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    FAQ/Walkthrough by peacekid

    Version: 1.2 | Updated: 02/20/02 | Search Guide | Bookmark Guide

     * * * * * * * * * * * * * * *BLACK AND WHITE : CREATURE ISLES* * * * * * * * *
    * * * * * *
                           created by peacekid - austin_abrams@hotmail.com
                                        Guide version 1.2
    This guide was created by peacekid.  It may be used on other websites, subject
    to that it has not been edited in any way and that it has been credited to me
    and all the people who made additions with my permission.  If you would like to
    use this on your site, I suggest that you email me in advance.  Also, If you
    would like to add something, email me.  I will consider putting your
    information in the guide.  If I do put it in, I will credit you.  Copyright
    Table of Contents:
      2a.The Beginning
      2b.Trail 1:The Egg
      2c.Trial 2:Cow Bowling
      2d.Lil' Tyke
      2e.Trial 3:Horse Farming
      2f.Trial 4:Sheep Herding
      2g.Trial 5:Wolf Chasing
      2h.Trial 6:Tortoise Racing
      2i.Trial 7:A Zebra, a goat-man, and a gun
      2j.Trial 8:Mandrill Soccer
      2k.Trial 9:Leopard Board Game
      2l.Trial 10:Monkey Guarding
      2m.Tyke Training
      2n.Trial 11:Gorilla Bashing
      2o.Trial 12:Saving Bears isn't easy...
      2p.Trial 13:Polar Bear's Polar Winds
      2q.Trial 14:Rhino Rampage
      2r.Trial 15:Marbles:The game of champions
      2s.The Final Trial
    3.The Aftermathes
    Hey everybody.  In this guide, East is the way where the Dojo is, South is
    where the crashed boat is, West is where the volcanic region is, and North is
    where the farm is.The way this will work is I will tell you where you will need
    to do something, how to do it, and then that will make you all happy.
    How you control the game:
    Most of the game is simply controlled with the mouse, but you can also use the
    keyboard for some things.  In the tutorial, if there is a move you can do by
    using the keyboard OR mouse, I will only list the mouse function.
    Move                      How to do it
    Move across ground........Drag move button across ground
    Change Pitch..............Move mouse to top or bottom of screen and use the
    move button up                           or down
    Rotate Screen.............Move mouse to right or left of screen and use the
    move button                           clockwise or counter-clockwise
    Zoom in/Out...............Use Scrollball OR press move and action button and
    move forward or                           back
    Zoom to Temple............Double-click spacebar
    Quick Zoom................Double-click move button on desired location
    Save Angle................Ctrl+1,2,3... on desired location
    Action....................Action button
    Describe Object...........F1 over desired object
    Zoom out to view island...F3
    Main room of Temple.......F4
    Creature Cave.............F5
    Challenge Center..........F6
    Save Room.................F7
    Main Menu.................Esc
    Probably the most noticable features of Creature Isle and Black and White is
    the amazing AI of the Creature.  You can make him evil or good, which offers a
    lot of variety.  There are three ways to teach him stuff:
    #1:The Leash of Learning:
        While you have this on, he will pay attention more than normal to you. 
    Good for         learning Miracles.
    #2:Good Boy! or Bad Boy!
        Once he does something you think will affect whether he will be good or
    evil, you can     slap him or praise him.  To slap him, use the action button
    on him until there is data      shown.  Then, move your hand quickly from left
    to right.  This will tell him he did     something wrong.  To praise him, do
    the same except move the hand up and down.
    #3:Watching the Villagers:
        Tie him up to the village store.  He will watch the villagers and you don't
    have to     watch him.
    There are 3 different leashes you can use.  Depending on which one you use,
    your creature may turn evil or good.
    #1:The Fluffy Leash of Compassion
        This makes your creature nice and good hearted.  Tie him up with this leash
    to the     village store and he'll try to take care of their needs.
    #2:The Leash of Agression
        This makes your creature bad and malicious.  Use the action button on a
    building to make     him destroy it.
    #3:The Leash of Learning:
        While you have this on, he will pay attention more than normal to you. 
    Good for         learning Miracles.
    You can make your creature learn any miracle you do, make disciples that you
    make(more on that later),and basically, can do anything you can.  It just takes
    a little time.  He may seem small when you first get him, but at the end, you
    will have a huge, powerful creature.
