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 Black & White - Walkthrough

Black & White - Walkthrough

Von: "Elliott" 

1. Version History
2. Introduction
3.Doesn't exist
4. The Basic Gameplay
4.1 Playing Good
4.2 Playing Evil
5. Creature Training
5.1 Basic knowledge
5.2 Basic behaviour
5.3 Basic learning
5.4 Specific creature actions
5.4.1 The urges of feeding and sleeping
5.4.2 The eating of villagers
5.4.3 The art of throwing objects
5.4.4 The assisting in village duties
5.4.5 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
7.4 The fourth island
7.5 The fifth island
8. Silver scroll solutions
8.1 Quests on the first island
8.1.1 Throwing Stones
8.1.2 The Savior
8.1.3 The Lost Flock
8.1.4 The Singing Stones (1)
8.1.5 The Explorers
8.1.6 The Pied Piper
8.1.7 The Hermit
8.1.8 The Ogre
8.1.9 Mushroom cooking quest
8.2 Quests on the second island
8.2.1 The Plague
8.2.2 The Sacrifice
8.2.3 The Sea
8.2.4 The Singing Stones (2)
8.2.5 The Beach Temple Puzzle
8.2.6 The Greedy Farmer
8.2.7 The Idol
8.2.8 The Slavers
8.2.9 The Riddles
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 What do I need to do to unlock all the creatures?
9.5 How can I backup my creature?
10.  Final Notes
11. Credits


3. Yip , like i said (don't exist)


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 (the manual is  rather  weak
Second, read the signs.
Third, read the signs.
Always  read  the  friggin'  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

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).

I will say this for a reminder, though: Leaving your hand on
an object is
Very  useful  (for  example over a construction  site  where
you'll  find  out  the  exact  amount  of  wood  needed  for
completition  or over a village totem to find out  how  many
people your village has room for).

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.


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
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 any killing whatsoever.
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.  Some  of the visual effects of playing  good  are:  a
white  temple,  white  hand, white  creature,  clear  skies,
longer days, shorter nights and a rainbow over your temple.


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  the  creature
with  the Aggression Leash on 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

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. Some of the visual effects of playing  evil
are:  a  black temple with spikes, red hand with long nails,
black creature which grows horns, red skies, and everlasting


Be aware that you can only have ONE creature for each player
profile and that creature will be constant in ALL games  you
play  using  it. 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 restart  your
game.   Your  creature  does not have  to  be  of  the  same
alignment  as you do. The 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
then load, to get it back).


In  order  to develop a healthy creature, you need  to  know
about it's vital
statistics. Those are the stats which can be seen  when  you
focus a creature, and are also the only stats which can kill
it.  The  vital  stats are Damage, Hunger and Tiredness.  In
order  to develop a well trained creature, you also need  to
know  about a number of other statistics. These can be found
in  the  Creature Cave, and though they are not vital,  they
still  represents some sort of basic need for the  creature.
Those stats which are non-vital are Exhaustion, Dehydration,
Strength, Fatness and Poop. In addition to this, there are a
number of trivial stats, which isn't really important to the
creature, but which may be important to you. These stats are
Alignment  and Growth. Further, the creature uses Energy  in
order  to cast it's own miracles. All of these stats  should
be  kept  as  low  as  possible, with  Energy  as  the  only
exception.  Energy  gets lower when  the  creature  casts  a
miracle.  When  Energy runs out, it won't be  able  to  cast
miracles  any more and must feed in order to raise the  stat
again.  Illness  and  Warmth will be explained  at  a  later

When  a  vital  stat  gets  maxed out,  your  creature  will
collapse and Regenerate back in it's pen at your Temple. The
stat  will still remain high after that, so you need to take
care of your creature in order to prevent it from collapsing
again.  Have  your creature collapse too much, and  it  will
shrink  noticeably in size (although it will  grow  back  in
size  over  time). Note that when a creature collapses,  you
may  still  have a few seconds to try to fix  the  situation
(heal or feed it), if you are lucky.

Also,  the  creature will over time forget things,  and  may
have to relearn
it.  The  same  goes  for strength. It  will  need  constant
exercise  in order to keep itself fit and keep it's strength


You  should know that the creature knows a number of actions
by  instinct. These actions are mostly those it uses to stay
alive,  like  sleeping, eating, drinking  and  pooping.  But
encouraging  or discouraging these actions may have  several
different  outcomes,  which will be  explained  in  a  later
section.  The  creature can also learn a  few  new  actions,
either on it's own or by copying you. However, the amount of
these  actions  are not that important. The thing  which  is
important are the variations of these actions. The  creature
does  not  simply  observe you doing something.  It  observs
exactly what you did, what you used and to what or whom  you
did it! It can also learn whole series of actions in a later

Training  a  creature  is accomplished  by  encouraging  and
discouraging  Different  variations  of  actions  by  either
stroking or slapping the creature accordigly.

