Cave Story walkthrough for the Hell speedrun. -by Derakon My best time so far is 4:53:0, netting me the Toroko-themed menu screen. I'll just walk through my overall process. First, get the Booster 2.0 and rescue Curly. Rather obvious, that. Be sure to pick up the Nikumaru Counter as well, since this is, after all, a speed run. I also strongly recommend using the Spur, since it utterly obliterates Ballos' first 2.5 forms. Next, clear the "normal" ending bosses. Try to conserve missiles; they don't get replenished between the death of the Undead Core and the escape sequence. Also, and of course, make it to the Prefab Building without losing any health. Far better to redo those four bosses than to start your Hell run with less than perfect health. Before jumping into the hole, equip the missile launcher. You're going to power it up to level 2 in the first room. That means hitting the first two experience boxes at the very least. Try to hit the other four as you fall down the pit. Shooting them just before Quote completely overlaps their sprites should get you the right timing. You should be almost all of the way to level 3 now. Nab the health and pick up Curly. This next room is rather chaotic. Sometimes I make it through without taking any damage; most times I'm out 20-30 points. Use level-2 Spur shots to take out angels whenever they get in your way, but do remember that getting hit by an angel only costs you 5 damage, while the falling stones cost 10. Make excessive use of the Booster 2.0 here; this room was designed to get you to do some fancy flying. If you aren't boosting forwards, you should be either on your way to the ground to recharge the booster, boosting up to dodge something, or boosting backwards to dodge something else. Don't walk; it wastes time. The third room mainly is a measure of how good you are at handling a continuing offensive. You shouldn't stop to kill enemies unless you're waiting on a door to clear. So for example, the first door is guarded by two Butes and two Mesas. Use a level-2 Spur shot to hit the door over the Butes' heads, then kill everything you can in the time you have before the door clears. Boost through it, charge up a level 2 Spur, and hit the next door. Make good use of Curly's ranged Nemesis to clear the blocks hiding health (in the upper-right corner right next to the door) while you take out angels with uncharged Spur shots. Race through the door as soon as it opens, and take out the next door. Not much to do here while it clears, so just catch your breath. As a side note, you'll notice that I don't use the Nemesis much. That's because it's all too easy to accidentally pick up some experience, and bam - there goes half of your offensive capabilities with that weapon. And no, I don't particularly feel like getting hit to level it back down. The next two "rooms" of this section are rather hellish (right...), being filled with lots of archers. It's usually somewhere in this section that I use the Life Pot. My best advice is to get through quickly, and don't worry too much about killing everything. Remember that you can always kill flying angels while you wait for doors to clear. Otherwise, don't bother. Grab the missile expansion in the last room before Heavy Press, and for goodness' sake, don't land on the spikes. I usually take out the lowest of the three doors, just because it makes keeping a handle on the flying angels easier. So clear the door, fly through, grab the missiles, and head down to that lower island next to the double doors leading to Heavy Press. While a door is counting down, continually hop up and fire the uncharged Spur to keep the angels under control. When the second door clears, charge up a level 3 Spur shot and head in to meet the big guy. Unload that level 3 shot on Press, dodge his attack, and switch to the Nemesis. If you stand right underneath him and fire upwards, then both your and Curly's shots will hit him. Rapid mashing of the fire button will ensure that he dies before firing another shot. Don't get crushed, but also don't stick around for powerups. There's no time. At this point, I still had about 20-30 health left for Ballos' three forms; plenty if you know what you're doing. Fall through, take the door, listen to the dog's plea, and enter the seal chamber. Start charging the Spur as soon as you land, and boost over to Ballos. He's vulnerable the instant he raises his hand; continue charging until them. He'll charge at you along the ground, then up into the air, horizontally in air to you, and then back to the ground. Upon landing, he'll unsettle the bones on the floor. You want to hit him on his horizontal dashes. You only have time to charge a level 2 Spur shot, but that's fine. Do be careful, as the amount of time he spends on the ground between dashes is random. You can tell when he's about to dash because he'll change his stance slightly. When he flies into the air, switch to Nemesis and make like he's Heavy Press. Same concept, same result - he'll go down before loosing a single lightning bolt on you. Now, switch to the Spur and shoot down a bunch of the Green Demons flapping about in the air. They'll drop experience; use it to fully power up the missile launcher. Then switch back to the Spur. Don't get landed on. Ballos's second form will hop into the air, attempting to crush you. Every time he lands, he'll scatter bones. On his first run, he'll hop twice before pausing; after that, it's three hops before the pause. Wait for the pause, then jump up, unleash a level 3 Spur shot, quickly charge to level 2, fire that off, and repeat once more with the last of your Booster juice. Done properly, a Spur shot will continue through both eyes, racking up massive damage (150 points for a level 3 shot, 75 for level 2). Improperly-done, the shot will just impact on his armor, doing negligible damage. This, therefore, is a chance to practice your marksmanship. When Ballos runs out of health, he'll spawn those satellite eyes. Take as many out with a charged Spur as you can, then switch to Nemesis. If you find that you don't have any good targets at the moment, feel free to charge up some Spur shots for when things open up a bit. I haven't really optimized this form. Of course, don't get hit; you can walk between the satellites while they're on the ground, and the skulls they drop in air are dead-easy to dodge. Having taken out all of Ballos' satellites, he'll spawn those platforms. Hop up on the left side, and stay slightly above center. When his armor finally cracks open, drop the level 3 Spur on him, then switch to the rocket launcher and jump on him. Yes, that's right. There's actually a safe point you can stand on right next to his left eye. Not that it matters much; hammer the fire button and your level 3 missiles will toast him in under a second. And that's it! The timer stops as soon as you land the killing blow. Good luck!