Cave Story walkthrough

 - HIDEOUT -

Talk to the lady in here who ends up being Momorin Sakamoto, the mother of Sue

and Kazuma.  She's trying to build a rocket that will pass the Press barrier

barring entrance to the top of the island where the Doctor resides.  To help

with building it she'll take your Booster, whether it's v0.8 or v2.0 makes no

she can give the rocket the electric jolt it needs to get moving.  After your

you can rest and save your game, then head out when you're done.

 - PLANTATION -

You can now speak to all the Mimiga here.  Doing so will earn you more of the

story revealed, from the Mimiga's innocent viewpoint.  When you're done, head

 - REST AREA -

to talk to is Megane, the one with glasses on the far left side.  He looks over

all the sprinklers here, but so many of them break he's not going to give you

any of them unless you absolutely require a new one.  Leave to go look for some

 - PLANTATIOn -

of the highest point of the Plantation under the platforms.  Talk to him and he

insists that you go trade his broken sprinkler for a new one.  Examine the

 - REST AREA -

 - PLANTATION -

bit more story dialogue, he won't actually take the new spinkler back.  Head

back to Momorin's hideout with the working sprinkler in hand.

 - HIDEOUT -

Hand the sprinkler over to Momorin and she'll send you on another mission, this

time to find a man named Itoh.  If you recall, he's the easily frightened

Mimiga you met when you first entered the Storehouse from the Outer Wall.  Go

 - PLANTATION -

 - STOREHOUSE -

Talk to Itoh and he'll give you a Controller to take to her in place of

actually going to help himself.  Head back to the Plantation when you have it.

 - PLANTATIOn -

 - HIDEOUT -

Hand Momorin the Controller.  There's nothing you can do now but rest in the

bed in the bottom level of the Hideout until she's finished.  Head back out the

top when you're awake.

 - PLANTATION -

Looks like Itoh finally came out of his hiding place.  Talk to Momorin to trade

Now, before you just go flying off on your rocket, there's a couple things to

do first.  Well, first off, you SHOULD activate the rocket, but JUMP OFF when

hanging above them.  Just wait for the rocket to come back down and try again

if you fail.  There's a dog here, one of Jenka's dogs.  Surprisingly, it can

point.  Now, if you didn't do EVERY SINGLE ONE of the following steps this play

 - Skipped the Booster v0.8

 - Got the Tow Rope

 - Took Curly from the Core Room

 - Entered the Waterway shack and put Curly on the bed

 - Read how to drain a waterlogged robot, and did this for Curly

 - Took Curly back with you through the rest of the Waterway

 - Got the Booster v2.0

then just go ahead and ride the rocket up again to the top.  You'll reach the

Final Cave, and an easy version of it, at that.  Otherwise, read on.

house.  Now, head left, and soon you'll find a hole in the ground leading to a

small room.  Unless you did every step listed above, this room will simply

contain a lone cthulhu with a bit of story dialogue.  However, if you did

everything correctly, Curly will also be sitting ont he bed.  Talk to her to

find she's suffering complete amnesia, even worse than she already had to begin

with.  Talk to the cthulhu afterwards and he'll tell you that he's heard of a

type of mushroom that can help people recover lost memories.  Now, where have

you seen mushrooms in this game before?  Go all the way to the left of the area

 - TELEPORTER ROOM -

...and warp back to Arthur's House.

 - MIMIGA VILLAGE -

 - CEMETARY -

You couldn't get here earlier, if you recall.

 - STORAGE -

had to leave Curly at the Core, this mushroom refused to talk to you.  Now,

however, you have the ability to actually get it to listen to you.  Talk to it

and select "Yes" when it asks if you have business with it.

When it asks if you want the Mushroom Badge, select "Yes".

When it asks if you really need it, select "No".

When it asks if you want it after all, select "Yes".

When it asks if you REALLY want it, select "Yes".

When it asks, once more, if you really need it, select "No".

