Black And White: Creature Isles
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-*-BLACK AND WHITE: CREATURE ISLE FAQ-*- BY REED BROOKS firstname.lastname@example.org FAQ Version 1.0 Published 2/22/2002 Disclaimer: This FAQ is the work of the author (Reed Brooks). Please do not distribute or modify it without the author's permission. The author knows Pikmin, and the Pikmin are watching you. Software is (c) Lionhead Studios Ltd. All respective logos belong to them, they own your soul, etc. etc. etc. ______ Index: ------ I. Version History II. Author's Note III. Overview a. Introduction b. Island Overview c. Villages IV. Trials a. Tyke's Nest b. Madino's Bowling Trial c. Tyke's Learning d. Guddle's Shepherding Trial e. Fang's Sheep Stealing Trial f. Orrin's Race Trial g. Nazzle's Rescue Trial h. Flitter's Ballista Trial i. Naxo's Fight Trial j. Pristax's Board Game Trial k. Lukely's Building Trial l. Herbo's Protection Trial m. Arkle's Crops Trial n. Yax's Soccer Trial o. Monty's Smashing Trial p. Pashar's Shooting Trial q. Jango's Marbles Trial r. Kula's Missionary Trial s. Rufus' Ring Trial t. Mercurio's Battle V. Optional Quests a. The Miners b. Whack-a-skeleton c. Dolphin Shoot d. Romeo and Juliet VI. New Creatures a. Crocodile b. Chicken VII. Raising Tyke VIII. The Source __________________ I. Version History ------------------ Version 1.0: Initial FAQ _________________ II. Author's Note ----------------- As of the date this FAQ was written, I have beaten Creature Isle twice with two creatures I raised (a wolf named Kaze, who is most skilled at converting villages, and a leopard named Windclaw, the first creature I ever raised). This FAQ was written pertaining to my experiences with them. How you've raised your creature will most likely affect the difficulty of raising Tyke, as well as the difficulty of some trials, so please keep this in mind as you read the FAQ. _____________ III. Overview ------------- a. Introduction With Creature Isle, the focus shifts from godly struggles to the creatures. How well you've raised and trained your furry/scaly/feathered companion will ultimately decide if he joins the Brotherhood...or does it? The answer in a nutshell: yes and no. There are certain miracles and abilities your creature is going to have to know in order to succeed in the trials. However, most of the trials involving your creature will have you intervening or directing your creature in some way. There are some trials where your creature isn't even involved at all! This is a mixed blessing: on one hand, it makes the trials a great deal simpler, as you don't have to train your creature how to do each one beforehand. On the flip side of the coin, some of the mystique of some trials is lost when you realize that the creature's actions in said trials are mostly preprogrammed. Ultimately, the better your creature is trained, the easier it'll be to complete the trials. However, you could also just scrape by with a cow that knows only water and heal miracles. b. Island Overview The majority of the island is self-explanatory, and you can treat it mostly like you would any other map in a normal Black and White game. However, there are some special areas/things of note, some of which are fairly useful, and some of which are simply staging points for trials. Note that all compass directions mentioned assume that the temple's creature pen is facing north. Dojo Location: directly SE of your temple. The dojo acts as a center for the Brotherhood. When you succeed in a trial, the creature running that trial will report here and raise their respective plinth. Once a plinth is raised, a creature from the species depicted on the plinth will appear and take up residence in the dojo. This creature will then be available to fight against as well as be switched to. It's important to know that these creatures are not the same creatures that run the trials (ex. You don't fight Madino if you click on the cow plinth, you fight a generic cow), so if you were hoping to switch your creature to Koax or Mercuio and use the "Source," then you're out of luck. Creature Creche Location: South of your temple You don't have to use this if you don't want to, but it's pretty useful. When the silver scroll above the building is clicked, the woman running the creche will agree to take care of Tyke for you. Tyke will then appear in the creche (regardless of where he is on the island), and remain inside the creche until you click the silver scroll again. This is useful for when you don't want Tyke wandering aimlessly while your creature is completing a trial, or have Tyke interfering in a trial. However, please note that Tyke will not eat inside the creche, so be sure to pull him out before his hunger reaches 100%. Bao trees Location: at the end of the long strip of land south of your temple This is where Tyke's egg is found. Once this is done, however, there's never any reason to come back here. Volcanic area Location: SW of your temple. Madino's set up his bowling trial here, proving that some creatures never use the sense God gave 'em. However, you might be able to use this area's geothermal heat for something... The Gates Location: near the Celtic village These giant gates are surprisingly similar to the gates found on the first land of Black and White. However, there are no set of stones that open them up. The gates are normally closed; however, they will open if Tyke is nearby. Arkle's Farm Location: far N of your temple This is where Arkle's trial takes place. It seems like a relatively boring place to note, but what makes it stand out is the fact that it has the only animal herd on the isle (a herd of horses). c. Villages With no enemy gods around in Creature Isle, there's no need or rush to convert villages. Thank (insert deity of your choice here). In theory, converting the two neutral villages is completely optional. However, unless you've trained your creature to do the certain