03/04/01

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

                                Version 0.4.1

                                     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 gratefull. 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. The Basic Gameplay
  3.1 Playing Good
  3.2 Playing Evil
 4. Creature Training
  4.1 Specific creature actions
   4.1.1 The eating of villagers
   4.1.2 The art of throwing objects
   4.1.3 The urges of feeding and drinking
   4.1.4 The assisting in village duties
   4.1.5 The importance of housekeeping
 5. Village management
 6. Silver scroll solutions
  6.1 Quests on the first island
   6.1.1 Rescure drowning fishermen
   6.1.2 Stone throwing target practice
   6.1.3 Finding the farmer's lost sheep
   6.1.4 Restoring the circle of the singing stones
   6.1.5 Helping the emigrants with the ark
   6.1.6 Rescuing the kidnapped children from the piper
   6.1.7 Impressing the hermit
   6.1.8 Dealing with the hungry ogre
   6.1.9 Mushroom cooking quest
  6.2 Quests on the second island
   6.2.1 Curing the diseased villagers
   6.2.2 Dealing with the swimming children
   6.2.3 The secret melody of the singing stones
   6.2.4 Relocating the temple by the shore
   6.2.5 Stopping the children from stealing cows
   6.2.6 Preventing the false idol worshipping
 7. General Questions
  7.1 Where can I find easter eggs in the game?
  7.2 How does one use miracle dispensers?
  7.3 What makes the creature grow faster?
 8. Final Notes
 9. Credits

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

1. VERSION HISTORY

v0.4.1 03/04/01   Finally located the final 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

The home of this FAQ, where you also can get the latest version is:
http://user.tninet.se/~lan318o/black&white/

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

3. 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 bloody 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 probably
have learned your basic gameplay already, so I'll won't waste space writing
about it).

3.1 PLAYING GOOD

Now this is a challenge. Here you will need to spend alot 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 be
very hard initially.

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 manage your villages.

Staying good means that you will have to have as little flags raised as
possible in each village. This is an enourmous task in itself. But not only
that, but you will have to carefully watch all your worshippers at the
shrine so they don't starve, 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
spel 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 empthy spots on the island to expand
upon (much less any forests).

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 provoced 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 colored anytime soon.

3.2 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 be that 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 don't know the rating of the game, but children might
be reading this). 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.

4. 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. 

Note that your creature doesn'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, atleast 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
unavailible 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 immensly good during the tutorial
island. I don't know why, but it's much easier to turn a creature good in
a skirmish.

The most basic method of learning is, of course, to let the creature find
things out by itself. This can be slow and might yield unwanted results if you
o not slap or stroke the creature accordingly.

Though it is EXTREMELY importand 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 occations when you do react fast, and the Creature Help still
has another action in it's explanation, so do be watchfull of what you really
are punishing or praising your creature for!

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 stroke it for having it noticing you or just noticing what
you just did (it will point in the direction of you action, and then look at
you). The real reward should come only after it has properly copied your action.
Sometimes the creature will understand immideately 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 immideately after it's picked the rock up, since
it will most definetly eat the rock instead.

In fact, stroking the creature anywhere while it is carrying something will
almost always make it eat it. 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 things.

Teach it to play catch with you using the Beach Ball or rocks, for example.

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

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 diciple in the game).

4.1 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.

4.1.1 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 playfull 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 empthy village belongs to nobody, and that strength comes in
numbers.

4.1.2 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 usefull 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 definetly eat it, or just throw it over it's shoulder.

4.1.3 THE URGES OF FEEDING AND DRINKING

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 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 alltogether, 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.

4.1.4 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 definatly have it
to move 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 prioritize then.

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 of the different parts of the temple for your
creature (it seems to regard the tower, the surrounding shrines and his pen
to be 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. This will, however, take 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 time to teach him
to deliver to all of the piles.

4.1.5 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
whitness the creature pooping against something, slap it immideately.
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.

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

5. 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!
-------------------------------------------------------------------------------

Though handling the creature might be the main 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 portraied 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 alot 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! This is, in my opinion, very unbalanced and almost
ruins the game (for good players anyway).

The first problem you enounter 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 deillusioned. You will
need forests near your village, and alot of it. Training your creature to water
trees is a very good idea.

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. If a forest is disappearing at an alarming
rate, get help from your creature and water as many small trees as possible
until the balance is restored.

The workshop is a very good target for the wood miracle, with no risk of
deillusion, since the villagers doesn't deliver wood to it by themselves.

This leads to the second problem. Not only doesn't villagers deliver wood to
the workshop, they don't deliver food to the temples either! This is a vertiable
management nightmare!

