                           __        ___    ____
                           \ \      / / \  |  _ \
                            \ \ /\ / / _ \ | |_) |
                             \ V  V / ___ \|  _ <
                      _     __\_/\_/_/ _ \_\_|_\_\____
                     | |   / _ \ / ___| |/ / ____|  _ \
                     | |  | | | | |   | ' /|  _| | | | |
                     | |__| |_| | |___| . \| |___| |_| |
                     |_____\___/ \____|_|\_\_____|____/

                      %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                      %   Warlocked: FAQ/Walkthrough  %
                      %   For: Gameboy Color only     %
                      %   By: Mike Meevasin           %
                      %   Version 0.3                 %
                      %   mmeeva@hotmail.com          %
                      %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

                      The latest version of this
                       FAQ can and will always 
                         be found at Gamefaqs:
                        http://www.gamefaqs.com




%%%Credits%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Without the help and contribution of these people, this FAQ could not 
have been possible.

- "Kapp Family" (KappM@email.msn.com) for providing the info for the 
   remaining wizards.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


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

%%%Table of Contents%%%%%%%%%%%%%%%%%%

I. Revision History
II. FAQ
III. Basics/Units/Buildings/Wizards
IV. Missions
V. Multiplayer
VI. Credits/Disclaimer

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


******************************************
I. Revision History
******************************************

Version 0.3 (08/10/00):
- Added in the missing wizards.
- Fixed up the Wizards section to make
  it easier to read.
- Missions updated.

Version 0.01 (08/03/00):

- First version.
- Whatever Wizards I can confirm are on the Wizard
  list.
- Started up the Missions section.


******************************************
II. FAQ (Frequently Asked Questions)
******************************************

None yet.


******************************************
III. Basics/Units/Buildings/Wizards
******************************************

---Basics---


If you've played any type of Real-time Strategy (RTS) game you should 
have a pretty good idea how this game works. If not read this section 
to learn how to play.


Controls:

         A Button: Selects a unit 
                   Hold A and use the D-Pad to select multiple units
                   Hold A to deselect a unit
                   Select a group, and press A + Select to form group A
                   Tap A twice on a unit to select all those units
                   Press A + Select to reselect group A
                   Press A + B to demolish your own building

         B Button: Select a group, and press B + Select to form group B
                   Press B + Select to reselect group B
                   Press A + B to demolish your own building
                   Hold B and use the D-Pad to move the cursor faster

         Select: Reselect the last unit/group
                 Press A or B + Select to select group A/B.
  
         Start: Pause




Units:

      Grunt (Human)/Goblin (Beast)
      Cost: $50
      Built at: Main Hall
      Ability: Worker units, used to collect resources, construct and 
               repair buildings and demolish enemy structures.


      Knight (Human)/Warrior (Beast)
      Cost: $100
      Built at: Barracks (Human)/Brawling Pit (Beast)
      Ability: Attacking units, specialized in hand to hand combat.


      Elven Archer (Human)/Skeleton (Beast)
      Cost: $50 + 10 Fuel
      Built at: Barracks (Human)/Brawling Pit (Beast)
      Ability: Long range attackers, weaker than Knights/Warriors.


      Dragon
      Cost: None
      Built at: Main Hall (Need to find Dragon Egg first)
      Ability: Very powerful units, can only be attacked by a Guard  
      Tower, or Elven Archer/Skeleton. Can only command one dragon, 
      however you can have Dragons in reserve.


Buildings:

          Farm
          Cost: $100 + 20 Fuel
          Purpose: A farm is used to create 5 more units.


          Guard Tower
          Cost: $100 + 40 Fuel
          Purpose: Attacks any enemy units within its range.


          Barrack (Human)/Brawling Pit (Beast)
          Cost: $100 + 40 Fuel
          Purpose: Used to train Knights/Warrior and Archers/Skeletons
                   Press A to make Knight/Warrior/B for Archer/Skeleton


          Main Hall
          Cost: None, cannot build
          Purpose: Train Grunts/Goblins and raise dragons


          Temple
          Cost: None, cannot build
          Purpose: Store and summon your wizards here


---The Wizards---

Wizards are powerful additions to your army and are extremely useful. 
Also note that the wizards have alignments. Meaning that they will 
either work for the Human Side, the Beast Side, or any side. Also note 
that not all wizards can be found in the game, you will have to trade 
with others in order to collect them all, boy does that sound familiar 
or what?

Also note that there have been reports of 27 different wizards however 
Pocket IGN reports there being more so be sure to keep searching for 
any hidden Wizards.


