Rolan's Curse 2

                           The FAQ To End All FAQs

                              by: Matthew Ford
                         e-mail:  mcford at shaw.ca
             (see my probably futile attempt at avoiding spam?)

                             date:  10 June 2007

                                version:  0.3

===============================================================================
Table of Contents
===============================================================================

I.    Introduction
II.   Controls and Game Screens
III.  Characters
IV.   Items
V.    The Walkthrough
     0.  General Strategies
     1.  Virgin to Cadal
     2.  Mushroom:  Pit's Redemption
     3.  Cadal to Baroa
     4.  Castle:  Lane's Triumph
     5.  Baroa to Keepers
     6.  Graves:  Kyle's Return
     7.  Keepers to Duwane
     8.  Metals:  Jude's Spell
     9.  Metals to Guild
     10. Ruins:  Lee's Training
     11. Ruins to Fossils
     12. Fossils to Canyons
     13. Canyons to Farewell
     14. Farewell to Dungeons
     15. Dungeons:  Barius's Fall
VI.   Miscellaneous
VII.  Version History
VIII. Credits and Disclaimers

===============================================================================
I.    Introduction
===============================================================================

Rolan's Curse 2 was published by American Sammy Corp. in 1992.  Surprisingly
long for such a simple game, it possesses both good background music and cute
graphics.  As one of the later Game Boy games, it is of much higher quality
than its predecessor;  it has a battery save, making it much more fun to take
on the road.

The storyline is fairly simple, albeit lengthy.  Ages ago, the evil magician
Barius tried to take over the kingdom of Rolan, and was stopped by a valiant
hero.  For many years afterwards, Rolan enjoyed peace.  But now monsters are
roaming the land again.  The people are afraid.  Will a band of heroes rise
and throw Barius down once again?

Of course they will - you'll gather and lead them.  Like the first Rolan's
Curse game, money is ignored - the priests who heal you are only too happy to
lend their strength to your cause.  Each character you pick up has his or her
own attack methods and special abilities, so combat is more a matter of picking
the right character for the purpose.  There ARE a few different items you can
collect, which I will describe later.

===============================================================================
II.   Controls and Game Screens
===============================================================================
D-pad - move character or menu choice
A - main weapon
B - secondary weapon
Start -> status/item/map/save
Select -> character select

===============================================================================
III.  Characters
===============================================================================
Hero - Sword & Electric Ball
With his high hit points and decent attacks, Hero is an excellent choice for
exploring areas and leading off boss fights.  Which is good because he's always
present.

Pit - Daggers/Boomerang & Bombs
Your first wall-destroyer.  Pit gives you moderate ranged capability, but is
otherwise unremarkable;  try to throw his boomerang behind an enemy and have it
fly back through the target for substantial damage.

Lane - Mace & Shield spell/Heal spell
Decent melee, but her main use is the party-healing Heal spell.

Kyle - Arm & Play Dead spell/Thunder Rod
Hmm... melee wall-killer or ranged wall-killer?  I prefer Kyle, because the
Thunder Rod (with its screen-freezing animation) works better for me.  YMMV.

Jude - Fireball spell/Smash Ball spell & Quake spell
Fireball penetrates through enemies and therefore does more damage than the
listed rating.  Quake hits everything on the screen.  But Jude has very few
HP and Quake costs a lot of MP.  I pass.

Lee - Sai & Firework Scroll/Rapid Fire attack
Firework scroll's nice, but Rapid Fire is point-blank and Sai's not that much
better.  I pass.

Lora - Bow & Heal spell/Wings spell
Her Bow is wimpy, but a second healer is always helpful... if you're willing to
leave her wings unhealed...

===============================================================================
IV.   Items
===============================================================================
Small Potion
------------
This small vial restores 8 HP to the character that picks it up.  Often found
in place of Level-Up Portraits (if you don't have the respective character, or
if you've already collected it).

Small MP Fruit
--------------
This small eggplant-shaped item restores 5 MP to the character that picks it
up.