The   way  the  creature  carries  out  it's  actions   also
determines (or may be determined by) it's mental state.  The
creature may show you how it is feeling if you focus  on  it
and  you  can also read alot about what is going on in  it's
mind in the Creature Cave.

If  you  want  your  creature to like  you  more,  pay  more
attention to you or show you it's feeling more, just  stroke
it  when it asks for attention or  wants to mess around (but
not too much, since that will only cause the creature to get
distracted  and stop to look at you when your hand  is  near
it).  Keep  in  mind that the creature's AI is  very  short-
sighted and not very reflective. It does not understand alot
of  effects of it's actions so if there is a bad side-effect
on a particular action (either by  accident or all the time)
only  slap  it if you do not want it to continue doing  that
action  anymore. For example, the creature always throws  an
object  over it's shoulder when it doesn't know what  to  do
with  it. If that object damages anything (stone on a house)
or  becomes  damaged  (villager down a cliff)  the  creature
don't  know  how to associate that event with what  it  just
did. So there is no way to punish it for that, as it doesn't
count  as  an action (neither can you slap the creature  for
noticing  either,  since  that is a  separate  action).  You
simply  have  to  wait  until the creature  has  learned  to
properly deal with the object, whereupon it will pick up and
put down the object properly.


If  you  want  the  perfect creature,  hang  around  on  the
tutorial island Until it has learned every possible thing to
be  learned there (some spells will  be unavailable as  well
as  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. For those of you interested in AI,  the  game
supports both supervised and unsupervised learning, as  well
as  reinforcement learning. A decision tree is also used  to
select  which  action  a creature will  perform.  The  first
method  of learning is simply to show your creature what  to
do.  Leash it with the Learning Rope and carry out the exact
action you want it to perform. Make sure that it is watching
you, or your actions will have little effect.

Note  that  you  shouldn't stroke the  creature  for  simply
noticing what you
Just did (it will point in the direction of your 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.

A  second  method  of learning is to let the  creature  find
things  out  by itself. But, if you let the creature  wander
around  and  it  accidently manages to learn  something  you
didn't want it to know about, you will have to spend  a  lot
of  time  supressing that behaviour, since  nothing  can  be
"unlearned" once found out. In order to properly  control  a
creature's  behaviour  you need to catch  it  at  a  precise
moment in order to get a precise response out of it. If  you
are too late in praising or punishing your creature, you may
affect  a  whole different action. This means that  you  may
need to anticipate what your creature is going to do. Get to
know  your  creature! This is the only way to be  safe.  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 it 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).

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  or  loosing the miracles).  Note that your  creature
may  see more detail than you are aware of. If you cast, for
example, heal on healthy villagers and water on grown trees,
the creature
may  do  so  too.  A  better way is to  only  cast  heal  on
unhealthy villagers and tiny trees. 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).


The  previous  sections  were  meant  to  be  very  general.
Anything you read in
Those  sections 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 who hasn't tried  it's  best,
it's you.


***************** BUG WARNING!*****************************
When  the  creature eats fish by itself, it will lower  that
creature's  alignment! I do hope that this is  a  bug  which
will  be fixed, since fish is the absolutely best source  of
food  (and  you cannot make diciple herders on your  own  in
order  to  make  sure  proper meat doesn't  run  out).  Your
creature  also seems to get hungrier whenever it eats  fish,
which is fishy...


First  of  all, getting it to eat and sleep on it's  own  is
rather  easy.  However, trying to control how fast  it  gets
hungry  and  how  fast  it gets tired can  be  a  nightmare.
Sometimes, the effects of slapping and stroking can seem  to
be  totally at random. In this section, you will  find  some
helpful  tips,  although you should still be  very  careful,
since  they  will not always work. Only slap or stroke  your
creature  a  little  bit a time, in order  to  minimize  the
damage of a wrong outcome.

Since  the  creature  will  initially  eat  anything,  sleep
anywhere  and poop everywhere, basic training goal of  basic
training will mostly be to control these behaviours. You may
have  noticed that discouraging the creature from being just
generally tired may either make it sleep less, lie down less
on  that location or become less tired. The outcome may seem
to be selected totally at random. Careful consideration is a
must before punishing or praising the creature. For example,
when  it  sleeps you have to factor in several  things.  How
sleepy  was it? Was the creature exhausted or low on energy?
When  did  it  go to sleep and where did it lie  down?  Your
creature  will  also  initially  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 (grain  which
isn't ripe, for example).

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  also
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? Is it eating because  of  hunger  or
greed?  To get a creature to eat more of a certain  type  of
food,  just hand feed it with the food you want to  increase
it's  apetite  for  and  stroke the creature  after  it  has
finished  eating. This will always make it  appreciate  that
type of food more (note that this isn't an exception to  the
above  rule  since you carry out the action  here  and  then
reward  the  creature for the effect). 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.

