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BLACK & WHITE PLAYER GUIDE PART 2 - UPDATED 12 FEB 02

Taking you on from Part 1 of our Black & White (B&W) player guide, this second piece simply provides you with some help for levels 3 & 4 and some more guidance.

This second article does not aim to be a complete walk-though, rather a help on some of the puzzles and strategies available. This is because you may be playing as a naughty God or a well behaved one or something in between. As I play a somewhat mischievous God with an exemplary behaved creature (the smart Monkey), how I go about winning villages over (fireballs from me, rain from the Monkey) might not be the way you do it.

Having completed the first two levels you should have by now figured out just how you like to do things and what degree of good or evil is needed in your partnership. Remember, your creature can cast spell anywhere he likes, very useful in the early stages of a level where your influence is weak, and you cannot affect things beyond the Red mist. Make sure he is adept at casting the type of spells required for your style of game play. The easiest way of doing this is to spend time in skirmishes. Once you have a bit of real estate to your self, make a point of leashing your creature and teach him what he needs to know. He retains this knowledge back in the main game. Even though he might know how to cast a spell, petting him after carrying out what you wanted will encourage him to do it again in the future.

Stategies. There are several available to you. Here are time tried and tested ones:

Neutral

  • The most obvious is to build on the very edge of your territory to gradually creep your influence towards unconverted villages.
  • Make sure you own people are happy.
  • Prevent incursions from rival creatures.

    Good

  • Dumping a missionary through the Red mist at the edge of your sphere of influence quickly into an unconverted village before the X appears on your hand.
  • Plant trees in unoccupied (unconquered?) villages.
  • Supply wood/food/cattle/water.
  • Moving people about.
  • Converting unaligned villagers (assuming you can grab them from the village if its close enough).
  • Flock of birds (if available) - the first one you cast gets masses of belief. Make sure your creture learns this spell.

    Evil

  • Attack with Rocks, Fireballs, Storms or whatever.
  • Heat a rock with Fireballs and throw that in enemy village (points for flying, smashing buildings, setting fire to things & killing people).
  • Set fire to some trees and throw the flaming ones into the enemies' territory as cheap Fireballs.
  • Destroy their resources/buildings.
  • Lightning strikes.
  • Pop a forest up in their village & then set it alight.
  • Kidnap their villagers and sacrifice them.

    With that said, let's have a look at the next two levels:

    Level 3

    You start at opposite the end of the island to your rival God atop a high mountain with narrow twisting populated areas. Food is you first problem, make sure you do the multiple click on the edge of the store to get maximum amounts of wood/food (anything up to 60,000 food & 25,00 wood can be done this way). Your creature is trapped between 3 obelisks and is being tortured; you have to capture 3 villages in turn to deactivate each one of them. Without your creatures help for the majority of this level you face a long hard slog. You are required to micromanage your people which is time consuming.

    You face three puzzles; Spoiler - skip the bullets if you wish to work these out yourself:

  • Tree Puzzle. At the base of the spiral Mountain, the tree puzzle from level 2 re-appears with a twist. Clicking on trees now toggles 3 types of tree. Work through this in slow time, avoid adjusting the central tree. Unfortunately the reward is not as useful as in Level 2.
  • Mystic. The old mystic who lives in the temple on top of the spiral mountain goes for a walk down the hill. This is a tricky and annoying puzzle. You have to follow him down the hill. You must keep him in sight, but if he sees you he disappears and you have to start all over again. There are two places coming down the hill that he shimmers & sparkles at. When you reach these, they become the re-start points making life a bit easier. When he stops, zoom out a bit, too far he vanishes, but if you stay too close when he holds his hand to his face he spots you. When you reach his meditation spot he offers to help you later in the level:

    o The first time is when the first village is threatened with fire.
    o The second time is when wolves attack.
    o The third to place a Wonder just beyond the second village.

  • Fool. You will hear a voice taunting you every time you move over the water between your temple & the mystic's mountain. Zoom in to the shore and you will find this Blue chap who you cannot kill or drown (or even sacrifice). When you throw him you can temporarily cast spells where he lands. Getting him to land in the villages is useful. Throw him a second time if he didn't make it.

    This level is easily the longest to complete. The amount of help required to keep villagers happy is ridiculous. Make full use of the single shot wood miracle at the foot of the waterfall. Bookmark it a return their often.

    It is possible to create fishermen if you are quick enough placing them through the Red mist at the foot of the valley past the single field. Handy considering how hungry they are a t the beginning.

    The second you capture a village, expand directly towards the next one. This will expand your influence in the right direction for the next assault.

    Use your main village to supply kit to the newly captured ones later in the game.

    Move villagers from the second village as soon as they start moaning they need houses. They breed like Rabbits for some reason!