miracles required in some of the trials, you'll probably find it easier to cast them yourself instead. And hey, extra influence couldn't hurt. Egyptian village Miracles: Water (normal and increase), Wood, Food, Heal (normal and increase), Fireball, Lightning This is the village that you start out with on the island. And fortunately, it's got all the basic necessities. Other than that, there's not much to say. Celtic village Miracles: Wood, Speed up, Forest, Storm (normal and increase), Strength, Freeze This village is in a valley north of your starting position. This village really doesn't give you much help in village management: you already have the Wood miracle, and the Forest miracle fades in comparison. Also, Storm is nice for belief purposes, but since you'll probably have only one village left to use the Increased version on (provided you haven't converted it yet), it's more or less useless. However, Speed Up and Freeze are effective miracles and will come in handy later. This village will also provide you with a Speed Up miracle dispenser once converted. Japanese village Miracles: Teleport, Wood, Speed up, Enlarge, Shrink, Invisibility This village is probably the more useful of the two neutral villages. You get Teleport, which is fairly useful on this land for getting to trials and places quickly. In addition, you get 4 creature-related miracles, all of which will be extremely useful in some of the trials. Added to the fact that this village will provide you with a Flying Creatures miracle once you convert it, I'd advise you to convert this village first. __________ IV. Trials ---------- NOTE: at the beginning of the game, not all trials will be available. If you see a trial that is not yet available, you may have to complete other trials to unlock it. Also, despite what many reviews have said, there are usually a couple ways to complete each trial. The end is usually the same, but you don't have to always use the same means to reach it. Finally, while sometimes tricky, a lot of the trials rely more on reaction time than sheer brainpower. Basically, refer to this guide only when you're about to snap. All trials are listed under the following format: Name of Trial (self-explanatory) Creature required: (yes or no. Some trials you can complete without your creature. Also, if the trial requires your creature, they will usually be brought to the trial area when you click on the trial scroll.) Trial description: (another self-explanatory one. Tips on how to beat it will be included in here) Tyke help: (You don't need Tyke to complete any of the trials, with the exception of "Tyke's Learning." However, he may be able to assist your creature with some tasks, and will even do certain actions in certain trials). Difficulty: (rated from * to ****, with one star being the easiest, and 4 being the hardest. This ranking is only my personal opinion, and not necessarily the end all.) a. Tyke's Nest Creature required: yes Trial description: soon after establishing your godly self on the isle and talking to Rufus, the elder of the Egyptian village Shadrin will alert you to an egg resting in the Bao trees south of your temple. He'll ask you to hatch the egg, as they've been waiting ages. Get a leash on your creature and command him to haul his furry butt down to the Bao trees. You'll notice Tyke's egg sitting in a nest in one of the trees. The evil conscience ("Blacky") suggests that you throw something to dislodge the egg. So, order your creature to pick up a rock, and then command it to hurl it at the egg. If it's got good aim, it should knock the egg out of the nest (however, if your creature is tall enough, it can simply grab the egg out of the nest without the tomfoolery). After the cutscene with the obligatory local hippie, have your creature pick up the egg and take it to the volcanic area. Once it arrives, direct it to drop the egg into one of the depression in the ground where steam is coming out, nearest to the red hot lava. The hippie will appear and tell you to wait until the egg hatches, so busy yourself with one of the trials, if you have the time. Pretty soon, the egg will hatch, and your creature will have a Robin to his Batman. Tyke help: Uh...well...you do get him for completing this trial... Difficulty: * (The game holds your hand every step of the way. The only way you'd have difficulty is if you haven't read any previews of Creature Isle in the past year.) b. Madino's Bowling Trial Creature required: yes Trial description: One of the first trials available, Madino the cow will challenge you to 5 rounds of bowling. If you get a strike, you get a point bonus on the next two balls. If you get a spare, you get a point bonus on the next one ball. Sounds simple, really. I understand some people love this trial. I personally don't like it that much. First of all, the trial takes a little while. Second, it may take you several tries to figure out the best way to throw the marker. Third, Madino will tend to bowl strikes several times in a row, or blow a lot of them and then suddenly pull out some more strikes near the end of the game. Ultimately, the difficulty of this trial depends on how good your accuracy is. If you spent your time in Black and White lobbing fireballs around like candy, then this trial shouldn't be too hard. If you're godly accuracy is like mine, however... Tyke help: Tyke will tend to sit off to the side and watch the game, if he's with your creature. Sometimes, he'll knock down pins for your creature. However, I have yet to confirm if this nullifies the bonuses from strikes and spares. If you do, please contact me. Difficulty: ** (If you've got good accuracy, subtract a star. If your accuracy sucks, add a star.) c. Tyke's Learning Creature required: yes Trial description: this trial becomes accessible once you have Tyke. It's also pretty freakin' easy. For most of the trial, they'll give you exactly what you need to educate Tyke. The only