Finally, you'll receive the Mushroom Badge, a useless item.  Talk to the mush-

* WARNING         *

As you'd expect, Ma Pignon isn't the most threatening boss, but it's actually

kind of surprisingly powerful if you're not careful.  Basically, it'll just hop

around one side of the room four times, then on the fifth hop it'll glow with

energy and bullet directly to the opposite wall.  During this time, it's

invincible, and when it hits the wall it'll cause several boulders to fall from

the ceiling, which are indestructible.  It'll repeat this a few times, then

glow and bullet straight up into the ceiling.  When it does this, it'll fall

There's not a whole lot else to say about this battle.  Just take out your

* "I've... lost." - Ma Pignon *

If you win, you'll receive Ma Pignon as an item.  Nothing to do but head back

 - CEMETARY -

But don't run back to the Plantation just yet!  If you want the Nemesis hidden

weapon, there's something else you need to do while you're in the Cemetary.

Look around the central set of tombstones on the ground level.  Just keep

examining them, as it's quite impossible to actually see what you're looking

for.  You'll eventually get dialogue from a tiny, tiny man.  This is the same

man that's been separated from his family in the Tiny House along the bottom of

the Outer Wall.  Take Mister Little into your inventory and head back out.

(Wait... seriously.  So we have two living, breathing little people in our bag,

small man with a mohawk, a letter of desperation from a rabbit girl who's

actually supposed to be a human... This is the coolest inventory I've ever seen

 - MIMIGA VILLAGE -

Now, heal and save at Arthur's House then teleport to the Egg Corridor.

 - EGG CORRIDOR -

Make your way through here again.  Refer to the above section in the walk-

 - EGG NO. 00 -

And head out the back.  You may want to save at the Save Point just beyond this

 - OUTER WALL -

the left just under it.  Watch out for the small hole halfway through this

 - LITTLE HOUSE -

and into his home.  Talk to Mister Little and he'll offer to trade you his

'splendid' weapon for King's Blade.  Now, this is actually a pretty difficult

decision.  Not only is King's Blade a great weapon, easily the coolest-looking

only contended with by the Spur for that title.  It really depends, but I'd say

to go ahead and trade away your Blade for the Nemesis.  It's a truly awesome

weapon and has the best mix of power and rapid-firing in the game, and I don't

think King will mind.  You used his Blade to valiantly tear up enough baddies

by this point that I'm sure you've done him proud.

Whatever your decition, it's time to go back to the Plantation when you're

 - OUTER WALL -

(Note:  If you're having trouble getting back over the ledge to the right of

the Littles' house without falling, try this.  Just run and fall off the ledge

to the right and don't use your Booster at all until you're further right than

same general "blow up things in front of you" quality as the Spur and Machine

Gun, its main benefit is its speed.  It has incredible velocity and can be shot

can beat the Spur at its own game.  Just remember the major unique aspect of

the Nemesis; it's by far the strongest if you keep it at Level 1.  Levelling it

up costs 1 exp per level and it gets increasingly weak as it goes.  Level 2's

the Bubbline at Lv 1.  Anyway, continue your ascent dodging yellow frogs and

 - STOREHOUSE -

 - PLANTATION -

Walk to the left and fall down into the hole again.  Take Ma Pignon to Curly.

"Stuffed it into Curly's mouth", it says.  Hahaha.