    Your boundary of power is marked by your Influence.  The way to make more
    Influece is to raise your villages.  There are many village building you can
    make to expand your influence. You build these buildings by placing scaffolds
    around the town.  The greater number of scaffolds, (generally)the better the
    building is and the more Influence is given.
    # of Scaffolds      Building          Description
          1             Adobe/House       Increases maximum population, allows more
    pregnant                                          villagers.
          2             Large Adobe       Same as Adobe, but it is more effective
    and large.
          3             Civic Buildings   There are 4 civic buildings: Creches,
    Workshops,                                       Village Stores and Graveyards.
     Creches protect the                                       young'uns until
    they're are adults.  Workshops creates                                      
    scaffolds for a price of wood.  Village Stores store                           
               food and wood.Graveyards make the villagers not mourn               
                           when someone dies.  Each civic building except for the  
                                        workshop can be built only once in each
          4             Field             Grow food.
          5             Village Center    Creates new town.
          6             Miracle Dispenser Stores a miracle and creates one shot
          7             Wonder            Increases Influence massively and gives a
    certain                                       bonus, depending on the culture
    of the town.
          8             Soccer Field      Makes bored villagers happy.
    There are different cultures of villagers. Each one makes a different wonder. 
    There are many different villages that don't believe in you yet, so you have to
    impress them in a variety of ways to gain their influence.  You can monitor
    your impression by putting your hand over their village center.
    You can cast Miracles or spells to impress a town and/or destroy the town. 
    There are two ways to cast miracles:  One time miracles and Gestures.  One time
    miracles come from miracle dispensers.  Gestures are cast by your villagers
    prayer power.  You can get prayer power by raising your totem or sacrificing
    villagers.  You move the mouse in a certain symbol and that will tell the
    computer what miracle you want to cast.  If you do not have enough prayer
    power, your miracle will not be available.
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - -
    Here we go, hang on tight and enjoy the ride!  The story begins by seeing those
    demanding idiots on the boat from the first game.  Fortunately, it crashes on
    Creature Isle, an Island full of godless creatures, therefore, no competition. 
    The sailors talk to the natives and get you and your creature over to that
    island.  Now the fun begins...
    2a.-The Beginning:
    After the opening cinema, take your creature over to the Dojo at the southeast
    of the island(it looks like a big building will stones in a ring around it)and
    activate the Gold Story Scroll.  Rufus will talk to you about the Brotherhood,
    Eve, Creature Isle, and how you get into the Brotherhood.
    2b.-Trial 1:The Egg:
    Look in the first town(Egyptian); you should see a scroll.  Activate it. They
    will tell you to knock an egg-in the southeast of the island-off a tree.  Near
    the crashed boat there is a rock.  Break it.  Make your creature pick it up and
    head to the egg.  With the rock in the creature's hand, make him throw it at
    the egg by using the action button on the egg.  If you zoom out, you should see
    a volcanic region on the island.  Make your creature pick the egg up and bring
    it to the volcanic region.  There should be an area in that region where
    steaming gas pouts out constantly.  Put the egg there.  The egg takes a while
    to incubate, so we'll take care of the next Trial while we wait. (continued on
    2c.-Trial 2: Cow Bowling:
    Very close to the incubator, there is a cow next to a bowling alley.  Bring
    your creature there and activate the scroll.  It's time to bowl!  Throw the
    marker where you want your creature to throw the bowling ball.  The game is
    fairly easy, but it may take a few tries.
    *STRATEGY*:  Try to throw powerfully and aim just a little offcenter in either
    directions.  Once you win, the cow's plinth will be activated at the Dojo.
    (The following is an addition sent in by King Krang Kong) You can use rocks to
    block the cow's throw and to knock down pins.
    2d.-Lil' Tyke:
    After you bowl, the egg should be done incubating, so walk over to the egg and
    move your hand over it.  If the bad conscience doesn't say anything yet, you
    have to wait longer.  Once the creature is born, you will see a small video and
    end up in a wheat field.  Have your creature eat it until Tyke knows how to
    eat.  Then, you have to show Tyke how to use the village store.  To do this,
    use the Leash of Compassion and hook it up to the village store.  Your creature
    will show Tyke how to use it, but to speed up the process, simply sacrifice
    townspeople(by going to the temple and putting the people in the saucer outside
    of the temple) and use the food and water miracles in the village store.  After
    he has learned that, teach him 4 miracles out of the six available.
