would be... I wonder if they celebrate Christmas on these islands?

The correct notes for the last tune are the following (ordered left to right):
2, 3, 2, 1, 2, 3, 4, 5

Good Reward: ??? (change of day into night and snowfall...)

-Evil Ways-
The same activation tune as for the good way is in fact required for the evil
way too.

As for the evil tune... well, think of something you have been doing lately...
something commonly associated with funerals...

The correct notes for this tune are the following (ordered left to right):
2, 2, 2, 2, 5, 4, 4, 2, 2, 1, 2
5, 5, 5, 5, 8, 7, 7, 5, 5, 4, 5 (alternative?)

The magical circle you will get as a reward will disappear after awhile, but
just play the tune again to power it up.

Evil Reward: A magical ring where you can ressurect dead beings.

8.2.4 RELOCATING THE TEMPLE BY THE SHORE

Location: Shore near the the lake in the middle of the island.

-Good Ways-
This is a simpler version of the classical towers of Hanoi puzzle. It is
simpler, since you only have 3 pillars to act upon here.

Just move the smallest top to the middle, the middle top to the far right, then
place the smallest one far right, and move the base from the left to the middle.

Repeat the procedure with the two smaller pieces, but move them to the far left
this time. The biggest base can then be moved to the right, which is the
correct position for it.

Finally, lift the smallest piece to the middle, put the middle piece on the
base to the right and finish off with the smallest piece and voila!

Note that the priest will complain about his belonging being wrecked while you
move the temple, so completing the quests with the minimal possible moves
would be desired.

Good Reward: Temple will cast increased power Heal on anyone near it.

-Evil Ways-
Moving the poor priest's home until every belonging inside it is totally
trashed is probably rather evil (or just dumb).

Note that you cannot throw the temple pieces anywhere, since they only stick to
the pillars.

Evil Reward: ???

8.2.5 STOPPING THE CHILDREN FROM STEALING COWS

Location: First city in the snowy mountains furthest from your temple.

-Good Ways-
If the children area already on their way with a cow, you can pick it up and
put it back with it's herd to get a small compliment from Whitey. The children
won't give up because of this minor setback, though.

It seems that you have to scare these kids so that they never steals a cow
again. Try to cast a fireball or lightning miracle near them, so that they only
get hurt a little (heal them if you must afterwards). They will be too scared
to continue stealing cows from now on.

------------------------- INCOMPLETE SOLUTION! --------------------------------
Some people say that you can give the kids an alternative food source. How is
this possible? I believe I have tried most things.
-------------------------------------------------------------------------------

Good Reward: Increased power Lightning from the village center.

-Evil Ways-
Finally a mission where you can go postal and still succeed. Throw, burn, rain
lightning or feed one of the kids to your creature to discourage the other kids
from continuing to steal cows.

Though Blackie will dig you, the farmer won't even say thanks, so there is no
reward for child murder here. But, the other way around, of course, would be to
kill the farmer instead.

Evil Reward: Increased power Lightning from the village center.

8.2.6 PREVENTING THE FALSE IDOL WORSHIPPING

Location: Outside second village on a mountain path by the shore.

-Good Ways-
The idol clearly has to go. The question is how to do it. Throwing rocks at it
won't do much, it's stronger than that... Lightning just electrifies it a bit
too, it doesn't do any damage.

However, it is vulnerable to fire. To set it on fire, place someting flammable
next to it and have a fireball thrown in it's direction. The heat from the
flammable object will help getting the Idol red glowing hot, until it finally
shatters.

The people praying at the idol will then realize who is the more powerfull god
and place their faith in you instead. Whitey will also dig the fact that you
didn't kill anyone by the shrine.

------------------------- INCOMPLETE SOLUTION! --------------------------------
As the idol attracts more worshippers overtime, has anyone tried not to do
anything about it? Can the worshippers be impressed back to you?
-------------------------------------------------------------------------------

Good Reward: Icreased power Fireball miracle at the village center.

-Evil Ways-
As Blackie so enthusiastically proclaims, the life expectancy of anyone daring
to pray at the idol would be rather weak. Apply your favourite method of
destruction to anyone near the idol.

Evil Reward: Icreased power Fireball miracle at the village center.

8.2.7 THE CIRCUS QUEST

Location: Furthest village beyond the centre of the island.

-Good Ways-
Here you need to free the villagers which has been taken for slaves by
supplying the circus with some replacements.