Name: Bombwiz
Alignment: Mercenary
Description: An expert in high explosives, Bombwiz is a dangerous and 
             extremely volatile character! His magical power changes 
             enemy units into flash-bombs which explode damaging any 
             nearby units or buildings.
Usefulness: This wizard is pretty useful but also a bit dangerous. When 
            he turns an enemy into a bomb, the bomb has the chance of 
            hurting your men as well. That's about the only flaw to 
            him.


Name: Brickwiz
Alignment: Mercenary
Description:
Usefulness: This wizard is useful for base defense. When you have him 
            out your buildings are much stronger, and thus more 
            difficult to destroy. This can be a lifesaver if you're 
            being attacked and you can't get your forces there in time.


Name: Chickenwiz
Alignment: Human
Description: Deeply traumatized after being plucked and greased by a 
             gang of hungry goblins, this Wizard is now under the 
             protection of Queen Azarel and has become an ally of the 
             Humans, using his magical powers to change enemy units 
             into chickens.
Usefulness: A useful wizard, but not as useful as some of the other 
            wizards. It would probably be better to use wizards like 
            Goldwiz or Fuelwiz.


Name: Chief Zog
Alignment: Beast
Description:
Usefulness: The leader of the Beasts is one of the most useful wizards 
            you can have on your side. When you summon him, the time it 
            takes to make Warriors and Archers decrease. This is 
            extremely useful when trying to amass an army as quickly as 
            possible.


Name: Crowwiz
Alignment: Mercenary
Description: This wizard is adept in the arts of transformation and 
             possession. His magical power changes any friendly unit 
             into a crow, which he can possess and use as a winged spy!
Usefulness: This wizard is very useful. Being able to explore the whole 
            map can be a huge advantage to you. Plus the Crow can 
            attack buildings such as Farms and Barracks/Brawling Pits, 
            and Knights/Warriors without fear of retaliation. However  
            the crow has a very low attack power, and can be killed 
            very easily.


Name: Elvenwiz
Alignment: Human
Description:
Usefulness: I personally find this wizard to be a bit useless. I myself 
            hardly use Archers, but if you have a dragon to face, 
            turning a couple of grunts into Archers will definitely  
            save on some precious resources.


Name: Firewiz
Alignment: Mercenary
Description: Ideal for barbecues Firewiz can turn up the heat until 
             your opponent sizzle! His magic causes enemy units to 
             burst into flames and vanish in a puff of smoke.
Usefulness: A useful wizard. Not exactly one of my favorites, but he 
            gets the job done. Personally I would rather use Windwiz or 
            Stormwiz, but that's probably just me.


Name: Fuelwiz
Alignment: Mercenary
Description:
Usefulness: If your low on fuel you will probably want to consider 
            using this wizard. It's better to use your enemies to your 
            advantage than to kill them anyways. ^_^


Name: Goldwiz
Alignment: Mercenary
Description:
Usefulness: Like Fuelwiz, Goldwiz turns your enemies into Gold. Use if 
            your low on Gold and there are no more mines available.


Name: Icewiz
Alignment: Mercenary
Description:
Usefulness: Transforming your enemies into snowmen is useful, but it 
            pales into comparison to the usefulness of Goldwiz and 
            Fuelwiz.


Name: Mudwiz
Alignment: Mercenary
Description:
Usefulness: Like Icewiz, Mudwiz will turn your enemies into Mud. If you 
            don't have Goldwiz, Fuelwiz, or even Bombwiz you can use 
            this wizard, but again it's not as useful.


Name: Mysticwiz
Alignment: Beast
Description:
Usefulness: This wizard is one of the best wizards in the game. His 
            power turns enemies into hearts for healing. A great way to 
            save on resources, especially if you are running low.


Name: Necromancer
Alignment: Beast
Description:
Usefulness: Like Elvenwiz, this wizard turns enemies into Skeleton 
            Archers. Again I personally feel that Archers are not as 
            useful as Warriors, but that may just be me.


Name: Pigwiz
Alignment: Beast
Description:
Usefulness: This wizard basically has the same power as Chickenwiz, but 
            like the name says Pigwiz turns your enemies into pigs.


Name: Poisonwiz
Alignment: Mercenary
Description:
Usefulness: This wizard makes Archers a bit more useful. Adding poison 
            tip darts to their attacks helps kill enemies much quicker, 
            and works well as backup for your army.


Name: Poxwiz
Alignment: Mercenary
Description:
Usefulness: Poxwiz's power allows you to "infect" your enemies with a 
            disease that other units can catch. Best used in a group 
            scenario.