difficulty is that they want you to teach Tyke how to build things, which your own creature won't be able to learn until near the end of the trials. But otherwise, this is a cakewalk. Note that after the first lesson (teaching Tyke to eat from the fields), the field will remain until you click on the trial's scroll again. So, until you do, you have an unlimited source of food. Your worshippers will never go hungry again ;) Tyke help: he's the key to winning this trial, so make sure your creature takes care of him. Difficulty: * (Come on folks, this trial ain't rocket science.) d. Guddle's Shepherding Trial Creature required: yes Trial description: Another trial that's immediately accessible, and probably one of the most boring ones on the isle. Guddle the sheep wants you to herd his ten...sheep back into the pen he's standing in. Supposedly, the wolf is supposed to make this task more difficult, but the only thing he did with me was pick up a sheep and put out a little farther away. Anywho, since you'll probably end up scattering the herd with your creature, you'll need to round them up 1 or 2 at a time. The thing to remember is that if your creature gets close, the sheep will bolt away from him. Keep in mind that it's not a directly opposite course change: the sheep will often deviate from the one direction its running and continue to run in more or less the same direction, unless you keep on it with your creature. This trial is more time consuming than anything else, and unless you scatter the sheep very far away from one another, you shouldn't have any problems. I did this trial in about 20 minutes, but some online have claimed it's taken them as much as 50 minutes to complete, so be prepared to be busy awhile. Note that completing this trial will open up Fang's Sheep Stealing Trial. Tyke help: you can have him here, but the sheep don't seem to give him the time of day. Considering his method of following your creature, that's not necessarily a bad thing. Difficulty: ** (The most difficult part of this trial is not dying of boredom before you complete it.) e. Fang's Sheep Stealing Trial Creature Required: yes Trial description: Fang, the carnivore end of the wolf and sheep duo, challenges you to a game of invisible hide and seek. This is horribly, horribly difficult. Except that you can still see his footprints. And you can hear him howl. And you can do so the moment he turns invisible and keep tracking him with your camera. Who am I kidding, this trial is a joke. All you have to do is follow Fang's footprints as soon as he turns invisible, and use a leash to make sure your creature keeps up. After about 1-2 minutes of running around, Fang will stop, and if you've been following him with your creature, Fang will reappear, compliment your impressive tracking skills, and repeat the process. Catch him 3 times in a row to win this trial. The only difficulty is when you lose sight of his footprints. In that case, listen for his howl, and follow that. Your consciences will also alert you to his presence when he's nearby should you happen to lose him. Tyke help: Not sure. He might be able to find Fang, but with the probable size difference between Tyke and your creature, Tyke will be lucky to even keep up. Difficulty: ** (If you lose sight of Fang, it's going to be tough, but as long as you follow him carefully, you won't have any problems. And no, you CAN'T bookmark him.) f. Orrin's Race Trial Creature Required: hai (yes) Trial Description: Orrin the tortoise sets the description up simply. The only rule is that you have to pass through the stone gates. Otherwise, it's a free-for-all. Kind of like a fight with Mike Tyson. Anyway, it sounds simple, except Orrin knows the shortcuts and cheats like Bill Clinton. There's a shortcut that you can make use of by using the shrinking miracle provided by the Japanese village, and you can freeze Orrin with the appropriate miracle from the Celtic village. Or, if you have both villages converted, you can use both tactics against him. The easiest way to win the trial is to take the shortcut, as it cuts the course distance by almost half. Unfortunately, the shortcut is a valley, and the both ends of the valley are impassible to a creature any larger than the ones at initial size (in other words, the size of the creatures you find on land one in Black and White). So, you'll have to use the shrink miracle from the Japanese village to make your creature fit through. You'll know you're at the shortcut when you see two Egyptian obelisks. Keep in mind, Orrin will freeze your creature just before he makes himself shrink and heads towards the shortcut, so stop him cold with the freeze miracle, should you have it. If you can't take the shortcut (because you don't have the Shrink miracle), use the Speed Up miracle and have your creature haul tail around the track, watching out for the hazards along the way (the volcano spewing fireballs just past the shortcut can be a pain). Also, you can use Orrin's cockiness against him. If he's in the lead when he comes up to the shortcut, he probably won't take it (and will probably cast a speed miracle on himself instead). Remember, it doesn't matter how long you're in the lead, only whose in the lead in the end. Keep in mind, there are NO rules (for the most part), so feel free to hinder Orrin in any way your twisted little mind can think up. Tyke help: only your creature counts, I think. If Tyke can even keep up, then you have one special little critter. Difficulty: ** (If you walk in unprepared for this trial, you'll get your butt kicked. Also, it's easier if you play through it a couple times, as you can usually follow Orrin the first time to find the best route.) g. Nazzle's Rescue Trial Creature Required: yes Trial Description: Pretty simple in theory: rescue the bear. Difficulty in theory: getting to said bear. The wolves will see/smell your creature if it gets too close to them, and the