There are a total of 8 slaves you can free and you can only deliver two types
of each animal to trade.

Lions and tigers are worth 2 slaves as are wolves, horses are worth 1 and note
that cows and sheep are uninteresting to a circus, so they will be worth none!

Good Reward: ???

-Evil Ways-
Be warned, this quest is dangerous to finish in an evil way, and won't grant
you any rewards.

If you kill one of the circus men, the others will declare war upon you and
run down to your village and zap villagers! You have to make sure you kill
all six of them fast if you do not want this to happen.

Evil Reward: Nothing!

8.3 QUESTS ON THE THIRD ISLAND

------------------------------ IMPORTANT NOTICE! ------------------------------
Some people may wonder why the later islands are so poorly documented. Well,
first of all, I'm trying to find out as much as I possibly can about the first
islands in the game. Second, I'm hearing so much bad things about the other
islands that I am waiting for Lionhead to either issue a game balancing patch
or a statement saying that this is the way it is supposed to be (in which case
I will accept it, and try to write down the best possible strategies to ease
the situation). In the meantime, I'm training my creature to do lots of nifty
stuff in skirmish games, which I would recommend other people to do also.
-------------------------------------------------------------------------------

9. GENERAL QUESTIONS

Well, since this is a FAQ, I'll try to answer some of the most common questions
here. If you want an answer to a question which isn't listed here, not anywhere
else in the FAQ, mail me about it. I won't however, mail you back with an
answer. If the question was good, it will appear here.

9.1 WHERE CAN I FIND EASTER EGGS IN THE GAME?

So far, the Easter eggs I know about are the following:

* Moving the mouse during the particle animation with the Lionhead logo will
  cause the particles to scatter. Using a mousewheel you can also speed up
  or slow down the animation.

* The particle animation Lionhead logo will sometimes change into one of
  your symbols instead, with your profile name under it.

* The game will sometimes speak out your name. The supported profile names are
  the following: James, John, Peter, Pete, Matthew, Mark, Simon, Paul, Timothy,
  Tim, Rebecca, Andrew, Andy, Jamie, Will, William, Oliver, Ollie,
  Richard, Rich, Dan, Ben, Neil, Rob, Robert, Russell, Jeremy, Jess, Gary, Mike,
  Chris, Christopher, Dave, David, Aaron, Wayne, Ian, Will(?), Julian, Ed, Tom,
  Charlie, Jack, Steven, Steve, Wilhelm, Jason, Nick, Nicholas, Darren, Thomas,
  Kevin, Bleed(?), Terry, Keith, Adrian, Dominique, Alex, Matt, Nathan, Adam,
  Alan, Graham, Angus, Abdul, Akmed, Ahmed, Habib, Clareth, Joe, Janice, Claire,
  Sophie, Mickey, Mel, Rachael, Emma, Jemma, Alison, Caroline, Jade, Kylie,
  Lucy, Sam, Debbie, Jasmine, Lisa, Louise, Emily, Amanda, Lizzie, Daisy, Katie,
  Sarah, Kat, Amy, Naomi, Ellen, Karen.

* In the crche on the first island, first village, there are a couple of
  dice and a teddy bear (this is the reason why the creature is so interested
  in the crche).

* On the backside of a small island in the playroom of the gods, there are
  a number of bowling balls and some skittles.

* When you hold your hand over some of the pillars of stone on the islands
  you'll get messages telling you to stop bothering the help function.

* On April 1st, all the footprints in the game will be smiley faces.

* A number of Lionhead employees appear as villagers in the game.

* Blackie will ask if they will appear in the sequel, if you're lucky.

* Blackie does several Southpark impressions.

* The emigrants with the ark has a Southpark reference if you kill one of
  them. You can also notice a scene from Titanic when the ark sails away.

And though it may not really strictly be an Easter egg, the fact that your
creature will produce it's own homepage with it's favourite photos in
your profile folder is pretty darn nifty.

9.2 HOW DOES ONE USE MIRACLE DISPENSERS?

Note that if you position four scaffolds for a field in an area where the
field won't fit, it will sometimes turn into a miracle dispenser instead!

From the readme.txt:

Miracle Dispensers - You are able to build your own one-shot Miracle
Dispensers by combining six scaffolds created at your workshop. Once placed
on the landscape, you can create one-shot Miracles by charging a Miracle in
your hand and casting it on the Dispenser. These can be moved from the
Dispenser, placed anywhere and saved for later use. You can cast any Miracle
on a created Dispenser to create a one-shot Miracle of that type. This is an
especially useful tactic, as you can create one shot Mega-blasts and place
them in the Vortex for use in later lands.