Water is lacking a graph in the creature info (although  you
can read it's
dehydration level in the Creature Cave), but it is not  that
important  since the creature always knows how to drink  and
will do so when thirsty (and since it's not that often,  you
shouldn't  need to adjust it's drinking habits if you  don't
feel  you simply have to). There doesn't seem to be any  way
to  bring  a  creature water. 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
herders  help, there is a strange lack of a herding disciple
in the game).


This  can be considered a special case of feeding.  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. Initially, this can  work  to
your  advantage  if you keep a close eye on  your  creature.
When the creature picks up a village, immediately focus  it.
If  it  shows  you that it is hungry, slap it silly.  If  it
doesn't show  you it's intentions, unfocus and quickly click
on  the  ground  next  to it to make it drop  the  villager.
Stroke  it  for that action, if you wish. You can also  slap
the creature after it has eaten a villager, but only if you
get the a Help Text saying that "your creature will eat more
of  that stuff" (if you slap it without that text appearing,
you may affect another action). Also, 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.

And  note that even if you have taught your creature not  to
eat  people From YOUR villages, there is nothing which stops
it  from  eating people from other, neutral or enemy  owned,
villages.  You'll have to teach it how to  behave  to  other
villagers separately.


--------------- REQUEST FOR INFORMATION! -------------------
You  can give, or throw (if you have taught it to catch) the
creature  a  much  larger object than  it  can  normally  be
commanded  to pick up by itself. Does anyone know  why  this

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  beem  to  count
neither  as a throw or an aggressive action (same  goes  for
when it's playful).

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  only to be carrying stones. To exercise  it,  simply
give  your creature a stone and action click on a  piece  of
ground away from it and walk or run it around the island for
a   hile.  The creature's strength will increase  over  time
because  of  this.  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 the stone 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 tated to be the command of getting it to
pick  the object up. However,  his 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

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 it to keep it from doing that
again.  Also,  don't  make the mistake of  praising  it  too
early.  f  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. The creature can also
be trained to catch stones (and other objects...
Such  as fireballs). Have it in a playfull mode and practice
with  the  beach  ball. Just hrow the  ball  at  it  at  the
appropriate  height  and it should try  to  catch  it  after
awhile. Then move on to other objects you want it to  catch.
Sometimes, double-clicking on a spot on the ground when  the
creature  is  holding a stone will make it throw  the  stone
there,  but  I haven't nailed down the details  around  this
yet, as it may run to that  spot also.


---------------------- REQUEST FOR INFORMATION! ------------
Is  it  just me, or does the creature always seem to  forget
how to use the
village store?
******* BUG WARNING!********************************
If  your creature picks up a villager who has just died  and
turned into a
skeleton, the skeleton will come to life and walk around the
village!  This  may be a side-effect of the  healing  effect
being  picked  up by a creature instills, but it's  still  a

And if your creature decides to eat a Dead villager, it will
count  asHaving killed a person! Also, some  people  do  say
that the creature can make diciples other than breeders, but
I have seen NO evidence of this. The creature always seem to
create  a diciple breeder if it cuddles a villager (even  if
there  is  nobody around to "mate" with, and even if   there
is,  action clicking on the ground to make the creature drop
the  villager will NOT produce a breeder). It must be a bug,
or have a really weird explanation.

If  you  play  the game by micromanaging your villages,  you
will  almost  certainly spend such a 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, while you perform the actions you want it
to  adopt. Performing the same actions in different ways may
also  help. For example, the food storage can be  filled  by
either  dropping, for example,  rain on it or by  casting  a
food miracle on it. Note that having a creature leashed to a
building won't automatically make thecreature
interact with the building unless you have taught it what to
do.  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  you unleash it when it needs food and sleep, which  it
otherwise might not prioritise. 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  for  it  to
copy,  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).

If  you have taught your creature the Food miracle, however,
the best way
Is  simply to leash it to the food desire flag on  a  temple
shrine and have
It figure out by itself that it should cast a miracle on the
worshippers. Remember to stroke the creature when it gets it
right. This method is very effective. Also, if your creature
is  kind  to the villagers, it may pick one up from time  to
time,  pat the villager a little and then put it back  down.
That  villager will then have a very high chance of  turning
into  a  diciple breeder! This can happen very often with  a
creature which is kind to villagers, so be watchful of  your
creature so your villagers won't cause overbreeding which is
a nightmare. So, if you want your creature to continue being
nice  to villagers, but not create that many breeders, leash
it  the moment it picks up a villager. Then action click  by
it's  feet  to  make it put the villager down and  make  the
creature  do something more usefull instead. The best  thing
is to assign all diciples yourself. Remember which villagers
you  put  to work far from your village, and seek  them  out
when  you  have your creature leashed to the Learning  Rope.
Diciples  who  work  far  from home  have  to  travel  great
distances  and will have less time to go to the storage  for
food  or  go home and sleep very often and because of  this,
their  health  will deteriorate. So, cast Heal  miracles  on
these villagers and make sure your creature notices it. Then
give  it  a  big  reward when it casts Heal  on  a  villager
itself.  The deaths in the village will get lower over  time
if your creature learns this well.