    As soon as you release your creature heal & feed him before attempting to go near the final village. They can be swayed with miracles your creature will need to perform. Alternatively destroy it!

    You are then faced with a choice of obliterating the opposition or not when he offers you the Creed. This is a heart shaped fluffy leash as far as I could tell!

    When the vortex opens through as much wood/food and people as you can be bothered too. You need all the help you can get on the next level. You could drop a Miracle Forest in the vortex...

    LEVEL 4

    You are required to obtain 3 pieces of the Guardian Stone before collecting the second creed. Your initial village site is constantly bombarded with fireballs. It is extremely difficult to protect and feels overwhelming unbalanced in term of learning curve, particularly with the lack of belief you suffer from the outset.

    This level suffers the failed save problem. Where the game simply is unable to save your current status. This occurs at random with no indication. Going into the temple the next time you play allows you to go to the last auto-save position before the game failed to save. Check the date stamps. You should download BWBackup before going too far on this level until the game is officially patched. You could also try Defroster, which gives partial success, but the error manifests again. Rebooting you machine also seems to cure it for a while. I believe it may be because B&W leaks memory like a sieve.

    Puzzles are trickier than before. Spoiler. Skip the bullets if you want to discover the solutions yourself:

  • Bells. You can tackle this puzzle once you have converted the Japanese village, which is North West of your temple. This is just the old Simon electronic memory game. 123523141 from left to right. This stops the Fireballs and gives you a Guardian stone. Difficult with the pointer though :(
  • Sleg. You have to win a fight against him. He is harder than a big hard thing. Use whatever magic is available to your creature. Dodge plenty and make full use of your special move. Took me no less than 5 attempts. Stops the Thunder & Lightning. Wins you a Guardian Stone.
  • Missing Relative. You can either return them from the Aztec village to the top of the hill when your influence covers the area, get your creature to carry them there, approach from the shore or simply kill them. Gives you another Guardian Stone and clears the skies of storms.
  • Fishing Net. Simply click the water like a man possessed until the fish are in the net. Easy, and it unlocks the Turtle creature. He is slow & as far as I could tell, brain damaged. Monkey returns.
  • 5 Totems. Don't bother trying to move the second from the left. It does not affect any other pole when lifted. Concentrate on getting the others up in slow increments. A little experimenting soon solves this and makes a single shot Mystic Shield generator available.
  • Maze. Getting the boy out is straightforward; use the obvious pen the hold the Wolf as you move the boy round the long way to escape. The second puzzle seems impossible to solve as the Wolf walks through fences to get at you. This is because some of the fences from the first puzzle remain on screen, but are not really there. Use a pencil & paper to work out which are real. Use the pen technique again.
  • Creature Trainer. Not a puzzle per se, but if you have downloaded any of the creature unlock programmes, the Gorilla, Horse, Leopard & Mandrill, you can exchange you current creature for one of them. More importantly, should you dislike them, change it back. The new creature has all the skills of your old one, with the slant of its own personality.
  • Lady with the Medicine. You have to escort her from the shoreline to the Aztec village. You face 3 problems:

    o Wolves. If you have the Aztec village under your influence, pick them up and throw them away. Failing that drop them off a snack (sheep will do). Should you have enough belief, Fireball them.
    o Burning woods. This is a problem only is you have not defeated Sleg, as a lightning strike ignites the wood. Pull all the big trees up as soon as you have dealt with the Wolves. Then monitor the situation and firefight as necessary.
    o Ogre. He constantly whinges about sheep keeping him awake at night. Enough said.

  • Skeleton Village. Having been cursed by Nemesis, the villages are reduced to being the living dead. You creature can impress them for belief points. The village lacks everything except housing & a totem. They have two. Your creature needs totem training so that you can do one each.
  • Use the Mystic Shield, as the fireball attacks commence, not before. Though this is hard work, as you need everyone worshiping, so nothing gets done. The difficulty here is even with you and you creature on the job, the mixture of Ogres & Fireballs soon obliterates your village.
  • Your first priority is to convert the Japanese village to the North West and solve the adjacent puzzle.
  • Solve the totem puzzle quickly (it is in the North Western corner of the isle adjacent to the Fishing Net puzzle, for more shields.
  • Get your creature to convert villages; obviously he needs to be well trained to do this by himself. Good creatures cast rain, provide grain & wood, convert villagers and cast the flock of birds (Seagulls? Is that an in-joke?). Bad creatures simply Fireball or Lightning everything, smash up the place, eat the residents and so on.
  • Some puzzles only appear once you have converted certain villages. After converting, zoom out and look about for Silver Scrolls.

    Back up your creature & game before exiting Level 4.

     

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