9.3 WHAT MAKES THE CREATURE GROW FASTER?

Well, everything makes the creature grow, really... remember that it is
only 1 year old when you get it, and everything grows with age,
including the creature.

A signpost says that resting (not sleeping, mind you) will make the
creature grow faster. It's quite easy to get it to rest, just get it to
try to pick up an impossibly large boulder, and it will consider itself
to have nothing to do and sit down.

It's also said that the creature will grow faster when it is in it's pen
(unconfirmed though), so just teach it to sleep there when it's tired.

Note that resting the creature too much will make it move slower if it
doesn't get regular exercise.

Alignment has nothing to do with the amount a creature grows in size.
An evil creature will get as large as a good natured creature.

Also unconfirmed is whether the creature shrinks or not when it collapses and
respawns in it's pen...

9.4 HOW DIFFERENT ARE ALL OF THE CREATURES?

Well, apart from their looks, it has been stated that they are not radically
different, though differences exist. The following table should give you a
good overview:

------------------------------ IMPORTANT NOTICE! ------------------------------
The creature stat table which was here before has been removed, since it was
found out that it originated from the Prima strategy guide. Unless someone
finds a way to extract these variables from the game or the game folders
themselves, I fear that I cannot post the table again, since the Prima strategy
guide costs money, and I bet they won't be too happy if I steal material from
them and post freely on the web.
-------------------------------------------------------------------------------

Note that there are files for a "Greek" creature in the Black & White folders,
and there is rumored to be a "Croc" creature on it's way in a patch.

9.5 WHAT DO I NEED TO DO TO UNLOCK ALL THE CREATURES?

------------------------ REQUEST FOR INFORMATION! -----------------------------
I do not have the solutions on how to find all creatures yet. All mails with
detailed descriptions on how to find any of the creatures will be appreciated.
-------------------------------------------------------------------------------

Note that three of the creatures require a download patch: The Leopard, the
Horse and the Mandrill. I believe http://www.planetblackandwhite.com/ is a
good location to get these.

Also note that you can only change those creatures on two locations in the game:
On island one and island four. Make a save by one of these locations so you can
load and change your creature at will.

The other creatures has to be found by doing certain secret quests... (For
details on these, look to the silver scroll quest solution area).

The first island:
* Sheep (return all 10 sheep to the farmer).

The second island:
* Zebra (place poop, heated rock and a wolf in ring and cast shield).

The third island:
* Chimp (bringing the witch a child when she gets dizzy).

The fourth island:
* Turtle (help boy catch two full schools of fish).
* Wolf (escort blind woman to Aztec village).

The fifth island:
* Lion
* Brown Bear (cleaning up the forest of poop).
* Polar Bear

10. FINAL NOTES

The author of this FAQ is responsible for another FAQ for a similar game.

That game is Alternate Reality: The Dungeon. The Dungeon also featured an
extremely complex alignment system, with the game monitoring and remembering
your every action. The Dungeon could also be completed either by being good
or evil, and everyone you encountered in the game reacted on your current
alignment. But not only could you be good or evil, you could also be labeled
as a jerk, which wasn't really evil, just stupid.

Alternate Reality: The Dungeon is a Computer Role Playing Game for the
Atari 8-bit computers. It was released in 1985 and featured (for it's time)
a state of the art 3d engine with mip-mapped textures, which didn't see an
equal until over 10 years later with the release of Wolfenstein 3D.

Check it out at:

http://user.tninet.se/~lan318o/alternate-reality/

11. CREDITS

Peter Molyneux for reinventing the god genre and finally releasing this game.
Lionhead Studios for promising a BeOS version, and then withdrawing it.
Electronic Arts for managing to destroy almost every game company it touches.

Also thanks to all the people who informed me of various evil ways to complete
the different quests!

Thanks also go out to all the other people who contributed to this FAQ:
David Edwards, Christopher Neil Evensen, Mitchell Gassner, Oz, Knighted,
LintFiend, Alexander Sanford, VortexZ, Mist Wraith.

Special thanks to Tomas Laland Ekeli for making this a better and more
correct FAQ.

Finally, thanks to everyone who posted tips on the forums (anonymously or
otherwise) and anyone else I might have forgotten to mention here.

---------------------------------- THE END ------------------------------------