hermit will hear him if he walks past. End result: your creature gets zapped. So, you need to be creative. There are a couple ways to go about this: -At night, while the hermit's sleeping, use the Invisibility miracle on your creature to sneak up. Make sure to stay away from the wolves at the base of the hill. Once your creature reaches Nazzle, have him (or, if you have the influence, yourself) destroy the windmill holding Nazzle to complete the trial. -Or, if you have the influence and miracle, create a teleport to where Nazzle is and have your creature use it. Tyke help: dunno. Difficulty: * to ** (depending on the method you use) h. Flitter's Ballista Trial Creature required: no Trial Description: Flitter's poor pal's been given the head of a donkey, and he needs you to fire him (using his trusty ballista) to the three herbs scattered around the island. Note that you can't grab the mule- headed man and drop him near the herbs (he won't take them, for some reason), so you'll need to have good aim. The three herbs are identified by a blue aura around them, and can be found in the following areas: -on a cliff behind the ballista -a small island NE of the Aztec temple that the chimps are building -on one of the cliffs of the canyon that was a shortcut in the race with Orrin. You'll only be able to see the aura of the herb on the island, so you'll need to scout out the position of the other two, and aim carefully. If you're having trouble, remember this: for the first herb above, aim to the right of the rocky spire. For the last herb, aim to the right of your temple. Other than that, there's not much I can help you with here. How hard this trial is for you is dependent on two things: how well you can mentally judge arcs, and how quickly you learn through trial and error. You can press ESC at any time to cancel your shot. If the man says "looking good," or something to that effect, however, give him a chance. He doesn't have to land in the blue aura, just close enough to the herb to be able to walk to it. Tyke help: N/A Difficulty: ** (This is a trial where you're going to have to use the old lobe in order to complete it.) i. Naxo's Fight Trial Creature Required: yes Trial Description: Ah, finally some senseless violence. Naxo (who's obviously watched Star Wars too many times) challenges you to defeat him. Of course, it isn't that simple, as he uses the force...er...source to assist him in battle. A quick rundown of his attacks: -Source push: thin yellow/orange trails will come from Naxo and connect to your creature. The sequence usually goes like this: push back, knock to the side, trip. Although this doesn't do any damage to your creature, Naxo often uses this before another source power to make your creature vulnerable to attack or to temporarily incapacitate your creature so he can heal. Basically, if he uses this, expect another source attack to be coming. -Source Heal: Naxo's appearance will change, as if he was at 1.00 alignment, and use a Heal miracle. Once he starts using this move, there's no way to stop it, but you can smack him around a bit to soften him up for your next attacks. -Invisibility: just what it says: Naxo turns invisible. It also seems that during the time he's invisible he doesn't take damage. -Source lift: Naxo's appearance will change, as if he was at -1.00 alignment and launch around 3 rocks sitting around the arena at your creature. If they hit, they can take a decent chunk of health off, which makes this one of Naxo's more deadly attacks. -Source lightning: like the source lift, Naxo's appearance will change, like he was at -1.00 alignment, and hit your creature with three lightning miracles in succession. Even though if your creature gets set alight by this attack, the fire will quickly die away after the attack is over. Unfortunately, while Naxo's using this attack, you will be extremely lucky to get a move in between lightning strikes, so this can be a D-day attack if your creature's at low health. Not good, huh? How do you survive? -Be experienced with how your creature fights. It's no big if you don't have a combat-intensive creature (apes, sheep, cow, etc.), as long as you know how they fight, you should do okay. -Prepare for the long haul. Make sure your creature's well rested and fed before going into this battle, because it'll last awhile. -Heal often. You should make it a rule to heal when your creature's around 50% health. If you don't, Naxo can take you down quickly with an unexpected source attack. -don't waste your time with offensive miracles. Naxo is immune to them. Only use Heal, as other miracles your creature casts on himself barely last longer than the time it took to cast them. Basically, don't let up on Naxo. It may seem impossible to win, but keep on him and you'll eventually triumph. Tyke help: he can cast miracles on your creature. But if you do want him to help, SAVE FIRST! If he casts a miracle that disrupts the match (Shrink, Grow, Freeze, etc.), the fight will stop and your creature won't be able to move, as well as you won't be able to use miracles. In other words, unless you find a creative way to get your creature to move again and end the trial, you'll have to start ALL OVER. And doing Guddle's Shepherding trial is something no one looks forward to. Difficulty: *** (If you're good at creature combat, you can take a star away. If you've fought a total of 2 matches ever since you got Black and White in April, you can add a star.) j. Pristax's Board Game Trial Creature Required: yes Trial Description: Another victim of an ogre's curse, this time Pristax needs you to beat the ogre at his board game and retrieve the Anti- Miracle at the top of the mountain to cure him. At the beginning of each turn, you roll a die to determine how far you move. During the game, however, the squares you land on will have certain effects: -Blank square: nothing happens. -Bats square: a picture of a bat, this square will