Afterward, you'll be rewarded with a bunch of storyline dialogue that actually

pertains to you and Curly for once, instead of just the Mimiga or humans.  Oh,

and if you didn't know it already, you find out that your name's Quote.  Talk

to Curly another couple times and she'll give you the Iron Band, a keepsake to

remember her by.  As far as I remember, this is required for the secret final

When you're finished, at last, ride the rocket up all the way past the Press

- 2-08  The Final Battle -

the Booster v2.0.  If you have the v0.8, it will be slightly challenging, but

can get annoying.  The top corridor is full of Presses which you can easily

avoid by simply running without stopping, and then you're homefree.  This is

all I remember about this cave with the v0.8 as I haven't actually gone through

it like that in awhile, if you'll forgive me.  I may write up the 'easy' Final

Now, if you have the v2.0, it's time to get rockin' in the real, super-tough

"Hard" Final Cave.  To begin with, unlike the "easy" version, a black wind will

all of your weapons to Level 1!  Of course, having the Nemesis and/or Spur in

your posession makes this little trick pointless, but otherwise you're gonna be

in for a wild ride.  Go to the right, past some Red Critters you'll find that

you're squeezed in between a spike-covered ceiling above and pools of deadly

lava below.  There's a reason that you're only given access to this dungeon if

you have the Booster 2.0... it is REQUIRED.  You'll have to make a low jump

then boost straight to the right between the spikes and lava.  When you reach

Critters to your right on the platform before continuing.  Squeeze through the

spikes and grab the weapon energy capsule; I'd highly recommend levelling up

the Super Missile Launcher first and foremost.  Jet past the next lava pool and

Snake.  Boost up through the hearts above and land on the pillar to your right,

(Note:  You may also want to level up the Bubbline or Snake if you have it to

Here, you'll be harassed constantly by a steady stream of red Bats that swerve

will have to deal.  Grab the three hearts and boost up.  Fall down the middle

of the shaft to the left and you can turn right to grab a weapon capsule.  Up

past two more lava pools.  Go up, left and down past the pillar with spikes, it

is slightly tricky but you'll get the hang of it.  Just past is a set of three

hearts and another weapon capsule.  Go up and turn around.

You'll come to two sets of spikes on the top and bottom of two tiny squeezes

set up so that you'll have to boost forward, up, and forward again just right.

This may seem hard to you but just wait 'til the bonus area; this cave is

actually the best practice you'll get for it.  In the small room of spikes, go

right and up at the last moment.  Try to get the heart above the pit here but

don't waste too much boost power as you'll need some to jolt right at the

bottom of this pit to avoid a spike.  Go up, avoid three easy sets of spikes,

then you're at the hardest trap yet.  You have to fall between two spikes, jet

before boosting right to land safely.  Whew.  Don't sweat it if you take a hit

here, if you mess up just try again and consider it practice.  There's another

in which no wall isn't infested with even more spikes.  Luckily, there's a safe

straight up into the air; you'll barely have enough juice to make it.  Get one

more weapon capsule to your right then head left and meet the boss.  Yeah, this

******************

* WARNING        *

******************

This guy looks like a really pissed off Droll.  Supposedly Arthur, the hero of

the Mimiga, fought this guy awhile back, but it looks like he's still around.

He'll repeat the same attack pattern, throwing three flailing appendages (the

same kind Drolls do) in a row, then leaping and throwing three more.  They're

not hard to dodge and he's predictable, but the rate at which he keeps this up

can be tough to keep up with.  There is no better advice I can give than to use

up all your missiles then switch to the Nemesis and give him all you've got (or

Blade, if you have that instead).  His pattern never changes, and his HP isn't

that great, but after the long trek up here it's likely you'll be exhausted and

low on HP, so try to hang in there.  Eventually you're sure to take him down.

chest.  Open the chest to receive the Medal of the Red Ogre, signifying you

conquered the Hidden Last Cave and the Red Ogre atop it.  Now, with a perfect

fish Joice and a Life Pot--but don't worry unless you're a completionist, as if

you're to this part you've proven yourself enough anyway.

ous little section full of red acid dropping from the ceiling.  Make sure you

know their pattern well before passing by.  The next room's filled to the brim

with red Critters, but it's nothing fancy.  After that you have a hallway of

and there.  Take care of the Critters from afar then just run at full speed to

avoid the Presses.  Now, stop at the three-tile-long safe spot just before the

pools of lava.  Take care of the Critters in the lava then... well, technically

this area's passable safely if you boost to the left, run across the platform

then boost again, but that's awfully risky considering all the stuff you just

went through without saving.  Of course, there are a few weapons that can help

choose.  The Snake is of course the best option if you happen to own it, just

jump up past the wall to your right and shoot the Press until it dies.  The

Spur to MAX then keep jumping just to the right of the Press.  Once you pass

this super-dangerous hall you're finally near the end--wath out, there are two

red Critters hiding in the very last lava pool.  Once you're past them, you're

 - BALCONY -

It's suddenly serenely calm, a start contrast of where you came from.  Head to

the right, though, and you'll soon come face to face with a pair of Kulalas,

the rabit Mimiga miniboss from Bushtown.  They fight just like they used to,

them down quickly.  Further east and you'll see the helicopter that originally

whole mess started.  Go inside.