    *STRATEGY*:  You should try to get Tyke to learn all six, but if you don't want
    to, here's some tips:  If you want to be a ruthless, killing machine who
    doesn't care about the consequences,  teach Tyke Lightning, Fireball, Water,
    and Heal.  If you want to be a caring, gentle creature who wants to do good,
    teach Tyke Heal, Water, Food, and Wood.  You can also teach him to fish and
    dance right now.  Now, you can't do anything with Tyke for a while, so we'll
    some the other Trials(continued on 2m)
    2e.Trial 3:Horse Farming:
    WAAAAAYYYYY on the other side of the island is a horse who is trying to get
    into the Brotherhood, but he still has to water his plants, so you volunteer to
    grow them for him.  This is a fairly easy trial, but it is loooooonng.  After
    the crops have grown, the horse will activate his plinth at the Dojo and you
    can eat his crops if you want to.
    *STRATEGY*:  When it becomes sundown of each day, start to walk over to the
    farm.  Since it takes awhile to get over there, you might as well get there
    early.  When you get there, water each field once.  Once you have watered the
    plants for the day, you can do what you want for the rest of the day, such as
    training Tyke or doing other Trials.  Repeat this process over a couple of
    2f.Trial 4:Sheep Herding:
    Near the Japanese town(the one with the tall grey tower), there is a Sheep who
    needs all of his sheep brought back to their pen.  The only problem with this
    is, you can't pick them up and neither can your creature or Tyke.  So, you have
    to herd them.  The Wolf will try to take as many sheep as possible and drop
    them off far away, but they walk back.  This is actually a pretty hard Trial. 
    Once you get all 10 sheep in the fences, the sheep will turn on his plinth.
    *STRATEGY*:Once you get a single sheep in the fences, it will not escape(THANK
    YOU LIONHEAD!!!), so just take the sheep one at a time.  The best way of
    herding them is to get behind them.  They will run in the opposite direction. 
    Watch the sheep carefully, and if it changes track, get behind it again and
    chase it into the fences.  It gets harder and harder with each sheep.
    2g.Trial 5:Wolf Chasing:
    Pretty close to Trial 4 is the Wolf.  He will challenge you to a game of Hide
    and Seek.  The only problem is that he is invisible.  Once you spot him 3 times
     in a row, he will activate his plinth.  This is an easy Trial.
    *STRATEGY*:The reason this is easy is because it is easy to follow him.  There
    are 3 ways to spot him:
    1.Sound-You can hear the wolf howl every couple of seconds.
    2.Tracks-If you're close enough to him, you will se his most recent tracks.
    3.Sight-You can see some stank coming off of him(good to use if you're far
    2h.Trial 6:Tortoise Racing:
    At the stadium near the Dojo, there is a Tortoise willing to race you.  The
    only rules are that you go between the gates that mark the track. He will use
    everything at his disposal to slow you down, like Freeze miracles.  Once you
    beat him at his own game, he will activate his plinth at the Dojo.  Doing this
    the honest way is REALLY HARD, so look at the strategy to learn how to cheat.
    *STRATEGY*:After the second or third gate, to the left is a shortcut that cuts
    off about half the track.  Use this, and you're almost guaranteed to win.
    2i.Trial 7:A Zebra, a goat-man, and a gun
    This is one of the most fun and funny Trials in this game.  Near the horse
    Trial(have you been keeping up with your daily chore of watering the plants?),
    there is a zebra with a crossbow-like machine.  Activate the scroll and learn
    about this goat man who needs three flowers that aren't accesible by walking. 
    How will we get to them?  BY FLYING!!  You have to put this deformed man into a
    cannon and blast him to where to flowers are.  However, this is not as easy as
    it sounds.  It will take many tries to try to get to these flowers.  Once the
    man has the 3 flowers, he will become undeformed :( and the Zebra will activate
    his plinth at the Dojo.
    *STRATEGY*:The first flower is directly in front of you, but in the distance.
    The bottom pointer should be just a little bit above the mountain.  Give it
    full power(Even if you miss, it's still hilarious to see this guy falling down
    the mountain screaming for his life).
    The second flower is to the right.  Line up your sights with the light the
    place gives off and aim a little bit higher than usual. Give full power.
    The third flower is behind you, behind the mountain.  Aim as far up as you can
    go, to the right of the pointy rock.  This time, only give about 48% power.