force your creature or the ogre back two spaces. -Combat square: a picture of two people/creatures fighting, usually with a grave marker. The ogre is not subject to the effects of this square, but if your creature lands here, he'll have to fight an ogre at the top of the mountain. The ogre is immune to miracles, so you'll have to have your creature pound him into submission with his own to fists/claws/wings. Winning combat will advance your creature one square ahead. -Speed Boost square: a picture of a man running, this will add an additional two to your next roll (allowing you to move up to 8 spaces in a single turn!) -Swamp square: a picture of swamp grass, this will subtract two from your next roll. However, you will always move a minimum of one square, even if you roll a one or two. -Mushroom square: a picture of a mushroom, this will cause you or the ogre to lose a turn. The picture with a snowflake will trigger icy mountain winds, and thus has a similar effect. -Teleport square: there are two pairs of teleports on the board: the first two are linked together, as are the last two. Depending on which one in the pair you land on, you'll go either forwards or backwards, so aim to hit the one farthest behind in a pair. Beating the ogre to the top will win you three things: Pristax's support at the dojo, an Anti-Spell miracle dispenser, and your creature will also automatically learn the Anti-Spell miracle. Sw33t! Tyke help: not that I know of. Difficulty: ** (it's long, and a little tense at times, but rather fun, and the rewards are well worth the trouble.) k. Lukely's Building Trial Creature required: yes Trial Description: the first time you click this scroll, you'll be told by Lukely that you need to complete Herbo's trial first. This will unlock Herbo's trial for you. Once you've beaten Herbo's trial and return, Lukely will direct you to leash your creature to the wonder and let them do the work. After a while, your creature will have learned construction (which, if you can teach your creature when and where to use it, can be extremely useful). Tyke help: why not have Tyke with your creature while he's learning, so he learns at the same time? That way, you kill two birds (bad pun) with one stone. Difficulty: * (Listen: you leash your creature to something. You go use the bathroom. Your creature learns how to build while you're gone. How hard is that?) l. Herbo's Protection Trial Creature Required: yes Trial Description: It sounds so simple: keep the giants away from the stones. If they reach the stones, they'll knock down the tower. However, the first few times you play this will probably drive you batty trying to figure out how to stop them all, because you'll be so busy juggling them that eventually one will get the upper hand and beat your creature to the rock. That said, here are a couple things to keep in mind: -The giants your creature scares won't turn around until he hears him roar. Basically, if you scare a giant, and your creature moves to another rock, the first giant will keep walking towards the campfire until he hears your creature roar, where he will promptly turn around and head back. Use this to your advantage: don't waste your time waiting for the giant to sit down. When the giant is near his corresponding fire, move your creature to another rock. The giant should sit down, even if your creature is no longer in his way. -Don't always go for the giant closest to his rock. This seems like a strange thing to say, but if you try, you'll end up failing this trial because you won't be able to keep all the giants at bay. Basically, if you see a giant close to his fire and one halfway to the rock, scare the giant near his fire first to get him out of the way, and as he's getting ready to plop down, move your creature to the next rock and scare the closer giant away. This trial takes a few tries to get used to how long the delay between moving to another rock and the giant turning around are, but once you figure it out, it's easy. Tyke help: he can't do anything except watch. What self-respecting giant would be scared of a giant chicken anyway? Difficulty: *** (It's all in your timing.) m. Arkle's Crops Trial Creature Required: yes and no (influence depending) Trial Description: Arkle sets a trial for you as he goes off to join the Brotherhood...wait a second, I thought only Brotherhood members could set trials. CURSE YOU LIONHEAD! CURSE YOU AND YOUR PLOTHOLES! Er...anyway, you need to water Arkle's fields at least once a day. Twice is all right, but three is overkill, and the crops will grow little (if any) that day. If you don't water the crops at all, they'll slowly wither and die. Like your good conscience ("Whitie") says, this is a trial of patience. Unless you've taught your creature to poo in the fields (I haven't, yet) expect to spend at a minimum 4 game days on this trial. However, if your influence reaches the trial area, you can water the crops yourself. Tyke help: he can water the fields too. However, he'll tend to overwater them, so it's doubtful if you really want his assistance. Difficulty: * (not hard, just long.) n. Yax's Soccer Trial Creature Required: yes Trial Description: Yax, the resident Rasta mandrill (mommy, make the racial stereotypes stop!) sets this trial. Basically, you have to kick the soccer ball through four gates before you can even attempt to shoot it at the goal. Oh, and his pals are here to make it harder by kicking the ball away. Not to mention a 7 minute time limit. Here's a crash course on how to aim your shots: imagine a straight line starting from your creature, intersecting the soccer ball, and continuing through the ball in the same direction. That's the direction the ball will go. Anyway, here's a good way to go through the gates: kick the ball through the first gate on the plateau near the start. It should probably fall into the green grassy valley area, so kick it through the gate in that valley, and