Name: Quakewiz
Alignment: Mercenary
Description: This mighty wizard flattens buildings with a shout and 
             makes the Earth tremble at the tap of his foot. His magic 
             shakes the foundation of the buildings, causing them to 
             collapse. He also causes moderate damage to units.
Usefulness: Quakewiz's power is best used against Towers and the Main 
            Hall. Since both have defensive capabilities, it is a 
            little harder to destroy them with your men, but Quakewiz 
            makes things much easier.


Name: Queen Azarel
Alignment: Human
Description: Brave and beautiful, she commands the Human forces in the 
             war against the beasts. Her presence on the battlefield 
             gives encouragement to the new recruits.
Usefulness: Like Zog, when you have Queen Azarel on the battlfield the 
            training time for your army decreases allowing you to 
            gather your army a lot quicker.


Name: Sage
Alignment: Human
Description:
Usefulness: This wizard turns your enemies into hearts, which can then 
            be used to heal your army. A must have Wizard for nearly 
            any army.


Name: Sleepwiz
Alignment: Mercenary
Description: Zzzzzzzzz... Do not disturb! This wizard likes nothing 
             better than snoozing all day. His magic sends enemy units 
             into a deep slumber, leaving them open to attack.
Usefulness: With this wizard you can put your enemies to sleep, 
            allowing you to attack them with no damage to yourself. Or 
            you can have another wizard come along and transform it 
            into something, or just destroy it.


Name: Smithwiz
Alignment: Mercenary
Description:
Usefulness: This is another wizard that you will definitely want in 
            your army. His power increases the strength of your 
            Knights/Warriors, thus giving you a power advantage over 
            your opponent. 


Name: Stealthwiz
Alignment: Mercenary
Description: Rarely seen, this deceptive wizard can help your units 
             evade detection! His magic cloak confers invisibility upon 
             your units, which lasts until they engage that enemy in 
             combat.
Usefulness: This is one of the coolest wizards in the game. His power 
            allows you to turn your army invisible until they attack. 
            This is a great way to sneak up on unsuspecting enemies, 
            plus this wizard's power also work well for your workers, 
            allowing them to gather resources without fear of being 
            attacked.


Name: Stormwiz
Alignment: Mercenary
Description:
Usefulness: Stormwiz's power allows you to attack your enemies with 
            lightning bolts. A good wizard to have along as backup to 
            your army.


Name: Sweatwiz
Alignment: Mercenary
Description: Workers taking it too easy? Resources too far away? Send 
             for Sweatwiz to whip lazy minions into a frenzy of 
             activity! His magic power makes worker units super fit, 
             speeding up transport of Fuel and Gold.
Usefulness: This wizard comes in handy quite a bit. Allowing you to 
            gather resources twice as quick assures you that you will 
            have a good head start against your opponent. Plus the 
            ability to build buildings twice as fast is another great 
            thing about this wizard.


Name: Telewiz
Alignment: Mercenary
Description: An adept at telekinesis, this wizard can move objects 
             solely by the power of the mind! His magical power 
             teleports any unit to a random area- useful for opening 
             unexplored territory and confusing enemy units.
Usefulness: This wizard seems useless to me. The power does seem nice, 
            but since the warping is random, it's more useful for map 
            revealing than anything else. Even then Crowwiz does a 
            better job at this.


Name: Toxicwiz
Alignment: Mercenary
Description: Anyone smell gas? This maker of noxious fumes will bring 
             tears to the eye of your enemies! His toxic gas cloud 
             kills and nearby units while it lingers in the air.
Usefulness:


Name: Windwiz
Alignment: Mercenary
Description: This native of the windswept plains can invoke a tornado 
             to blow your enemies into oblivion! His magical power 
             summons a whirlwind which wipes out nearby units and 
             damages buildings.
Usefulness: This has got to be one of the strongest wizards in the 
            game. His wind attack can decimate ground units with little 
            effort, and his Wind Power is enough to destroy most 
            buildings with one attack!


******************************************
IV. Missions
******************************************


                               Prologue...

                      Azarel's Castle on the Ice plains...

            "My Brave knights, the enemy is at the door... 
                        Now is our darkest hour!"

 "Have courage, and steel yourselves for the battle that lies ahead..."


      "I see a tower, Dark and Twisted, beyond the Fire Mountain..."

                    "Guarded by a Dragon's Gaze..."

                   "Our foe, Chief Zog, awaits us!"

         "Now summon the wizards, and let the battle commence!"


***A little note about the Campaigns.***

Like in any Real Time Strategy games there are many ways to accomplish 
your goal, Warlocked is no exception. The strategies I describe below 
are not the only way to beat these missions. Try experimenting with 
what you got and see if that brings you success.