********************* BUG WARNING! *************************
People  in the forums are suggesting that crapping  is  evil
(you  can't imagine how hard it was to type that sentence...
my  mouth  hurts  from  laughing). It  sounds  like  another
alignment bug to me.

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.
To  do this, slap it immediately when you first witness  the
creature pooping against something.

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  wanting  to poop again. (Though it's unknown  if  this
will have any damaging effect on the creature.) Although  it
has  been  suggested that you should train your creature  to
poop   in  the  fields,  it  seems  to  be  of  little  use.
Personally, I'd rather use the Water miracle, as it is  much
more effective and pleasant.


***************** 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 Energy  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
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 some graphical bugs to me, but still...

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!

And forests are life. Without them, you will die.

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.   And  note  that  villagers,  although  seemingly
originating from primitive cultures, may live until they are
well  over  eighty years old. Also understand that villagers
have  their own unique personalities and attributes. If  you
notice  alot of people in your village "chilling  out",  you
may have a problem. Put these villagers to work immediately,
to  prevent  disillusion. Good diciples for  these  kind  of
villagers  would be fishermen, foresters or  traders,  since
they  would have to walk alot, and not have time to sit down
much. Do monitor the health of people who work far away from
the  village storage though, as lack of food and sleep  will
affect their well being. And be aware that breeding one lazy
villager  with another may produce an even lazier offspring.
Now  the manual fails to highlight alot of things about  how
demanding  the  villagers really are. In fact,  there  is  a
whole  evil circle involved in managing villages.  First  of
all,  villagers will need food to survive. But too much food
will  induce a desire for breeding, and satisfying  breeding
will induce a desire for expanding from the offspring, which
in  turn  will  require wood and thus raise the  desire  for
that.  And  after all the new villagers has new homes,  they
must  feed again and so the food desire once again goes  up.
This,  if  not countered, will spiral your way towards  your
doom.  The first problem you encounter is usually that  your
initial  village  has a maximum 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. Always water the  small trees to counter this!
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 Energy. Temple shrines don't work like
the  village storage either. You cannot dump a large  amount
of food on a shrine and expect it to last. A large amount of
food dumped in a shrine 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 even 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. Teach it to use the Food miracle instead and leash
it  do  the  food  desire flag on a shrine.  This  way,  the
creature will automatically try to lower the flag using what
it has learnt.

Note  that  leashing the creature to the shrine altar  won't
accomplish Anything (except if you have an evil creature, in
which case it may start
Sacrificing villagers). Worshippers produce Prayer Energy by
draining  their  own lives, so they will also  need  healing
from time to time, or they will die at the site (even if the
flag  which  indicates the need for sleep isn't  visible  at
all). Next up is breeding. This is the worst thing that  can
happen,  since when villagers decide they want to breed,  it
will  affect  all  other desires too,  as  mentioned  above.
Breeding  doesn't cost you anything to fix though,  but  the
consequences  of  too much offspring will.  Note  that  male
breeders  will  impregnate more than  one  woman.  A  female
breeder  will  only produce offspring once  every  9  months
(about  one  real minute). Select the gender of the  breeder
according to your  expanding plans for your village and your
current needs.

Finally we have food. This is the least of the problems, yet
it still is
A  problem, since even though you can have one field per ten
villagers, a
Couple  of  diciple  fishermen 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 by either you or your creature
in  addition  to  many  fields will  remedy  the  situation,
though. But be careful, overfeeding will cause the desire to
breed  to increase, 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. The créche, which keeps children in one location,
can  also serve another purpose. Usually, the kids just  run
around  after their mothers until they grow up, but  if  you
drop a couple of rocks outside the building there is a large
chance  that  they will start dancing around them  and  make
Artefacts out of them.
The Artefacts can then be used to convert other villages  by
dumping them
There  instead (after they have started glowing and  showing
your symbol).
A  balance  between expansion and breeding can  be  achieved
though, but you
Will probably sweat and swear a lot before you find it.  One
way  to  do it is to acommodate all needs but breeding.  The
villagers will then die without leaving any families behind,
and  houses will start to empty. When that happens, you  can
put a couple of breeders to work without having to expand or
watch out for other increasing desires until the houses  are
filled  up again. Check when the amount of children  in  the
créche roughly matches the number of empty positions in your
houses and convert all (or most) of the disciple breeders to
something else then.

Note  that  the amount of people the village  can  hold,  as
shown  by  the Totem will NOT be the same as the  number  of
empty  rooms  in the houses. The houses only show  how  many
adults  they can house! The children capacity of a  building
can't  be  seen. Villagers can ask for more  homes  even  if
there  seems to be enough space, since there can be a  child
who  is  homeless. Also, 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  temporarily
counter the situation, though.