Temple shrines doesn'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 deliverys regular and don't concentrate on the
amount of food, but rather on wether 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 cannot carry that much
initially, and it doesn't raise the creature's alignment when it delivers
to workshops or temples.

Next up is breeding. This is the worst thing that can happen, since if the
villagers decide they want to breed, they will need to expand too. 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 femal 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.

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
sweat and swear alot before you find it.

It has been discovered that on islands three and four, people have witnessed
villagers building their own housing and even civic buildings. This does not
happen on islands one and two. Island one doesn't even generate any desires for
anything but food and breeding. However, villages on island two generate all of
the desires without lifting a finger to do something about it. It has been
suggested that this is due to part of the teaching process built into the game,
so that you can learn micromanagement, but to me it seems like a crude, cruel
and ineffective way of doing things (much like some people train their
creatures I guess).

6. 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.

6.1 QUESTS ON THE FIRST ISLAND

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

6.1.1 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.

6.1.2 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 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

6.1.3 FINDING THE FARMER'S LOST SHEEP

Location: In the village near the creche.

-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 cutter'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!

6.1.4 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 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!

6.1.5 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.

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.

Being kind to the emigrants will also let you help them on a later island,
upon which you will receive the Polar Bear creature.

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.)

6.1.6 RESCUING THE KIDNAPPED CHILDREN FROM THE PIPER

Location: By the village creche 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.

6.1.7 IMPRESSING THE HERMIT

Location: In the mountains by the starting location.

-Good Ways-
Apparently, the only way to impress the hermit is by having a large enough
creature. If you are impatient, this will be impossible. But if you are willing
to stay for a long while on the tutorial island and train your creature, the
hermit will finally be impressed.

The rewards people say they have gotten vary, from single one-time miracles,
to several over even new dispensers. Pherhaps the bigger the creature is,
the better reward you get?

Good Reward: Seems to vary with size?

-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 Water Miracle.

6.1.8 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 a 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 a improved power Healing miracle dispenser.

6.1.9 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!

6.2 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.

6.2.1 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 empthy 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...)

6.2.2 DEALING WITH THE SWIMMING CHILDREN

Location: Indian village in the middle of the island.

-Good Ways-
Well, since the children are being naughty, the refuse to be picked up.

Of course, as in the drowning fishermen quest, the creature can remedy the
situation, and bring the kids back to their mother.

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

Good Reward: ???

-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: ???

6.2.3 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?)

------------------------- INCOMPLETE SOLUTION! --------------------------------
The good tune is still undiscovered! Have anyone tried to play "Over the
Rainbow" from Wizard of Oz yet? It would seem appropriate as the good alignment
tune. Mail me with the correct notes and you will be credited!
-------------------------------------------------------------------------------

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

-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, 2, 5, 4, 4, 2, 2, 1, 2

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

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

6.2.4 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: ???

6.2.5 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.

------------------------- INCOMPLETE SOLUTION! --------------------------------
I cannot complete the quest without killing a child! Things I have tried,
without success: Giving them grain from the storage, throwing them around,
moving them to another village, moving them to a creche, dropping them
next to the farmer... Nothing helps!
-------------------------------------------------------------------------------

Good Reward: ???

-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.

Evil Reward: Increased power Lightning from the village center.

6.2.6 PREVENTING THE FALSE IDOL WORSHIPPING

Location: Outside village near your initial village, 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.

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: ???

7. 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.

7.1 WHERE CAN I FIND EASTER EGGS IN THE GAME?

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

------------------------ REQUEST FOR INFORMATION! -----------------------------
Of course, any new easter eggs would be appreciated. One person has reported
that the particle animation with the Lionhead logo once turned into his symbol
instead, with his name under it. Can anyone confirm this?
-------------------------------------------------------------------------------

* 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.

* In the creche on the first island, first village, there are a couple of
  dice and a teddy bear.

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

* 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.

* 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.

7.2 HOW DOES ONE USE MIRACLE DISPENSERS?

This question refers to the miracle dispensers you build yourself, using a
workshop (you will need 4 scaffolds and find a working spot for it).

After it has been built, you need to activate it. Do that by casting the
miracle you want to have appear on it. The miracle won't be cast, as such,
but rather will turn into a one-time miracle on top of the dispenser.

Now, some people say that when you use a miracle from a dispenser built by
you, it will regenerate itself depending on how high belief your village
has. I have not yet seen this happen.

So, is there any additional use for these dispensers then? Yes, definetly.
When you open a vortex into a new island, use a dispenser to create alot
of one-time miracles, like Water, Food and Wood. Then throw these into
the vortex, since you never know what awaits on the other side!

7.3 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.

8. 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/

9. CREDITS

Peter Molyneux and the people at Lionhead Studios for releasing the game.
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, Oz, Knighted, VortexZ, Mist Wraith.

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