---Human Campaign---


---Mission 1: Harvest---
Objective(s): Mine 500 Gold
              Collect 100 Fuel
              Build 3 Farms


This mission is very easy and should require no help at all. This level 
is meant to help you get into the game and learn the basic controls. 
Just be sure to explore the map and gather any scrolls or treasure 
chests you might find.


---Mission 2: Army Training---
Objective(s): Wipe out the Beasts


In this mission you will be learning about your warriors and attacking 
with them. Use one of your Grunts to explore the area and let the 
others gather Fuel and Gold. As soon as you have the available 
resources build a Barracks and start making Knights. After you get 
around 3 or four Knights, head to the upper-right corner of the map. 
Defeat the warriors and get your first Wizard! Now clear out the other 
Warriors with your Knights and clear this stage.


---Mission 3: Tree of Evil---
Objectives: Return Wizard to the Temple
            Destroy Guard Towers
            Destroy Tree Lair


As the mission begins, set two of your workers to gather fuel, and the 
other two set to gather gold. Next you should look for the wizard so 
that he can join your side. Gather your three Archers, and head north 
of where the Gold Mine is. Only one Warrior stands in your way, and 
your three archers should be able to handle them very easily. Now head 
through that forest path and you will find your second Wizard.

You should now have enough resources by now so let one of your Grunts 
build a Barracks, also train one or two more Grunts at the Main Hall 
and set them to gather resources and build a farm or two. Now start 
pumping out Knights, forget about Archers there aren't too useful here, 
and start attacking the enemy forces.

If you wish you should start using your wizards. Because the game 
randomly assigns a Wizard to certain scenarios, I'm not sure how 
helpful your wizard will be in any scenario so you will have to decide 
whether or not to use them.

The Evil Tree and Guard towers should go down in no time.


---Mission 4: Snow Forest---
Objectives: Destroy the Ice Lair


When the level begins immediately set two workers to gather gold and 
the other two to gather fuel. Make one more worker and set him to do 
whatever you currently need. Next build up your Knights, until you have 
about 5 or 6. Now head South of where your base is and destroy the 
small force down there. This will eliminate the Beast's only Brawling 
Pits, stopping them from creating any more warriors or archers. If you 
head down some more and a little to the right you will find a temple 
for summoning your wizards.

If you are low on knights train a few more and head to the East. 
Destroy the Guard Tower and the small beast force there and head up the 
ramp to find another wizard to join your army.

Now you can prepare the assault against the Ice Lair. The Ice Lair is 
heavily guarded and will probably take you a few assaults before you 
can bring it down. If you have a wizard that can help backup your army 
bring it along. In no time you will be able to take down the Ice Lair.


---Mission 5: Rescue Azarel---
Objectives: Rescue Queen Azarel


As the mission begins set your workers to gather gold and fuel. Now 
create a Barrack and start making some Knights and Archers. When you 
have around 5 units head West of your base. There you'll find a Blue 
Scroll.

The game hints to you about building Guard Towers near the castle walls 
to eliminate the Skeleton Archers. I would recommend doing this. Your 
forces could take heavy damage as you try to scale the castle walls. 
After defeating the Archers explore the bottom half of the map and 
destroy the Brawling pits as well as the Beast farms.

As you go up the main castle walls beware of the dragon that guards the 
Queen. You will not be able to avoid the dragon, no matter which side 
you try to save her on. So bring in some archers and destroy the dragon 
before you attempt to rescue the Queen. After that you should have no 
problem bringing the Queen to the temple.



The other missions coming soon...



---Beast Campaign---


Coming soon...


******************************************
V. Multiplayer
******************************************

Well this part will probably be a little bare. Unfortunately most 
people I know don't like Gameboy Color Games, thinking that it's too 
kiddy, and not up to other systems like the Playstation, Nintendo 64, 
or the Dreamcast. While the others that do have a GBC wouldn't know a 
good game if they saw one. So I'm leaving this section open to anyone 
that wants to contribute anything.


******************************************
VI. Credits/Disclaimer
******************************************

This FAQ is copyrighted by Mike Meevasin. Warlocked is 
made/owned/copyrighted/whatever by Nintendo and bits studios. You may 
freely use this FAQ for noncommercial purposes if it is not altered, 
you ask me first, with the exception of the sites listed below, and I 
am credited.

Nemesis: http://faqdomain.cjb.net
Al Amaloo: http://vgstrategies.about.com/games/vgstrategies/

Also if I do give you permission to use this FAQ, please try to keep up 
with the latest version of this FAQ.

%%%Credits%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Without the help and contribution of these people, this FAQ could not 
have been possible.

- "Kapp Family" (KappM@email.msn.com) for providing the info for the 
   remaining wizards.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