Large MP Fruit
--------------
This rather rotund eggplant-like item restores 50(?) MP to the character that
picks it up.  Try to give it to magic-users like Lane instead of attackers like
Hero.

Level-Up Portrait
-----------------
Only found in treasure chests, this miniature version of the portrait on the
character screen boosts that character by a level.  15 for each character are
available throughout the game, so explore carefully!


Large Potion
------------
This large jug will restore 50 HP to the active character when you use it.

Fairy's Tear
------------
This magical droplet will fully restore the active character's HP when used.

Magic Ball
----------
This orb of concentrated magical energy will fully restore the active
character's MP when used.

Fairy's Wings
-------------
When used, this mystical artifact will warp you to the previously-visited area
of your choice.

===============================================================================
V.    Walkthrough
===============================================================================
0.  General Strategies
----------------------
Keep in mind that you and almost everything else moves along the grid.  Watch
out for treasure chests.  Make the best use possible of everything you find -
Hero's not going to need MP fruit much after a while, but Lane, Pit, and Kyle
will always want to be near full.

1.  Virgin to Cadal
-------------------
"Every journey begins with a single step", as they say.  Wander around Virgin,
chatting with all the townsfolk before you leave via the pathway with the sign.
Get used to how these towns look;  that sign-path is the divider between
regions, and the House of Healing in each town is your source of health.

Region Map:

 Cadal
   |
   5---4
       |
   3---2---1---Virgin

1:  Meet slimes.  Stab slimes.  Kill slimes.  Easy.  They're not as cute as the
   ones in the first game, though.
2:  Meet monkeys.  A little smarter, a little faster, a little tougher... be
   careful, because you don't have much room for error yet.  There's a river;
   cross it and go to...
3:  This screen, to meet your first vampire.  He flings fireballs.  Slowly.
   Shoot him with your Electric Ball to be safe.  Grab the treasure chest in
   the lower-right corner to get a Small Potion, then go to 2 and north.
4:  Left side of the river leads to 5's southern side.  Right side has shadows,
   which hurt, and leads to 5's northern side.
5:  South side has a treasure chest with a Level-Up Portrait for the hero, so
   grab it!  North side leads to Cadal.

And now it's time to get a new character - Pit.  This troublesome little elf's
been annoying the whole town, as they'll mention, but his Bombs will be a great
help to you as they remove walls.  Of course, he'll want his Boomerang back...

2.  Mushroom:  Pit's Redemption
-------------------------------
So, leave Cadal via the northern exit.  The man who has Pit's Boomerang won't
hand it over unless the monsters here are gone.  Guess who's going to help Pit
clear them out?

Region Map:

             8
             |
     4       7
     |       |
 3---2---5---6
     |
     1
     |
   Cadal

1:  Whee, new monsters.  Also your first experience with a wall.  Save Pit's MP
   by going around.  Kill off the snails here... sometimes they drop Large
   Potions.
2:  Meet Mad Duck.  He's fast, but weak.  Grab the Pit portrait in the south-
   east corner before going west to begin with;  screen 3 will let you get
   around the wall to the north.
3:  Another Pit portrait in a treasure chest in the north-east corner.  Again,
   don't blow up the wall;  you can easily get around it.  Continue back to 2
   and on to...
4:  More ducks, more frogs.  Also portraits for both your hero and Pit.  Grab
   them, then head back to 2 and on to...
5:  Meet Lizard Warriors for the first time.  He's slow, but he's powerful and
   he (slowly) homes in on you.  Be careful.  Any exit eastwards will do.
6:  Whee... another Pit portrait!  Also more mad ducks and snails.  Kill things
   and move north through any exit.
7:  Nothing really important here.  Kill monsters in the hopes they'll drop
   stuff, then take the north-east exit...
8:  ...because the "north-west exit" would've landed you behind the wall in
   this screen's upper-left corner.  Grab the hero portrait there, then move
   to the upper-right corner.  See that skull-face?  It's a teleporter.  This
   one leads to...