Note  that  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.
Finally,  the  scroll in your Temple which contains  village
statistics only displays the total of all your villages.  To
see  statistics  like availible space  and  diciples  for  a
single village, you will have to run around to every village
the knock on houses and look at Totems yourself.


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  should  be  minimal spoilers on the first  couple  of
lines on each island.


*********************** BUG WARNING!***********************
After a while on island one, Whitey will always say that you
killed  someone! This happens when an Actor  turned  Vagrant
Start  dies (press "S" to see their titles). Usually, it  is
the  Singing Stone guy who dies of old age after some  time,
but all the other Actors eventually die too if you wait long
enough  (except the Stone Cutter, it seems). Naturally,  you
shouldn't  have  to  take  the  blame  for  this,  so   it's
considered a bug for now.

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 areExtremely low, so it is a very  good
place  to hone your creature training skills and also  teach
the  creature every miracle on the island. There is no  time
limit  on  how long you can stay here. But, there's  also  a
drawback.  Since not everything in the game can be  accessed
yet,  you  may not be able to teach your creature everything
you  want.  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

When  you  finally leave the island, make sure your creature
is  trained  And ready to handle itself, since you  may  not
have  much time to spend with  it on island two (the demands
of  the villagers there are bound to keep you busy for  long
periods of time).


****************** BUG WARNING! ****************************
You  can  focus and feed (for example) other creatures  than
your  own! This may be another of those very strange  design
decisions,  but  one I can't  figure out at all.  This  also
reveals an embarrassing fact about the enemy AI in the game:
Creatures  belonging  to other gods  have  100%  hunger  and
thirst   without  collapsing!  Also,  the  time  (and   thus
distance) an AI god can reach out and act outside it's  area
of influence might also be questionable...

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  minutes,  and there is no way to get it  back.  Use  the
Water  miracle 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

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 a bit further, 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, if you don't take  control
over  their  desires). If your expansion  does  get  out  of
control,  do  everything  in  your  power  to  keep  forests
growing,  since without them you will be doomed. Also,  when
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. Because of all the lazy villagers  on  this
island, you will have to keep a steady amount of diciples to
get  anything done. To be able to do this, you will  need  a
good  memory  and a keen eye. Because, when a diciple  dies,
they won't transfer their knowledge over to their offspring,
and  thus,  when  you  notice  that  the  diciple  count  is
dwindling on the scroll in your Temple, you must zoom around
over every village to find out where it was that one of your
diciples died. In order to be able to cast your own miracles
and  start using the Totem in your village center,  activate
the  first couple of golden scroll as soon as possible. When
you  reach  the right golden scroll (the one where  you  get
taught  how  to use the gestures), Khazar will want  to  you
impress  a  village. Note that you do not have to take  over
the  village, you only have to impress them until the  point
where  Khazar  leaves. You can then go back  to  your  first
village  again,  and continue managing that until  you  feel
comfortable with it. 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 (or divert the villagers to other duties

Khazar  will  also urge you to conquer Lethys' villages  far
too soon, in
My  opinion.  Make sure your own villages are well  balanced
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). However, there  is  a
hidden quest near Lethys' first village. It's a tree puzzle,
which will grant you a Flying Creatures miracle dispenser if
it's  solved,  which in turn will make  it  much  easier  to
impress  the village. (To solve the puzzle, note  that  each
moved  tree changes all trees around it. So, work  your  way
around  the edges and have it so your last move it to change
the middle tree.)

Note  the  amount of lazy people in the village  closest  to
your first one.
When you take over that village, deal with them in a way you
feel is appropriate.

There  is  also  an  unclaimed Greek village  near  Khazar's
realm, where there
Will  be a person sacrificing children in order to keep  the
villagers  constantly youthfull. He will curse if  you  pick
him  up,  and  if  you do kill him, all the people  in  that
village will die.

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

Also note that you cannot damage or destroy his temple until
ALL  of  his  villages  are either  neutral  or  under  your
control.   And  for  disposing  temples,  throwing   flaming
boulders (heated with fireballs) are very effective.

Casting  a  Teleport miracle outside far away  villages  and
next to your Temple is also a very good idea, to save people
the  long  walk  to  and from the worship sites  (especially
during the time that they are being built).


******************* 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.) Also, don't underestimate your  enemy,  even
though  he  is  down to his last village. He will  sacrifice
everything in sight to get Prayer Energy!


----------------------- IMPORTANT NOTICE! ------------------
I  personally haven't got this far in the game since I  want
to  find  out  everything there is about the  other  islands
first,  so  this section is purely made out of contributions
and small information nuggets I dug out of forums.