    2j.Trial 8:Mandrill soccer:
    I do not like this one.  This Trial is frustrating.  Anyway, the Trial
    activates in the same place as Trial 7 right after you complete it.  You must
    kick a soccer ball through three targets and a goal.  To block your way, there
    are 3 mandrills that will throw your ball the other way.  Also, there are
    volcanic geysers that will catch your ball and toss it around.  Once you are
    finished with this very hard Trial, the mandrill will activate his plinth at
    the Dojo.
    *STRATEGY*: Not much I can say here.  Rotate the camera if you need to.  When
    you get to the end, just be careful not to click the cancel scroll.  I did that
    once, it made me MAD!
    2k.Trial 9:Leopard Board Game:
    If you zoom out, you will see a large white mountain with little tiles on it. 
    At the base of the mountain, there is a leopard waiting for you.  Talk to him,
    and you understand the leopard's problem.  He needs to get to the top of the
    mountain, but the only way is to beat the ogre at his own game-Board Games. 
    The first one to the top wins.  Once you win this trial, the leopard goes to
    the Dojo to activate his plinth.  This trial is based on luck, so it can range
    from easy to hard.
    *STRATEGY*:As I said before, the game is based on luck, but there is a way to
    get sixes easily.  Apply just enough force to roll the die so that it rolls
    over to a six.
    2l.Trial 10:Monkey Guarding:
    There is Japanese Wonder around the area of the soccer trial(If you see 2 close
    together, you're in the wrong place.  That is Trial 11.  Keep looking.).  You
    should see a brown monkey that tells you about how some giants want to destroy
    the Wonder.  You have to guard the tower from the giants.  Basically, it's a
    juggling game.  Once you do this, the monkey's plinth is activated at the Dojo.
    This is a moderately easy trial.
    *STRATEGY*:  Once your creature walks to a stone, the giant walking there will
    back off.  Once the creature moves to a different stone, however, the giant
    will come back.  At first, simply keep the guys off your back.  Once two guys
    have stopped trying, concentrate on one giant until the other one gets pretty
    close to a stone, then scare that one away.  Once the giant is far away to
    leave alone, go back to the one you were concentrating on earlier.  Repeat this
    process until the one you concentrate on stops trying.  Then, just stay at the
    other one.
    2m.Tyke Training
    FINALLY!!!  We get to finish Tyke's training.  Near Trial 10, there is a
    desert/beach.  There are 4 monkeys there that will teach you how to build. 
    Just strap the leash up to it, and wait.  While they are learning how to build,
    they will also learn how to make Fireball and Lightning about halfway.  After
    their lesson, talk to the guy in the Egyptian wonder.  He will make Tyke raise
    his plinth.  Now you can become the chicken.
    2n.Trial 11:Gorilla Bashing
    Near where the four monkeys taught you how to build, there is a Gorilla that
    wants to challenge you to a destruct-a-thon.  You must destroy 4 houses and a
    wonder before the Gorilla does.  If your creature's strength is bigger than the
    destruction left behind it, the Gorilla's plinth is activated.  This is a
    fairly hard trial.
    *STRATEGY*:Before you challenge him, put on the Leash of Aggression and your
    creature will be like a creature from hell!  Simply right click on the house
    you want to destroy.  The house qualifies as "destroyed" when there is no more
    shiny powdery stuff coming off of the structure.  To destroy the Wonder, grab a
    big stone and chuck it at that big old hunk of Japanese junk.  It may take a
    few times to win, so don't get discouraged.
    2o.Trial 12:Saving Bears isn't easy...
    ...until you cheat(explained in STRATEGY).  Near the Japanese town there is a
    bear who needs rescuing.  He is tied to a windmill that you must destroy.  If
    you try to enter from the front, either a pack of wolves will spot you, or a
    wise man will hear you.  Once you figure out how to save the bear, the plinth
    will be activated.  Unless you cheat, this is VERY HARD.
    *STRATEGY*:Take over the Japanese town.  Using the Teleport miracle, put one of
    them in the town and one next to the bear.  Using a leash, click next to a
    bear.  He will use the Teleport miracle to end up next to the bear.  Destroy
    the windmill, and you're done.
    2p.Trial 13:Polar Bear's Polar Winds
    Go to where the crashed boat was.  Hey! It's fixed now!  But the crew has gone
    missing.  With the help from the Good Conscience and his ability to blow(don't
    laugh, these guys want to go home!), you can pick up their friends at the
    different docks around the island.  After all five of the crewmates are picked
    up, the Polar Bear will activate his plinth.  This is VERY HARD.