Boss:  Giant Bat

The reason this guy's "just" a Giant Bat is because all he does is fly after
you.  Of course, he's big enough to make this a real problem.  Switch to Pit
and drop bombs in his path.  Enough hits and the Giant Bat will die and leave
behind a Fairy's Tear.  Now make your way back to Cadal so Pit can get his
Boomerang.

3.  Cadal to Baroa
------------------
Chat with the townsfolk;  the man with Pit's Boomerang will act all surprised
that Pit actually did something responsible, and then hand it over.  Yay, new
weaponry is always fun.  Now to test it out on new enemies.  Don't forget to
heal at the House of Healing.

Region Map:

         5
         |
         4---3---2---1---Cadal
         |
 Baroa---6

1:  Shades.  Just stay clear and let Pit's boomerang do the work.
2:  A wall here divides north and south.  Mind the vampire.
3:  And a bridge here connects north and south.  Treasure chest on the north
   side with a small potion in it.  Take the top western exit.
4:  And here the path forks.  Follow it north.
5:  Blast the wall with Pit, then grab the treasure chest for a Pit Portrait.
   Continue around to the west side, then head south through 4 and into...
6:  Only thing of interest here is the entrance to Baroa, so use it.

Welcome to Baroa, religious village extraordinaire.  Also meet the hotheaded
Lane, a cleric who is arguably your most important character.  Take her up on
her offer to go fight monsters - after all, she'll just insult your armor if
you don't!

4.  Castle:  Lane's Triumph
---------------------------
Of course, she wants to go thump the monsters in Castle before going anywhere
else.  Heal up as necessary, then leave Baroa via the western exit.

Region Map:

                             16
                             |
             11--12--13--14--15
             |
 5---6---7   10
 |       |   |
 4       8---9
 |       |
 3---2---1---Baroa

1:  And now to meet new monsters.  First off, the Samurai (who chases you while
   firing shots) and the flying Helmet (who loops around firing shots).  Grab
   the first treasure chest (it's a Lane Portrait) and continue west.
2:  More samurai, more helmets.  Continue west.
3:  Wow, moats!  Also a new monster - the very slow but very tough Anemone.
   Have Pit throw his boomerang behind the anemone and then fly back through
   it to do lots of damage.  Continue north.
4:  More moats, more anemones, and a Lane Portrait in the lower-right corner.
   Grab it and move on northwards.
5:  Yet more anemones.  Kill 'em (they sometimes drop items) and head east.
6:  You meet wolfheads here.  These dart towards you, then pull back.  Avoid
   or shoot them, leave the treasure chest in the uppper-left corner for now,
   and continue east.
7:  More wolfheads and an anemone.  Duck back into screen 6 via the exit in the
   upper-left and grab the Lane Portrait there, then continue around the
   middle of 7 and head south.
8:  More samurai and their helmet bretheren.  Weave through the corridors, pop
   into screen 1 via the south exit and get the Hero Portrait there, then
   leave 8 to the east.
9:  Mostly anemones in this room.  Loop around the outside, grab the small
   potion in the chest, and head north.
10: Still more anemones.  Pick 'em off however you please, then head north.
11: Lots of all the enemies.  The wolfheads even respawn!  Take advantage of
   this to recharge your characters' HP and MP.  When you're ready, head
   east through the signed exit.
12: Yay, new enemies.  The Magic Jar merely sits around spewing shots, while
   the Moleman runs around looking confused.  You can't get at anything else
   in this room from here, so head east.
13: A Beholder awaits you here.  It's not the hyper-deadly D&D type;  this
   semi-humanoid wanders around, sometimes going into a sprint and then
   unleashing some fireballs when he slows down.  Blast the wall and duck into
   screen 12 to grab a Pit Portrait.  Then head down and into the lower-left
   corner of 13, and go back into 12 (again) to get a Lane Portrait.  Finally,
   swing into the upper-right corner of 13 to get a small potion, then go east.
14: You'll have to take the long way around to get at the Lane Portrait in that
   treasure chest, and you'll end up killing everything in your way to get at
   it, too.  Once you HAVE got it, continue east.
15: After you kill the pair of magic jars, you meet an anemone.  After you kill
   that, you find the north exit.  After you pass that, you run into a wall.
   After Pit blasts that, you find a moleman.  And after you kill that, you
   get a treasure chest with a Hero Portrait in it.  And after THAT, you
   should leave via the north exit.
16: Finally, you've found the boss teleport.  Just a few beholders between you
   and it.  Kill 'em, and enter the lair of...