The   fourth  island  is  actually  the  first  island,  but
everything  has been shot to hell. Nemesis cursed  the  land
with  thunder storms, fireballs and a blood red sky. All  is
guarded by three Gardian Stones, each one assigned to  power
one  of the island's curses. The most imposing problem  here
is  that  you  are being bombarded by fireballs.  Note  that
these  can be temporarily avoided using shields around  your
village  or  by  catching them (one tactic  is  to  catch  a
fireball  in  your  hand and then simply  absorb  any  other
incoming  ones). Note that shields require  alot  of  Prayer
Energy to stay up (if you run out, they will dissapear, just
as  the  Forest  miracle), but there is a  Spiritual  Shield
miracle  dispenser near your Temple. These one-shot miracles
can  also  be  activated, and then shaken off  in  order  to
transfer their inherent power to your Temple instead!

To  stop  the  fireballs permanently, you need  to  solve  a
puzzle.  This puzzle must be unlocked by conquering  one  of
the  villages first (it's the  Japanese village next to  the
Gardian Stone with the physical and spiritual shield  around
it).  A  good tactic here is to bring a couple of  Artefacts
from  previous  islands to drop in the village  for  a  good
amount of belief. The bell puzzle itself is very simple  and
it's  always the same one so even if you fail the first  few
times,  you  can always try again. After that, you  probably
want to stop the thunder storms. That stone is
Guarded  by  the  ogre named Sleg (remember him?)  and  this
time, a fight is
unavoidable.  Defeat him and the thunder storms  will  stop.
The  last  thing to fix is the blood red sky.  You  have  to
bring a woman to a Nemesis believer named Adam. The woman is
named  Keiko (although it will only say Actor if  you  press
"S") and is his wife. Nemesis said that she would die
if  her husband would stop beleiving in him, though you  can
also kill her to solve the quest.

Regarding  the cursed village with the Skeleton  tribe,  you
need to raise
The  buried village Totems (yes, there are two of  them)  to
their full height. To do this, you need extend your area  of
influence over the village and have your creature raise  one
of  the Totems AT THE SAME TIME  as you raise the other!  If
your creature knows how to use Totems, this shouldn't be too
hard. Note that the Skeleton tribe will die out cause of old
age,  which may (or may not) seem strange, but it  does  not
make any difference in completing the quest.


******************** 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.


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  just want some basic tips. Some of  the  scrolls
must  also be activated before they show up on the  islands.
The  triggers  for these are usually when you  take  over  a
certain  village  or when you reach a certain  point  on  an
island, so they are not worth mentioning here.


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.


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

Good Solution

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

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).

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

Evil Solution

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. If you do destroy the hut,  you
can   rebuild  it  to  get  a  rather  hefty  belief  award.
Naturally, throwing villagers to try to knock the stone  off
the pillar will also work.

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


Location:  By  the shore with the fishing  spots  near  your

Good Solution

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 Solution

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.


Location: In the village near the créche.

Good Solution

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

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

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 sea, close to  the  fishing
* 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

Evil Solution

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

Evil Reward: Nothing!


Location: Near the shore outside the second village.

Good Solution

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 click 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
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 Solution

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!


Location: By the shore behind the huge gates.

Good Solution

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 Solution

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

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


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

Good Solution

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 Solution

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.


Location: In the mountains by the starting location.

Good Solution

The easiest way to complete this quest is simply to let your
creature grow over time and return just before you leave the
island  to  see if it has gotten large enough.  If  you  are
lucky and find an Enlarge Creature one-shot miracle you  can
also  use this to impress the Hermit, although the locations
of  these are totally randomized. Another trickier way is to
carefully  watch which tree the Hermit uses to  measure  the
height  of  the creature with, and then replace  it  with  a
smaller  shrubbery. The last solution above does not  always
work,  it  seems.  But to increase it's chance  of  success,
return with your creature to the Hermit until he stops
talking  to  you.  Then remove every tree around  the  house
(water the area
to make sure that every tree is gone) and replace a few with
shrubberies.  When  you return with  your  creature  to  the
Hermit after this, chances are that he will be impressed.

Good   Reward:  Water  miracle  dispenser  (and  a  tip   on

Evil Solution

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

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 THE OGRE

Location: Valley outside the second village.

Good Solution

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 (you'll have to feed it twice)  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 Solution

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, don't worry, since  you
can try again as many times as you like.

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


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

Note  that  this  quest REQUIRES an enabled  force  feedback
mouse in order
To appear in the game!!!

Good Solution

Feel  your  way around the circle of mushrooms in  order  to
find the right one (the one which shakes the most).

It  should  be  the third one from the left of  the  biggest
stone. Just put in in the cualdron to complete the quest.

Good Reward: Loving Creature miracle dispenser.

Evil Solution

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

Evil Reward: Nothing!


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.


Location: Indian village in the middle of the island.

Good Solution

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
stealing from the villagers, and 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 Bolt miracle at the village center.

Evil Solution

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  (or  even  enemy
creatures). 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


Location: Third Indian village, next to the Singing Stones.

Good Solution

This quest is meant to teach you about sacrificing.