 - PREFAB HOUSE -

your game.  Examine the bookcase on the left to read a memo left by Professor

Booster.  Reading this with the Booster v0.8 in your inventory makes it rather

heartfelt and is one of the reasons I'd suggest to just go with it on your

the fact that there's more of the island left undiscovered, a section that you

would need the 2.0 to even explore in the first place.  Head out when you're

 - BALCONY -

Now, heading further east, you'll come across a Kulala and an Igor-clone enemy

at the same time.  This Igor fights just like the boss, has the same HP (300)

and is even faster.  You may want to just fly past him, but if you have a

powerful weapon or max Super Missile ammo go ahead and dispatch him.  Once you

through the entryway.  You'l eventually come to a huge block of star blocks

with tons of hearts, missiles and weapon capsules all throughout.  Use these to

replenish your missiles, any   health you may've lost against Mimiga and level

up your weapons (your primary weapon, Super Missiles, and King's Blade if you

still have it being the most important).  Go up and touch the clouds along the

and go back and save your game once you're fully prepared.  After this, go

 - THRONE ROOM -

(Note:  As of this room, you're going to be fighting a grand total of FOUR boss

battles in a row.  If you're NOT planning to go for the secret bonus area--i.e.

you took the Booster v0.8 or didn't save Curly fully--make sure you use your

Life Pot when you reach low health, even if you're on an early boss.  Staying

alive means you get more practice in, even if you don't think you'll be able to

better chance on all future attempts.  If you DO have the Booster v2.0 and DID

Balrog and Misery in stasis.  Go all the way to the right and you'll soon be

greeted by Misery.  You've persued the bad guys all the way back to their home

base now, so there's nowhere for her to teleport you to or for her to run away

to herself; the only option left is to finally face you head-on.  Get ready to

finally get the chance to get back at this witch for all the trouble she's

****************

* WARNING      *

****************

around the room after every attack or so.  She'll start by releasing a wave of

five black energy orbs toward you soon after the battle begins.  She'll then

they travel across the screen; this is one of her favorite tricks.  Whenever

you run under the orbs they'll blast bolts of lightning toward the ground, but

as long as you don't stop under them you won't get hit.  She'll keep repeating

She's completely vulnerable at all times, the tricky part's just hitting her

array of attacks.  I would definitely suggest NOT wasting any missiles during

After she loses about 1/3 health she'll start summoning a couple black bubbles

that orbit around her parallel to each other each time she teleports.  Not only

do these absorb all your attacks that don't pass between them, but the next

time she teleports after summoning them they'll turn into orange Bats--and then

she'll immediately summon two more as she finishes the teleport.  These bats

aren't at all dangerous but can cause your decision-making to falter when you

When she's down to about 1/4th health, Misery will increase her defenses to a

spammable weapons.  She never gains any new attacks past those mentioned,

though, so as long as you keep your cool it's very possible to finish this

Of course, you aren't done yet.  A set of blocks will form on the left side of

You'll also notice that the way back to the rest of the island has been sealed

 - THE KING'S TABLE -

Cages and cages full of Mimiga.  This must be where the Doctor plans to stuff

them full of Red Flowers against their will.  Go right and you'll quickly find

the Doctor himself, who'll lecture you on the power of the Red Flower and on

strength.  Finally, he offers to face you himself, now that you've come this

* WARNING          *

eventually blasting off toward either corner of the room.  This is one of his

favorite attacks and he'll use it very often; the easiest way to dodge it is

far away from it for it to split apart and run through.  He'll then warp around

the room, like Misery, though he tends to stay on the ground.  The Red Crystal

though with good aim this isn't too much of a problem.  The good thing about

he's going to appear next--useful both for attacking and getting ready to dodge

They're invincible and quite difficult to dodge, though paying attention to the

you learn how and when to avoid them, along with practice.  I've found that as

Crystal, so if you keep at him he'll fal soon enough.