Boss:  Giant Ghost

This guy looks very clown-like to me... but I think he's supposed to be some
kind of ghost instead.  He simply floats in a figure-eight over the top half of
the screen, occasionally getting angry, making the screen flash, and releasing
small versions of himself.  The small guys move horizontally and vertically,
phasing in and out of visibility.  Unfortunately for the boss, however, few of
his small friends will affect the top row of the room - and he hardly touches
it.  Stay up there, have Lane use her Shield spell to let her whale away on the
boss, then switch to Pit when the spell runs out.  Use Large Potions as needed.
Eventually he dies and leaves behind a Magic Ball.

5.  Baroa to Keepers
--------------------
Having made your way back to Baroa, Lane declares her wish to continue adven-
turing to the High Cleric, who bestows the Heal spell on her.  Yay!  Time to
move on;  leave via the north exit after you're done getting healed and saving.

Region Map:

 Keepers
    |
    7   5---4
    |   |   |
    6---2---3
        |
        1
        |
      Baroa

1:  Meet the new Bandit monster.  He runs fast, but is otherwise unremarkable.
   Continue north - we'll get the treasure chest after you visit...
2:  Bridges!  Duck back into 1 via the lower-right corner if you need a small
   potion, then move east to...
3:  Chop up the vampire, move right, chop up the shadows, move down and left,
   and get the Pit Portrait out of the treasure chest.  Then move north.
4:  Nothing much of importance here... just a small potion in a chest.  Take
   the exits next to the field of flowers, on the north side of the river.
5:  Because you'd end up on the other side of the river if you didn't.  Grab
   the Lane Portrait in the upper-left corner, then head south to 2 and west
   to...
6:  Lots of vampires here.  Continue north.
7:  If you went up the east side of the river, you'll reach a Kyle Portrait.
   If you went up the west side, you'll reach the village of Keepers.  Do both
   just so we can say you did.

Welcome to Keepers.  Chatting with the townsfolk will reveal that the village
treasure, the Thunder Rod, was stolen;  that Kyle, a warrior, chased the thief
into the graveyard, and neither was heard from again.  Perhaps it would be
worthwhile to investigate...

6.  Graves:  Kyle's Return
--------------------------
So, leave Keepers via the western exit.

Region Map:

     15--14
     |   |
 11--12--13
 |   |
 10--9
     |
     8
     |
     7       3
     |       |
     6       2
     |       |
     5---4---1---Keepers

1:  Wow... lots of headstones.  Also a bunch of new Ghost monsters.  And a
   treasure chest behind the headstones.  Too bad.  Head north.  We'll grab
   Kyle, so he can pick up that chest (it's a Kyle Portrait) when we come
   back via the western entrance.
2:  A vampire and a beholder greet you here.  So do a Kyle Portrait and a Hero
   Portrait.  Collect 'em and head north.
3:  No monsters... unless you count Kyle and his faithful dog...  Pick him up
   if you want him, then head south two screens and west one to reach...
4:  More headstones.  Also a lot of debris for Pit to practice demolishing.
   Save his MP and just walk around them to head west.  The new Zombie
   monsters aren't much of a threat.
5:  The big area in the middle has Crows and vampires wandering around, as
   well as a small potion.  Grab what you need and head north.
6:  Lots of crows - nasty ones, too.  Continue north.
7:  A wandering vampire and many zombies greet you here.  That treasure chest
   will wait until we head north and visit...
8:  Duck back into 7 for the Lane Portrait, then battle through the ghosts and
   crows on your way north.
9:  Ack!  Too many crows!  There's nothing else here, run to the west exit.
10: Vampires guard a Kyle Portrait in the lower-left.  Continue north.
11: Fight your way past the vampire and the beholder to get a Pit Portrait in
   the upper-left.  Then leave to the east.
12: Spiral your way in to the Hero Portrait in the center, then head north
   through the eastern exit.
13: Kyle Portrait on the north side.  Big graveyard on the south.  Exit north.
14: Crows and ghosts.  Loop around to the lower-left corner for a small potion
   and head west.
15: Ghosts and a beholder guard the boss teleport here.