Whitey  is  absolutely right. A good god does not  sacrifice
living  creatures.  But  a  sacrifice  is  still  needed  to
complete this quest.

The  simplest thing to do is just to sacrifice trees  (or  a
Until  you  reach  the  same  amount  of  prayer  power   as
sacrificing his first born son would yield.

Good Reward: Increased power Heal from the village center.

Evil Solution

Well, dinner is served, so to speak. Start out lightly, with
the  first born son, then move on to his wife and  to  round
off, sacrifice the Shaman
Himself for some serious poetic justice.

Evil Reward: ???

8.2.3 THE SEA

Location: Indian village in the middle of the island.

Good Solution

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).

Note  that  bringing  the mother to the  kids,  although  an
amusing way to complete the quest, won't yield any reward.
Good Reward: Enlarge Creature miracle dispenser.

Evil Solution

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: ???


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

Note  that all the tunes have to be played in order to fully
complete the

Good Solution

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 clicking them in the right order.

A  clue  to  the  first melody can be found  in  the  Indian
village nearby, where there is a piper who whistles  a  well
known  French traditional folk song named "Ah! vous dirai-je

Though the song may be more commonly recognized as "Twinkle,
Little star".

The  correct  notes for the tune are the following  (ordered
left to
 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 (alt. version)

The  day will the turn into night and the stones will change
into gravestones. As for the second, good tune, you have  to
ponder  a bit. Now, what is the game called again?  And  you
are playing good. So the other tune would be... I wonder  if
they  do celebrate Christmas on these islands? And yes,  the
correct  piece  of  music  is "White  Christmas"  by  Irving

The  correct  notes  for  the last tune  are  the  following
(ordered left to
 2, 3, 2, 1, 2, 3, 4, 5
 5, 6, 5, 4, 5, 6, 7, 8 (alt. version)

After this tune has been played, snow will start falling  on
the landscape.

Note  that the evil song has to be played in order to  fully
complete  this quest, and that the Silver Scroll  will  stay
even  after completition (probably because you can play  the
tunes over and over again).

Good Reward: ???

Evil Solution

The  same  activation tune as for the good way  is  in  fact
required  for the evil way too. The clue to the second  tune
can  be  found  by  searching the  shores  behind  the  huge
mountains  beyond the centre of the island  (not  the  snowy
ones) where there is a piper whistling on something.

More exactly, the correct piece of music is Chopin's "Marche
funébre: Lento" or piano sonata No. 2, B flat minor, Op. 35,
third  movement. More commonly referred to as  the  "Funeral

The  correct notes for this tune are the following  (ordered
left to
 2, 2, 2, 2, 5, 4, 4, 2, 2, 1, 2
 5, 5, 5, 5, 8, 7, 7, 5, 5, 4, 5 (alt. version)

You  will  get  a magical ring where you can ressurect  dead
beings in, which
Will disappear after awhile, but just play the tune again to
power it up.

Evil  Reward:  A  magical ring where you can ressurect  dead


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

Good Solution

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. You should
only have to move the base twice.

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

Evil Solution

----------------- REQUEST FOR INFORMATION! -----------------
Has  anyone  tried torching the temple of wrecking  it  with
stones? Any mails on a possible evil solution to this  quest
will be welcome. Thanks go out in advance.
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: ???


*************** BUG WARNING! ******************************
The script for this quest will start running even before you
have  activated the Silver Scroll! If you take too long time
you may not be able to finish this quest and get a reward.


Location: First Celtic village in the snowy mountains.

Good Solution

If the children are 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.

-------------------- INCOMPLETE SOLUTION! ------------------
It  seems that this quest cannot be completed without one of
the children
dying!  Has  anyone for sure completed this quest  with  ALL
kids  alive? Thanks go out in advance, since I usually never
have time to reply. Sorry.
Good Reward: Nothing!

Evil Solution

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 Bolt from the village

8.2.7 THE IDOL

Location: Outside second village on a mountain path  by  the

Good Solution

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

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.

Good Reward: Increased power Fireball miracle at the village

Evil Solution

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.

Note that you also have to destroy the idol in order to  get
the reward, as in the good solution of this quest.

Evil Reward: Increased power Fireball miracle at the village


Location: Second Greek village beyond the lake in the centre
of the

Good Solution

Here you need to free the villagers which has been taken for
slaves  by  supplying the circus with some rare animals  for

There are a total of 8 slaves you can free and you can  only
deliver  two  types  of  each animal to  trade.  There  are,
however, a number of animals you can try:

* Lion, 2 slaves each (mountains next to the circus)
* Tiger, 2 slaves each (outside the first Greek village)
* Wolf, 2 slaves each (forest near Indian village beyond the
* Horse, 1 slave each (middle of the island)
* Turtle, 1 slave each (islands outside your Temple)

Note  that Cows and Sheep will be zapped if you try to  give
them to the

Also,  the  slavers don't like you stealing  from  them.  Be
warned and

Good Reward: Flock of Wolves miracle dispenser.