* But don't celebrate yet!! *

* WARNING               *

* BOSS: MUSCLE DOCTOR   *

Hey, that's what they call him in the ending.

with the Red Crystal orbitting and shielding him--however, this time he doesn't

doesn't teleport as often as before, preferring to dash and jump around.  When

down and crush you, so be prepared to boost out of the way a lot.  When he's on

easy to get out of the way of, but is very powerful.  Sometimes, he'll stand

still and put his arms out in front of him, a sign that he's about to release

his Bat attack; he'll spray a massive cone of red Bats toward the other end of

Anyway, when you're ready to actually attack him, his combination of

against him makes him a quick beatdown.  The lack of attacks that absorb your

Now you can have a moment to rest, and talk to the Mimigas if you like.  Chako

is actually the only one with 'worthwhile' dialogue, though I always found it

funny that Santa doesn't seem to really care much for what's going on, and

actually seems more concerned as to if you remember him or not.  Aww.

Talk to Chako multiple times and she'll eventually mention Arthur, at which

 - BLACK SPACE -

Enter here and you'll see some familiar objects... pieces of the Core that the

Doc had sent here so he could try and revive it.  Walk to the right to meet up

Human hybrid.  He then proceeds to posess the remains of the Core in a final

bid to rid the world of you forever.  Get ready!

* WARNING           *

Rockin' final battle tunes aside, you've got your hands full in this fight--

each that simultaneously try and put an end to you.  To begin with, I'd focus

all my firepower on Sue.  She's fast and powerful, bouncing around all over the

place, and unlike Misery she doesn't produce enemies which can be slaughtered

for items.  I'd save the Core for last, maybe hurt it here and there when it's

Move to the left side of the arena and lure Sue, who'll try to attack you with

various dashes and spinning attacks.  These hurt, but can be easily enough

avoided without having to worry about the attacks of the other bosses.  There

as long as you focus all your attacks on Sue and don't take too long it should

be easy pickings.  Even if you do get interrupted by the other enemies, focus

Critters; destroy them for pickups, then you have two options.  Either focus

everything you've got on dealing with Misery so you can spend the rest of the

this option will make things VERY FRANTIC, for some players it's preferred.  It

Personally, I feel that if you're NOT going for the bonus area and still have

it'll make things much smoother.  If you've already used your Life Pot or are

of which you should definitely have 30 from Misery's Critters.  In some ways,

forms to easily get within shooting range of the Undead Core's face, and the

won't impede your attacks against the Core.  Now, the Undead Core will show one

of three faces every time it opens up; the 'default' skull face you saw when

platform on the left.  When the big toothy grin appears, the mini-cores in the

straight forward, which absorb attacks.  When the open mouth appears--usually

several huge laser blasts that are extremely dangerous.  This is basically its

back up before it obliterates you.  Super Missiles are definitely the weapon of

fine options.  Keep at it and you'll win.

Now, if you have the Booster v0.8 and/or don't own the Iron Band, this is the

end of the game.  Just run back to the beginning of the Balcony and make a leap

toward the left edge of the screen from the angel statue.  This is a great

the bonus area but haven't seen it yet.

go in.  The door will only open if you meet all the requirements for this final

 - PREFAB HOUSE -

Save your game.  The bookcase on the left side now serves as a means to 'reset'

normal ending, if this area's too hard for you... but that's not what you went

through all the trouble of getting this far for, right?!  Drop down the hole

when you've prepared yourself!

- 2-09  Welcome to Hell! -

to use it at any point you need it down here--don't try to save it for the boss

until you know you'll be able to REACH the boss.  Using it to save you from

death on the way to the end means you'll have a much better chance of getting

 - BLOOD-STAINED SANCTUARY: B1 -

area in all of Cave Story.  There are no Refill Terminals, no save points, no

beds to rest in, nothing like that.  It's a test of your wits and reflexes, and

As you fall down, you'll get hit by another 'black wind' just like in the

still want to level up the Super Missile Launcher for sure.  In addition, the

290 counter will activate if you got it earlier--this area's what it was made

Immediately you're met with a hilariously difficult instant death spike trap.