    *STRATEGY*:Where your hand is, that's where the wind will blow.  If you touch
    land, you will fail and start from where you picked up the most recent
    crewmate.  Press S to get a general view of where the sailors are. Another good
    way to find them is by storms.  The men are usually very close to storms.  Just
    circle the island by starting west and you will eventually get all five of
    them.  This is the order my game found the crewmates, it may be different for
    your game.  I'm not sure.
      #1:  This guy is easy to find. he is found on the southwest beach next to 
    where you      start.
      #2:  The next one is a little more hidden, but still easy to find.  He is in
    the gulf      located around the corner of the island.
      #3:  This guy is just a little harder to get to.  On the west side of the
    island, there is      a mouth that goes in quite a bit.  Go through it, but be
    careful.  He is at the end of      that river.
      #4:  This guy is hard to get to.  Navigate your way SLOWLY through the small
    river you      start in and then go north.  Pass the first storm you see and go
    to the second.  Go      right past it and around the small island.  Get the
    sailor from the other side instead      of risking the bat through the storm. 
    Trust me on this one.
      #5:  The last one is pretty close.  Follow the coast of the mainland and then
    very soon      there will be an island just off the coast.  He's on that one.
    2q.Trial 14:Rhino Rampage
    In a valley between two mountains, there is a rhino who wants to fight you. 
    The fight is different from all the other fights because this rhino has The
    Source.  The Source is one of the hardest thing to beat.  The fight is very
    hard to beat unless your creature is very strong.  Once you beat the rhino, you
    get his plinth activated.
    *STRATEGY*:Become the leopard.  Queue a bunch of attacks on his head with a few
    special attacks as well.  When you have about 1/2 of your health left, cast
    heal.  Never get discouraged, or else he will win.
    2r.Trial 15:Marbles: The game of champions
    Near the 4th crewmate, there is a Orangitang(I think) who wants to play you in
    a game of marbles.  You aim for a certain point on the board, and your creature
    will throw the marble there.  The marble won't necessarliy land there, however.
    It will roll into a spot.  This is a pretty hard trial.  Should you win against
    him, he will activate his plinth at the Dojo.  Get ready for the last trial.
    *STRATEGY*:Aim in the middle of the blue section to get dead center.  If he
    gets a dead center, try to knock it out of place.  It will take many tries to
    2s.The Final Trial
    After you win all the other trials, you will face Rufus.  You must take a ring,
    bring it to the top.  Repeat twice.  It's not this easy, though.  There are
    ogres scattered all over the mountain, and If you get caught by them, you will
    be frozen for 40 seconds.  Trying this trial the honest way is near impossible,
    so we must cheat.  Should you win, the lion's and the alligator's plinthes will
    be activated and the credits will roll.  Congratulations!  You have beaten
    Black and White: Creature Isle!  Or have you?
    *STRATEGY*:To cheat, pick up a ring and go back to the base level.  Go AROUND
    the rock by walking through the water.  Walk up the ramp and place the ring at
    the marking.  Repeat.  You may be frozen by an ogre, but it won't matter.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - -
    3.The Aftermath
    After you beat the Rufus, the alligator will want to fight you.  Since he has
    the Source, just use the same strategies as Trial 14.  He is quite easier than
    the rhino, however.  Now you get your chance to meet Eve(SCORE!).  Your
    creature and Eve will go behind a hill and come out with a smaller creature (I
    wonder how THAT happened?)than the one you used to beat the alligator with. 
    This is your new apprentice.  He has all the skills as Tyke, and he's not a
    chicken(does it get any better?).  You can continue using your apprentice and
    teach him almost anything you want.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - -
    This is a new section, so it's pretty short right now.  Anyway, you can try
    these out, but some may be hard to do.
    The Gauntlet
    Beat all of the creatures at the Dojo and you get something called the
    gauntlet.  All I know about it is that when the rhino tells you how to use it
    after you beat everybody, it's looks cool.
    Cow Bowling Fireballs
    At Cow Bowling, throw the marker lightly.  When fire throws the marker off the
    screen, right click on the fire.  Sometimes, you can pick up a fireball spell. 
    It takes a bit of practice though, and it only works until you beat that trial.
    Infinite Fireballs
    This worked on Black and White, so I'm not sure it works anymore.  Throw a
    Fireball spell.  When it has grazed a building, pick it up.  The building will
    still be on fire, but you will still have the Fireball with no loss!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - -
    That pretty much sums it up.  Anyway, thanks for using my guide.  It was
    Read the copyright notice at the top of the guide for information.

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