then kick it through the nearest remaining gate, which should be conveniently just above the valley gate. The last gate is tricky. The steaming pits will set your creature on fire if he gets close, and if the ball falls in, it'll be a while before it pops out again, so make your first shot count to save time. The goal can be a pain in the butt. Often, your creature will just lack the extra oomph to get it in the goal, and the goalie Mandrill will send it far out again. Keep on the ball though, and you should be able to easily complete this trial with as much as two minutes remaining. Tyke Help: I swear, the ball's as big as he is... Difficulty: *** to **** (aiming the ball can be a pain at times) o. Monty's Smashing Trial Creature Required: yes Trial Description: Monty makes it simple: 4 huts plus a Japanese wonder. First one to smash them all wins. Simple, ne? Basically, how hard this is depends on your creature's size and alignment. Evil gods will have an easier go at this than gods who've raised their creature to not harm a fly. If you're the latter with a large creature, if you click the leash of aggression on a hut that your creature is extremely close to, they'll quickly stomp it flat. This can be a lot quicker and a lot less time consuming than casting miracles and/or setting the huts on fire. Note that the sparkle around a hut indicates that it still needs to be destroyed. Only when the hut's sparkle disappears is it considered destroyed. You'll have to probably hit the Japanese wonder a couple times to see the sparkle, and once or twice more to finish it off. Finally, just so you know, even if your influence reaches to the trial area, you will not be able to interact with the environment during the trial. Tyke help: Hey, two is more than one! Difficulty: ** to **** (two for aggressive gods, who will easily speed past Monty, and four for pacifistic gods, who will have a hard time beating him.) p. Pashar's Shooting Trial Creature Required: no Trial Description: Another trial where you as a god go el solo mio. Pashar challenges you to senselessly shoot at/blow away his marauder chums. Boo yah! You'll need to hit at least 16 marauders to win this trial. Like Flitter's trial, you'll use the ballista cannon, but this time you'll be moving, and with explosive barrels as the ammo instead of mule- headed villagers. So once again, it's another trial where your ability to mentally judge trajectory is going to come into play. Also, it's definitely going to take you a few tries as you memorize the patterns of the marauders, and where they tend to go as you move towards the Celtic village. Keep in mind a couple things: the explosion will often take out the marauder, so you don't necessarily need a direct hit. Also, there are a couple marauders that will pop up near the Celtic village near the end. One will be on a cliff to the left as you enter the village, and another will pop out of the forest as you near the end of the trial. Note that the barrels are destructive, and do set fires. If you're not careful, you could easily set half of the Celtic village on fire with your trigger-happy self. Tyke help: N/A Difficulty: ** (it can be tough at times, but rather fun...) q. Jango's Marbles Trial Creature Required: yes Trial Description: Simply enough, Jango the ape challenges your creature to a game of marbles. You both get six marbles, and the creature with the highest number of points at the end of the game wins. The problem I've noticed with people who have trouble with this trial is that they tend to play like they're in a vacuum: that is, they don't bother to try and attack Jango's marbles with their own. If you do this, then you'll lose this trial every time, as Jango's accuracy is astoundingly good. Make sure to have your creature toss marbles just to knock Jango's marbles out of the center of the circle. Your marble may roll to the outer circle, but if you can knock 140 points off Jango's score by knocking one of his marbles from the center to the blue ring, then you've gained the advantage, in a Machiavellian sort of way. Tyke Help: He stands off to the side during the trial. I haven't seen him interact with the game yet. Difficulty: ** (not hard, but it's no cakewalk either.) r. Kula's Missionary Trial Creature Required: no Trial Description: Kula needs you to gather up the missionary crewmen so he can sail home to his icy home. To gather the crewmen, you need to bring the ship to them. To bring the ship to them, you use Whitey to maneuver the missionaries' craft. Manuevering can be a bit tricky, but you'll soon get used to it. Make sure you don't have the ship going too fast in one direction, or it'll be almost impossible to stop it when you need too. Anywho, you need to gather up five crewmen. They'll appear in the following order. Keep in mind that you must find them in this sequence. If you don't, they won't appear in the location listed until you've found all the crewmen before them. It doesn't make any sense to me either. If you're having trouble finding them, hit the S key and look for someone labeled "Actor" around the coasts of the island. 1. Dock around the volcano area. It's on the thin strip of land between Madino's and Nazzle's trials. 