Falling down the initial area is easy enough, but you'll have to turn right,

then boost high up before you're out of the woods--you'll have to use your

Booster juice really perfectly to do this.  Expect to die a few times.  If you

Once you complete this obstacle you'll be greeted with some dialogue out of

the story of Ballos; I won't spoil it here, as it's worth it to experience it

yourself, being told to you in bits and pieces as sort of 'rewards' for

Once you've read it, grab the weapon energy capsules and fall to the safe plat-

form.  Now, you'll want to boost left past all the spikes, but try and leap and

camouflaged wepaon capsules if you wanna grab them) you'll need to boost right

and into a small alcove if you expect to live.  In this alcove is conveniently

health total to 55 if you collected all the rest, with +5 HP.  Now drop and

venture into this area herself, but has been bested.  Using the Tow Rope you'll

 - BLOOD-STAINED SANCTUARY: B2 -

In here you'll meet a new type of enemy, a tiny angel type of creature called

a Bute.  They'll quickly swarm behind you and follow/divebomb you like faster

versions of the Stumpy dragonflies from the Plantation.  You can easily destroy

Note that all the dialogue boxes that pop up won't do so on subsequent entries

into the Sanctuary unless you reset the game, so don't worry about having to

 - BLOOD-STAINED SANCTUARY: B3 -

to--and it's advisable you do so until you're good enough at the Sanctuary to

which doesn't fly but rather runs and bounces around the ground, trying to

attack you with a sword; they're fast but just as easy to dispatch as the

flying variety.  BE MINDFUL of the Presses here; don't dare go too fast until

you've memorized where they all are, as they can easily and quickly end your

wake up, but she stays on your back; she's now equipped with the Nemesis and it

will never level past 1 with her, meaning it stays at peak strength.  She

upwards from the ground, in which case she'll shoot with you in tandem.  This

Head left and you'll face a third type of Bute, this one sits still on a plat-

form and shoots arrows in an arc.  Up past this you'll fight a Mesa, a large

... they can be annoying if you're trying for a good time, but otherwise just

keep your distance and play it safe and they're quite easy to deal with.  Past

this you'll find another Mesa behind two sword-Butes, these will stay still

until you get close to them and you'll notice that in this stance they block

all shots with their sword, so you'll have to lure them without being hit by

the Mesa to even be able to destroy them OR the Mesa.  On the wall behind them

by removing the wall the Delete was stationed on.  These guys really only

exist to make you angry if you're attempting a low time.

Past the Delete you'll be assaulted by a pair of arrow Butes, then you have to

turn right, pass through some star blocks and activate another Delete.  The top

traps.  After the Delete blows up, a bunch of flying Butes will swarm down from

the ceiling behind you.  Below is another hall with a Delete at the end, this

path which they stick to forever even if it means going through midair.  Past

either side.  There are a pair of Mesas on the far left, but ignore them unless

you TRULY need the hearts they're guarding; behind them is nothing but a death

trap.  Your goal is the top of the stairs with arrow Butes, with a Delete on

Head through here and try to fall between the rain of arrows and rocks.  A

Ignore the hearts to your right until after you've activated the Delete to your

left on the bottom.  Go left to the pillar with three Deletes; a bunch of

choice.  The room beyond is filled with hyperactive flying Butes, and there are

that you'll want to destroy as you boost before you land there.  Open the star

24 and bringing your total to a massive 54 Mssiles!  None too soon, as you're

pop up from the ground as you wait, then head west.  There's a curious-looking

object in the ceiling here, and it looks like it's the end of the line...

* WARNING           *

along the bottom of the room for the duration of the fight.  The Heavy Press

lightning bolt, so even though this section is its only weak point you'll want

to move when the bolt crashes down.  Flying Butes will neverendingly pour out

of either side of the room during the whole battle, so unless you're hell-bent

There's an extremely simple and fast way to win this--if you have the Nemesis,

only jumping when you must, as only when you're on the ground will Curly shoot

at the same time as you.  The barrage of Nemesis shots from both robots will

end the boss very quickly and painlessly.  If you don't have the Nemesis, just

As you damage the Heavy Press, more and more of it will become revealed.  Your

As SOON as you deplete the boss's health, run for cover on either side of the

 - PASSAGE? -

connect the Plantation to the Statue Chamber.  You can't go back to the

 - STATUE CHAMBER -

The statue maker's gone now, and the Doctor's statue is finally complete.  You

can view it to learn his real name, "Date Fuyuhiko".  Now, you can actually

each and 're-chisel' them into the characters Quote, Toroko, King and Curly.