Boss:  Rogue Magician

Wow... stealing the power of the Thunder Rod made this guy undead too.  He
doesn't shoot or anything, just teleports around quite fast.  Getting hit
hurts a lot.  Kyle's "Play Dead" spell is quite useful, and lets you see what
his actions are like before you try to kill him.  Keep a close eye on your HP,
use items to keep your health up, and switch characters as necessary. Remember
Lane's Heal spell heals the whole party, so she should be the last character
to battle - that way she can heal everybody.  Hit the boss hard enough and
often enough and he'll keel over.

7.  Keepers to Duwane
---------------------
Hokay, now we make our way back to Kyle's little gravesite (screen 3 above).
Check the single tombstone in the upper-right to dig up the Thunder Rod;  also
have a chat with the rogue magician (!), who tells you Barius made him do it.
Then head back to Keepers to heal, and let Kyle try to talk with his former
girlfriend.  All done?  Then leave to the east.

Region Map:

               3---4
               |   |
 Keepers---1---2---5---6---Duwane

1:  Whee, slimes and the new Blowfish.  Head around the lake either way and
   continue east.
2:  More slimes and another blowfish, plus a much larger lake with an island
   in the middle.  We'll cross onto the island and head north.
3:  North-west part of the lake, and the slimes and blowfish show up here as
   well.  On our island, we'll find a chest with a small potion here.  Go
   east.
4:  More lake, more slimes, and one more blowfish.  Also a fence dividing the
   shore into two areas.  Stay on the island and go south.
5:  Cross from the island to the shore and pick up the Lane Portrait here.
   Then retrace your route to 4, cross onto the shore, and head south into 5
   again - thereby bypassing the wall dividing 5's south shore and east shore
   and saving a little MP.  Continue east.
6:  Monkeys and blowfish - and lots of them.  Head east and enter Duwane.

Welcome to Duwane.  As the old men here will warn you, friendly villages become
few and far between beyond this place.  Still, we didn't come this far just to
turn around;  listen to the guy who mentions a sorceror and move east.

8.  Metals:  Jude's Spell
-------------------------


Region Map:
                          14
                          |
                      12--13      17
                      |   |       |
                      11--10--15--16
                      |   |
                      8---9
                      |
              5---6---7
              |
              4
              |
              3
              |
 Duwane---1---2

1:  A pair of Magic Jars try to keep you from a small potion immediately north.
   A beholder tries to cover a second small potion in the center of the room.
   Grab as necessary, then head east.
2:  Books fly about, jinking first inwards and then outwards.  Hit the southern
   edge of the screen for a Kyle Portrait, then head north.
3:  More books and a moleman.  Continue north.
4:  Magic jars and a moleman.  Grab the Jude Portrait on your way northwards.
5:  More magic jars and a moleman.  Also another Jude Portrait - think we might
   be getting him soon?  Continue east.
6:  Books and TWO molemen!  Wow!  Blast the wall to get a Pit Portrait, a Kyle
   Portrait, and a Jude Portrait, then head east.
7:  A moleman charges you immediately, and magic jars lay down cover fire.  One
   guards a Hero Portrait.  Grab it and continue north.
8:  More molemen, more magic jars.  Forget the chest for now as you can't reach
   it from here, and continue east.
9:  A quartet of books promptly spawns.  Swat 'em as they close in, and head
   north.
10: A beholder and a book spawn to your right, while a magic jar guards the
   left.  Kill 'em all and head west.  When you come back, you'll be on the
   hard-to-see north half of the screen;  grab the Kyle Portrait and continue
   eastwards.
11: Molemen, magic jars, books... you've seen 'em before.  Grab the Jude
   Portrait, head south to get the Hero Portrait in 8 you couldn't reach
   previously, then head north.
12: Books, a beholder, a moleman, and then a pair of magic jars guarding a Lane
   Portrait.  Continue east.
13: Whee, a Jude Portrait on the upper path welcomes you, while pairs of magic
   jars block you southerly.  Head north.
14: Meet Jude and his long-suffering apprentice.  Accept his offer to join his
   quest, if you want, then head south through 13 into 10 and east into 15.
15: Beholders, molemen, and books.  Grab the small potion on your way east.
16: More beholders.  Hack them down as you swing southwards for a Jude Portrait
   and northwards to move on.
17: One last swing through magic jars, books, and beholders, and we see the
   boss teleport.  Yay, finally!