2. Dock on the outskirts of the Japanese village. You'll need to use some decent maneuvering to avoid the patches of land on the way to the dock. 3. A dock in an inlet near Pristax's board game trial. This one can be tricky, so take your time. 4. Dock between the volcanic island north of your temple and Arkle's farm. The storm at the mouth of the nearest entry will send the ship out of control, so go around the island to reach the dock. 5. the small island NE of the Aztec wonder (the same one where you found the herb for Flitter's trial). When completed, the missionaries will leave, taking Kula with them. And I was so close to killing them too... Tyke Help: N/A Difficulty: ** (this isn't tough. Just take your time and you'll do fine.) s. Rufus' Ring Trial Creature Required: yes Trial Description: this trial will only become available once you've completed all other available Brotherhood trials. Rufus, impressed with your creature's abilities, now sets his trial as the final hurdle to joining the Brotherhood. You must take three rings from the bottom of the island to the top of it. Along the way, there are little blue ogres running around that will freeze your creature if he so much as looks at them funny. To top it all off, you only get seven and a half minutes to deliver all three rings. Seem impossible? Not really, if you know a cheap little shortcut. Here's how to do it: once you've grabbed a ring from the bottom, go past the pile of rocks on the right (this means your creature will have to walk along the coast of the island). Past the rocks, you'll see a narrow pathway between the rock wall and the forest. Your creature can simply walk up this path, drop the ring down, and walk back down the same path for the remaining rings. If you can't find it, click on the bottom starting area while your creature's standing at the top of the island will often cause him to use the path. You can easily complete this trial in under three minutes using this method. When you complete this trial, your creature becomes an eternal member of the Brotherhood. Congratulations! Tyke Help: He can be a tagalong, but otherwise he's not much use. Difficulty: * to **** (the secret path makes this a 1 star trial, but if you simply must insist on doing it the hard way...) t. Mercurio's Battle Creature Required: yes Soon after your creature earns his Brotherhood ring, Mercurio will appear and say, "yo, you now our dog for life. But if you wanna mack with my babe, you gotta dance with me, dawg! Let's see if yo' new age phatness can beat my old school, yo!" He doesn't say it exactly like that, but you get the point. If your creature wants to even get an inch within Eve's presence, he's gotta prove to Mercurio that he can protect her. And what better way to prove to her guardian (Mercurio, for those of you who are slow) that your creature is capable by beating him to within an inch of his life? Unfortunately, if you thought Naxo was difficult, then you will be unpleasantly surprised. Mercurio knows the source too, and his source attacks are more powerful. His source attacks are similar to Naxo's, and powered up in some instances (for example, for his Source lift, he'll generate a ring of flaming rocks above your creature, and bring them crashing down on him). You'll need to apply the same concepts you used against Naxo against Mercurio if you want to have any hope of surviving. Defeating Mercurio will win your creature the right to meet Eve. Whether she accepts him as a mate or rejects him as a deadbeat dad will depend on how your creature has treated Tyke. <><>NOTE: Has anyone ever had their creature rejected by Eve? Surfing through the sound files, I haven't been able to find any evidence that she can turn your creature down.<><> Difficulty: **** (This rating will vary widely, depending on your fighting skills, but with so much at stake, you may make unintentional mistakes.) __________________ V. Optional Quests ------------------ During the course of the game, you may come across some silver scroll challenges. Completion of these is completely optional. a. The Miners Some miners have been blasting in a mine on the isle, and now they're on fire. If they reach the houses on the coast, they'll set them alight. You'll be provided several water miracles to put out the miners, but it's probably a lot faster to press R (which automatically charges the last spell you cast) after you use the first miracle seed. You need to put out three waves of miners without them setting the houses on fire. REWARD: a water miracle dispenser. Wow, don't you feel special. b. Whack-a-skeleton Soon after converting the Japanese village, you may notice this challenge spring up at night. When you click it, a local villager will tell you about the skeletons (spirits, ghosts, what have you) of their ancestors rise up at night and scare the kids. He says that by picking them up, you can make them believe in you, and their souls will rest in peace. Huh? Anyway, it's an...interesting challenge, to say the least. You need to grab the skeletons as they appear, and not pick up the living villagers. If you pick up enough skeletons, you'll complete the trial. Come on, if you've ever played a whack-a-mole game, this'll be a cinch. REWARD: Loving creatures miracle dispenser. Be nice if it were more useful here... c. Dolphin Shoot Simple challenge in concept: take the water gun, shoot the dolphins. Hard part of challenge: getting enough points. You have to be precise to hit the dolphins underwater, but for the most part you can hit the dolphins upright in the water as long as you have the reticule at or beyond their position. There are a couple things to remember: you can get multiple points for shooting the same dolphin. It's not impossible to get 5 or more points off a single dolphin. Also, the water gun has a limited capacity. Once you exhaust it, it'll take a couple seconds for it to recharge its water supply before you can start shooting again. Finally, the water doesn't come out all that quickly, so you'll need to lead the dolphins to have any hope of hitting them. REWARD: if you score below 50 points, you'll get a miracle seed (the higher your score, the higher quality of the miracle). If you score above 50 points, you'll earn a Freeze creature miracle dispenser. Useful if you haven't completed Orrin's Racing trial yet. d. Romeo and Juliet Near Arkle's farm you may have noticed two guys sitting around a campfire (a Norse man and a Viking). Well, the Norse man has a problem. He loves the girl in the small house on Arkle's farm, but the girl's father won't let him anywhere near her. His name is Romeo, and hers Juliet. Your goal is to