Leave when you're done.

 - PASSAGE? -

 - CORRIDOR -

Run east, there's nothing dangerous here.  You'll find the ghost of a

presumably long-dead dog that looks just like the ones Jenka takes care of.  It

was owned by Ballos long ago and begs you to end his master's suffering.  Go to

 - SEAL CHAMBER -

****************

* WARNING      *

****************

then stomp into the ground--all in an attempt to ram you.  He only stops and

changes direction during this attack when he intercepts you at parallel.  Upon

which will travel all the way until they hit the wall.  After waiting a brief

time, Ballos will repeat this.  Sometimes after a shockwave, Ballos will float

want to shoot him as he hangs in the air, but you'll have to keep moving if you

don't want to take heavy damage.  After the eighth bolt lands, he'll summon a

slew of bolts simultaneously, but just before they strike you'll see flashing

circles all around the room denoting where the lightning's about to strike.

Curly is indespensable here.  You'll be running from him most the time on the

is in the air you can doubleteam him.  Just keep shooting and he will... well,

* WARNING                 *

his face.  Basically it'll just jump back and forth, sending bone shockwaves

across the room every time it lands.  Green devils flood the top of the room at

Ballos' head to collect them.  It's a good idea to try your best and resupply

When you're ready to attack, Ballos' eyes are his weak points.  It's possible

you've got.  You may want to start expending your Super Missile cache here, as

ammo.  As long as you're not trying to go for a fast time, make sure you've

* WARNING                   *

balls around himself.  He'll hover around the entier room in a clockwise

fashion.  When he's going left to right along the top of the room, he'll drop

quite easy to avoid.  However, the real trouble starts when he comes back down

and moves right to left across the bottom of the room.  He performs no actual

to you if you touch one.  What you have to do to avoid them is actually to

invincible.  If you have a high stock of missiles here you can use some; you

shouldn't need more than 20-30 I would think by the end of this form.  If you

Nemesis, and you don't want to *have* to take damage now.  Once each eye is

closed, he'll keep moving--without attacking--until he's on the right edge of

the screen, so don't worry when he doesn't instantly shift forms.

* WARNING                  *

Here we are... the very last phase of the very last boss.  Ballos will hover in

last phase--which  you should immediately stand on for safety.  It'll sound

platforms that hover close to Ballos himself.  The Green Devils along the top

of the room will go away, but they'll quickly be replaced by legions of red-

earlier.  They do drop supplies, too, and instantly instead of wriggling on the

ground like the Butes you met before, though it's harder to actually collect

1 damage to be exact, so if it looks like you're going to get hit or you need

cracks and crevices in his face torn away to reveal bloody red skeletons.  This

eyeballs orbitting him can absorb your attacks.  Luckily, some of the eyes have

them for good.  Sometimes, Ballos will send an eyeball to the ground, which

Basically, he's very easy to attack in this phase since all you have to worry

about absorbing your attacks is the closed eyeballs.  If you have any Super

Missiles left at all, exhaust them immediately--if you've saved up enough

(about 20-30 is an educated guess for how much it'll take, though it depends on

your accuracy) you should be able to obliterate Ballos with them.  otherwise,

by far the most powerful weapon here is the Spur.  Charged up to Level 3 or MAX

you, but if you don't care about taking hits it's much more to your advantage

to use it anyway.  The Nemesis is another fine option, as you no longer really

four of Ballos' health bars and finally bringing him the sweet release of death

* ALL CLEAR!  DEFEATED BALLOS, AND FINISHED THE GAME! *

Now, it'll look like you might have to make one more run before the game's

finally over, but worry not.  Read the dialogue and you will be saved without

have earned.  Sit back and enjoy!  You've conquerred Cave Story!

