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Cave Story ~ Doukutsu Monogatari: Walkthrough




Grasstown




Connecting to network...
Logged on.
Executing chat algorithm.
Mimiga: Kazuma.
Mimiga: Are you there?
Mimiga: You okay?
Kazuma: Sue?
Kazuma: Is it really you?
Sue: It's me.
Sue: Sue Sakamoto.
Sue: You got away too, then?
Sue: Where are you right now?
Sue: I found some Dragon eggs.
Sue: Is Mom with you?
Kazuma: The door's stuck and I can't get out.
Kazuma: I'm still in this shelter-sort-of place.
Kazuma: The sector code is "Grasstown"...
Kazuma: See if you can run a scan on it from there.
Kazuma: Also, Mom's not here.
Kazuma: I thinks she might still be with the Doctor.
Kazuma: Do any Dragons look immediately hatchable?
Sue: At least one of them does.
Sue: But it's locked up with a password.
Sue: Can you do anything about that?
Retreiving information for user "Kazuma"...
Complete.
Location: Grasstown Structure D
Scanning for operational teleporters.
Preparing for connection to teleporter "Grasstown"...
Sue: Well, anyway, I'm coming to help you.
Sue: Just wait right there.
Kazuma: Gotcha.
Kazuma: Oh, by the way, I really could use some food, so
User "Sue" has disconnected.
Kazuma: .....
Sue: ..... When's that other boy getting here...?
King bursts in.
!!
King steps foward, revealing that the nerd guy is with him.
King: You're back.
King: I've been waiting for you...
Sue: Yeah? What now?
Sue: I'm kinda busy.
King: Toroko's been kidnapped by the Doctor's henchmen.
Sue: What?!
Nerd: And we're holding YOU responsible!!
King advances upon Sue. The screen fades out.
Sue: Lemme go!
King: Oh no, you don't!

All of this conveniently happens just before you teleport in. However, Nerd is still there, and reveals that they plan to swap Sue for Toroko. I don't think it's going to work, somehow. Leave the house.

Sue is caged. King is standing outside, keeping watch.
Sue: Let me out this instant!
King: Hold your tongue!
King: YOU'RE the reason Toroko got kidnapped!
King: Our only chance is to turn you over to them and hope for the best.
Sue: You creep-eyed freak!
King: If we don't get Toroko back safely, I swear I'll tear you limb from limb!

Jump up to the cage and talk to Sue and King. Now you have to go fetch Kazuma, so return to the house and teleport over to Grasstown.

The resident Cthulhu standing around at the top warns you to watch out for those Power Critters, but I think you've learned so far that anything that moves deserves watching out for. Talk to the aimlessly-standing-around Mimiga.

Mimiga: Hello.
Mimiga: My name's Santa.
Santa: I was off drawing some water when I suddenly got attacked by monsters.
Santa: I got away and ran back home, but somewhere along the way I dropped my key.
Santa: ...I'm locked out of my own house.

Guess what your job is now. Yup, retrieve the key. Head right, but watch out. Those bouncy things are no regular bouncy things, by virtue of the fact that when they jump, they sprout propellers and fly towards you. Edge towards them slowly. When their heads perk up, but before they fly at you, they are within range of the Polar Star. They'll go down in two shots. The giant blue ones are the Power Critters referred to by Cthulhu. They go down in four shots, but you'll only be able to squeeze off two before they fly at you. You can either run and try again when they've landed, or run straight under them and shoot up. Once you crest the hill, there'll be some down a slope. Obviously you can't Polar Star these, so you'll have to edge towards them close enough to draw them and retreat so that you can gun them down when they're at your level. Don't walk under the eerie floating eyes, or they'll drop at you. Pick them off from a safe distance, and then nuke the blobs on the other side. Then the coast is clear to nab the Key and dash back to Santa.

Santa: Oh!
Santa: That's the key to my house!
You hand over the key.
Santa: Thank you!
Santa walks home. Just before entering the door, he stops and turns to you.
Santa: Come inside.
Santa: I've got a nice reward for you.