reunite them. Note that you can knock on houses, even outside your influence. If inside your influence, grab Juliet and put her by Romeo. If your influence hasn't reached that far yet, have your creature pick her up. Note of course that you don't have to do this to complete the quest. Kill her father. Kill her, if you're feeling mean. Kill Romeo, if it makes you feel good. REWARD: Another Loving Creatures miracle dispenser. Jeez, it ain't that useful... NOTE: This quest has no silver scroll. Also, if you want a good laugh (and have Winamp), go to your CreatureIsle/Audio/Dialogue directory and click on CI_Villagers (if you're prompted, open it with Winamp). Fast forward it about 35 minutes in to hear some outtakes from Romeo and the Viking ;) _________________ VI. New Creatures ----------------- a. Crocodile Overview: One of the two new playable creatures in Creature Isle, the croc is a bit of a disappointment. It seems that Lionhead didn't fully program it, so it seems to have some flaws. It seems that it's unable to eat anything (at least on my game), and from reports on the internet I've heard, it can't eat fish out of the ocean. Intelligence: Still have to do some research on this one. Maneuverability: It's got decent speed over the ground, but it making a wide turn takes longer than it does for other creatures. Basically, other creatures can simply turn. Crocodiles have to jump in the air to turn a significant distance. Combat: This should've been the croc's strong point. Unfortunately, it seems that it isn't that great. It has a chomp attack that comes out relatively quickly, but many of its other attacks have a long delay time, so it has trouble fighting in close. Its special attack is also rather slow: it starts off with a mantis style-esque stance, and then leads in with a jump kick. It's an excellent attack over long distances, but almost useless close in. How to unlock: complete all Brotherhood trials (including Rufus's trial). The crocodile plinth will be raised when Mercurio appears. b. Chicken Overview: Is it just me, or is Lionhead getting kind of lazy? The chicken uses a lot of animations from the horse and zebra. Even its basic fighting moves are the same! Otherwise, I think the chicken's a fairly average creature. Intelligence: I need to do some research in this area. Maneuverability: The chicken is no leopard, but it's no tortoise speed- wise either. Combat: The chicken fights a lot like the horse (and zebra) do, so if you're comfortable fighting with them, you should pick up the chicken's fighting style fairly quickly. He also shares the crocodile's special move. It's good at long distances, but useless close in. How to unlock: Complete Tyke's Learning. Rufus will raise the plinth. _________________ VII. Raising Tyke ----------------- Remember when your mom used to scream at you "someday I hope you have kids that treat you the same way you treat me!" Remember how your grandma told you she told your mother the exact same thing? Anywho, it's a lot like that with your creature and Tyke. Tyke will spend most of his time following your creature around, and your creature will probably be happy to oblige little Tyke's curiosity. However, there are some ways for you to help: -you can INDIRECTLY teach Tyke through your creature. For example, if you want to steer Tyke for a preference towards sheep, have your creature eat one and reward it. When Tyke copies, your creature will praise it. However, keep in mind that this isn't a perfect method: you won't be able to tutor Tyke this way and keep your creature's personality the same way, as you may end up teaching him things you don't want him to do. -Tyke is actually quite observant, and will learn miracles you cast (most of them faster than your own creature could learn). However, it seems that he only learns how to use them through watching your creature (for example, you may teach Tyke Megablast, but he won't know what to do with the spell until he watches your creature using it against something). -You can bring Tyke food, if your creature is unable to supply it. However, Tyke usually won't eat unless he gets your creature's approval. Tyke will be a chicken when you first get him. His knowledge will be transferred to your creature's child when he mates with Eve, and Tyke's species will be whatever species your creature is when he meets Eve (so if your creature meets Eve as a wolf, then his kid will be a wolf). ________________ VIII. The Source ---------------- This is probably the most hotly debated topic about Creature Isle. Many have theorized how to teach your own creature to use the Source, the mysterious power utilized by both Naxo and Mercurio. Some say that the Source cannot be used by your creature. Unfortunately, there have been several theories, none have which been proven as of yet. Lionhead isn't talking. However, most agree that there is one prerequisite to earning the Source: you'll need to earn the Gauntlets of Power. Earning them is simple: after entering the Brotherhood, beat all of the creatures at the dojo at least once. You'll see a small blue mushroom by the plinth of each creature you've defeated. Once all are defeated, Naxo will arrive and grant you the gauntlets. Other than that, it's a gray area. Anyone with information on a theory that's actually been proven, please contact me. Otherwise, this mystery remains unsolved. Until it is, I will refrain from putting any theory here without any significant evidence, as there are already more than enough rumors floating around. _______________ Contact/Credits --------------- This section is for now, empty. Anyone who submits me information that I end up using in this FAQ will be listed here. If you have any information about/for this FAQ (errors, secrets, etc.) please e-mail me at email@example.com. End quote: "There are many guards in the castle!"-Adventurers! -----------------------------------------------------------------------