- 3-01  Weapons and Items -

obtained if you haven't already obtained certain other weapons in the current

playthrough of the game; don't worry about these until you've finished the game

at least once, and go with what you get as you get it.  That way, you'll be

able to experience all the different weapons and be able to decide which you'll

want to keep and which you'll want to skip for others.

 - Polar Star

You find this weapon at the very beginning of the game.  It's not the strongest

weapon, but it's definitely one of the easiest to use and useful in a wide

variety of situations.  Keep it when Curly asks you to trade in the Sand Zone

Level 1:  A small, fairly short-ranged, very weak thin shot.  On the bright

side, it's quite rapid-firing.  1 damage.

Level 2:  A pair of thin shots at once which are stronger and have a longer

range.  2 damage.

Level 3:  A large shot that's even more powerful and longer-ranged.  It's

have up to two shots onscreen at a time.  4 damage.

 - Machine Gun

Given to you by Curly Brace if you trade her the Polar Star.  Keep the Polar

Star when she asks you by choosing "No" if you want the Snake or Spur later in

the game.  The Machine Gun is still an excellent weapon, though, and perfect

for your first time through the game as it's not only the easiest Polar Star

air as long as you have ammo, vastly increasing your mobility.  It has an ammo

Level 1:  Small shots in a slight spread that shoot rapidly as you hold the

shot button down.  2 damage.

Level 2:  Long, more powerful shots, otherwise identical to Level 1.  4 damage.

Level 3:  Fat, powerful shots.  Hold down and shoot in the air to float upward

while holding down the fire button.  6 damage.

 - Snake

Labyrinth) when you reach him.  It's unique in that it's the only weapon in the

game capable of passing through walls.  It's very similar to the Wave Beam in

Level 2: Longer ranged and more powerful.  6 damage.

Level 3: Even longer ranged and even more powerful.  Only four can be onscreen

at a time.  8 damage.

 - Spur

want this.  You'll need to get the Booster 2.0 and fly back into the very first

with your original Polar Star to earn the Spur.  Instead of levelling up

through crystals, it "gains levels" the longer you keep the shot button held

as Polar Star level 1 and 2.  4 damage.

enemies that it's able to destroy.  15 damage.

Level 3: A twin beam that pierces enemies.  50 damage.

MAX: A wide beam that pierces almost anything.  50+ damage depending on how

long it's able to continually penetrate the enemy.

 - Missile Launcher

You recieve this early in the game, in the Egg Corridor.  It's the only weapon

with limited ammo that doesn't automatically replenish, but it's also very

powerful.  Easy to use, mostly works like a longer-ranged and more powerful

Level 1: Shoots a small missile forward.  The impact explosion causes splash

damage (damage to an area).  8 damage.

Level 2: A very fat missile.  15 damage.

Level 3: A volley of three missiles.  It only takes one ammo per shot, even

though you get three missiles.  8 damage (24 total).

 - Super Missile Launcher

level up.  Besides raw damage, the most noticeable upgrade from the standard

travel across the screen.  Also, the missiles launched by this weapon are gold

Level 2: Another fat missile.  28 damage.

velocity and damage.  14 damage (42 total).

 - Fireball

in the Bushlands for helping him get back into his house.  This can be a decent

alternative to the Polar Star or Machine Gun early in the game, as it's the

only weapon other than the Polar Star you'll find with truly unlimited ammo for

awhile.  It shoots balls of plasma that bounce around along the ground, great

Level 1: A small fireball, up to two onscreen at once.  2 damage.

Level 2: A more fancy-looking fireball with a trail.  Up to three onscreen at

once.  6 damage.

Level 3: White-hot fireballs that move faster.  Up to four onscreen at once. 6

Leon Hurley
Managing editor for guides

I'm GamesRadar's Managing Editor for guides, which means I run GamesRadar's guides and tips content. I also write reviews, previews and features, largely about horror, action adventure, FPS and open world games. I previously worked on Kotaku, and the Official PlayStation Magazine and website.