Boss:  Homunculus

Maybe cheering isn't the best idea... because this giant hand-shaped homunculus
is guarding the books that Jude was after - and the exit from Metals.  He's not
fast, and he's not strong offensively, but the eyeball he throws is almost
guaranteed to hit you.  So just walk up to him and whale on him as fast as you
can.  After he dies, he drops an item.  Leave the room via either of the
teleports and reenter, and if you have Jude, his apprentice will have wandered
in and found a book which contains the Super Blast spell.  Move on via the
eastern teleport.

9. Metals to Guild
-------------------
Having finished up in Metals, leave the boss's room via the right-hand
teleport.

Region Map:

 Guild
   |
   6---5
       |
       4
       |
       3---2
           |
           1
           |
         Metals

1:  A vampire and some monkeys greet you as you leave Metals.  A small potion
   can also be found behind the barrier.  Continue north.
2:  Slimes.  Oh my, so dangerous.  A shadow guards a Lane Portrait in the
   upper-left corner.
3:  Bandits, a slime, and some spawning Piranha are wandering through this
   area.  Take a minute to recharge your party's MP by slaughtering the
   piranha as they finish jumping out of the pool in the lower left.  Then
   move on north.
4:  More bandits and more slimes.  Continue north on the eastern bank.
5:  Shadows run around, while a bandit takes a more focused approach to
   guarding a Lee Portrait.  Cross over to the now southern bank and head
   west.
6:  Lots of shadows, but they're easily dispersed by Hero's sword.  Head north
   into Guild.

As one of the last villages in the game, the villagers are more than impressed
you made it here.  Among its defenders is Lee, a martial arts expert who'd be
more than happy to join you in your quest simply so that he can show off his
skill.  Accept or deny his aid, then move on north - you'll have to pass
through the Ruins area irregardless of whether you bring him along or not.

10. Ruins:  Lee's Training
--------------------------

11. Ruins to Fossils
--------------------

12. Fossils to Canyons
----------------------

13. Canyons to Farewell
-----------------------

14. Farewell to Dungeons
------------------------

15. Dungeons:  Barius's Fall
----------------------------

===============================================================================
VI.   Miscellaneous
===============================================================================
Nothing of note here.  Really.  See?  The only text in this section is telling
you that there's nothing here.  You can go about your business.  Move along.
</Obi-Wan voice>

===============================================================================
VII.  Version History
===============================================================================
Version  Date        Comments
-------  ----        --------
0.1      2 Apr 07    Finished thru Pit's sidequest (Mushroom).
0.2      23 Apr 07   Finished thru Kyle's sidequest (Graves).
0.3      10 Jun 07   Finished thru Guild.

===============================================================================
VIII.  Credits and Disclaimers
===============================================================================
This document is copyright 2007 by me, Matthew Ford, and should only be
found on one website:
    www.gamefaqs.com
People are allowed to download this FAQ for their own personal use only.  If
anyone wishes to make this FAQ available to the public, either for free or for
profit, they must contact me for permission first.  I comment that that is not
likely forthcoming.  Should anybody post, print, or otherwise disseminate this
document without such permission, they are in violation of copyright, and will
be prosecuted to the fullest extent of the law... maybe.

I make no guarantees as to the usefulness of this information, so don't depend
on it for anything more valuable than what you paid for it (free).