Evil Solution

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!


Location: Tiny Indian village near the lake in the middle of
the island.

Good Solution

The  answers to the riddles are really simple, but do double
check  that everything really is there if you can't seem  to
get  the  reward (remember that you can deactivate and  then
reactivate the shield at will). Something which howls  is  a
wolf (found in forest next to the village).

The  simplest  thing which is hot is a heated  rock  (heated
with a Fireball).

That  which  is  unique to your creature is  poop  (but  any
creature poop will

Good Reward: The Zebra Creature.

Evil Solution

Yes,  you  can  trash her house and behave  in  a  generally
destructive manner, if that pleases you, but the woman  will
refuse  to  talk to you and you won't be able to  solve  the

Evil Reward: Nothing!


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.


There  is a mind boggling amount of Easter eggs in  Black  &
White.  I  guess that they have accumulated over  the  three
years it took Lionhead to complete the game (but one has  to
wonder if the time spent programming eggs couldn't have been
used to tweak other factors of gameplay instead).

So  far,  the  Easter  eggs which have been  found  are  the

*  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  game
actually has a
database  of  names it can say, and it's suspected  that  it
gets your name from registering the software online.

*  In  the créche 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 that building).

*  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

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

* You can find dice and a beach ball if you look under rocks
in the
playroom of the gods.

*  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

* If you don't do anything for a period of time, Blackie and
Whitey will
start pulling jokes on each other.

* Blackie will ask if they will appear in the sequel...

* Blackie does several Southpark impressions.

*  There is a phone conversation somewhere in the game where
Molyneux   discusses a secret gesture in the  game  with  an
unknown person.

* The secret gesture resembles the Fireball gesture, and has
to be done
after  the  leash  gesture. A red telephone  box  will  then
appear  on  the  north tip of the first  island.  The  cheat
associated  with  this egg appears to  have  been   removed,

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


>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.


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!
Oh, and if you activate any one-shot miracle, and then shake
it off, it's
power  will  go  into  your accumulated Prayer  Energy  pool
instead. It's great if you're out of power and need a  quick


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,
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.

If  your  creature  collapses  due  to  damange,  hunger  or
tiredness, it will take
a small hit in size.


******************** BUG WARNING! **************************
Until  somebody  mails  me  with proof  of  that  they  have
completed the Wolf
creature  quest on island four, I will label that  quest  as
having a script
bug!  There simply doesn't seem to be a way to complete  the
quest without
having  the  woman say that she has run out of potions  when
she reaches her brother.
Note  that four of the creatures require a downloaded  patch
to unlock:
The Leopard, the Horse, the Mandrill and the Gorilla.

I   believe  is  a  good
location to get

The Rhino patch hasn't been released yet.

The Ogre IS included as a creature in the game (you can hack
your  Creature  profile to get it, but don't ask  me  how...
it's  the  "greek" creature anyhow). The Croc  creature  was
supposedly removed from the game (there aren't any files for
it included in the game anyway).

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
(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

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 woman to her brother in the Aztec village).

The fifth island:
* Lion (guide the wolf to the sheep).
* Brown Bear (cleaning up the forest of poop).
* Polar Bear (help the emigrants a second time).


I  did not want to print this information at first, since it
could  be  considered cheating, but then I  remembered  that
Black  &  White is so far only availible for Windows,  which
you  NEED to reinstall from time to time  to prevent it from
collecting  too much crap in it's folders which  slows  down
your  system  (and  if you reinstall Windows,  you  have  to
reinstall everything else too... which is also crappy).

So,  here  is  the  way  to properly backup  your  creature,
straight from the
Lionhead Studios tech guys:

  To  backup your Creature, make copies of these two folders
to another
 directory :

  Program  Files / Lionhead Studios Ltd / Black  &  White  /
  Program  Files / Lionhead Studios Ltd / Black  &  White  /

 Run the regedit program. Start Menu / Run / regedit

Find (Ctrl + F) the folder called LHMultiplayer. Select this
folder and
Then   using Registry on the  toolbar menu, 'Export Registry
File'  as  lhbackup.   This will save a  file  wherever  you
choose as  lhbackup.reg

 This saves your creature in his current state.

  In order to restore this creature backup, copy your backup
folders    /profiles  &  /scripts  /creaturemind  over   the
original files. Double click
The   registry  backup file you created  :  lhbackup.reg  to
complete your
Creature   restoration.  This restores  the  game  including
saves to the point where you  backed your creature up.


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

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 equal until over 10 years later  with  the
release of Wolfenstein 3D.

Check it out at:

Peter  Molyneux  for  inventing 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
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:  Aaron  Chen,
EazyMo,  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
t  he  forums (anonymously or otherwise) and anyone  else  I
might have forgotten to mention here.
------------------------------- THE END --------------------


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