Santa's house features a Heart Box and a Save Point, both of which you might need after your first encounter with the flying blobs. Strangely enough, there's also an instant death-trap on the far left. Why anyone would want an instant deathtrap in their own home, I do not know. I sure hope he reinforced the floor below his bed. Santa himself is full of gratitude, and gives you your third weapon, the Fireball. Apparently you'll have to go through Chaco's fireplace to look further in. A strange concept, but who are you to complain. Now leave the house.

Levelling up the Fireball is the order of the day for now. So go do just that, back and forth between the Santa's Key area. Explore further if you want. Note that the Fireball has a very good range, and the bouncing thing is immensely useful. Experiment.

Now, from Santa's House, go to where the key was, killing everything you can. Go right until you see two platforms with destructible blocks in the middle. Climb them and jump onto the blocks on your left. Hop across until a Life Capsule becomes visible. Jump up and get it. Go back and keep going right, mowing down everything that moves, until you see a deathtrap of the kind we saw in Santa's house. The falling experience crystals from the floating eyes will demonstrate that the floor above that deathtrap isn't as solid as we'd like it to be. Jump over and keep going right to a house. Here we are introduced to another class of floating eye: these stay stationary on the roof until you walk past them, when they drop down and chase you. Stand under them and shoot up, before going through the door.

Welcome to Chaco's House. Chaco's House features a savepoint, a bed, a Mimiga who is presumably Chaco, and that fireplace we've heard so much about. Save and investigate the fireplace. Not unsurprisingly, the fire gets in the way. Noting your unhealthy pyromanic tendencies, Chaco informs you that to pass through the fireplace you need to find a Jellyfish Juice. Now sleep in the bed and you'll wake up with Chaco in the bed and the Lipstick in your inventory. The implications behind that are disturbing, but oh well. Note that the lipstick is ONLY available when she walks up to you to talk to you about the Juice, so rest in the bed when she's right there. For the juice, we obviosuly now have to find a completely different zone away from Grasstown that has Jellyfish.

Not quite, since jellyfish have miraculously appeared once you leave Chaco's house. However, none of them are dropping Jellyfish Juice. Strategic usage of the Fireball and the Polar Star will allow you to get back to the area where Santa's Key was quite easily. Clear the area of monsters, before jumping up to the dangling platform above the key spot. Snipe all the reachable jellyfish, making sure to leave the destructible block intact. When it's safe to jump onto the platform, do so. Notice the gigantic jellyfish sitting up there in the roof. Equip the Polar Star, stand a square left of the destructible block, and shoot up. The big jellyfish will bounce about uselessly on the destructible block, leaving you to blow its head off. When it's dead, it will drop a treasure chest containing a bottle of Jellyfish Juice. Why anyone's vital fluids would be contained in a bottle inside a treasure chest is beyond me, but you'll see stranger before the end of the game.

Now, don't head back to Chaco's place. Instead, go back to the Assembly Hall in the Mimiga Village (the building between the save room and the graveyard) and use the Jellyfish Juice on the fireplace there to get a Bubbler. It might not sound much like a weapon of mass genocide, and a quick test of it at Level 1 would confirm that theory. At Level 3 however, you'd be surprised, so head back to Grasstown and level up. Jellyfish drop a surprising amount of experience, especially the clump by the key area. Remember that you can use one weapon to kill, then switch to another to collect the experience.

Addicted to the Bubbler yet? Good. Save at Santa's place, then go back to Chaco's, picking up a Jellyfish Juice on the way. Chaco's pretty impressed with your performance. Pass through the fireplace and head right. Jump over the deathtraps, and be mindful of eyes on the roof. You'll eventually find a very large swarm of eyes. A fully charged swarm of bubbles can be extremely satisfying in this situation. The ghost will shoot red rings at you whenever it gets hurt: either jump over these, or hide in the leftmost hole (the one without the deathtrap in it). If you hide in the hole, you can swap to the Bubbler and hold fire until it's dead. Carry on and jump down. There'll be a strange grey box next to an alcove with a (locked) building in it. For now, content yourself with going all right, raining your projectile of choice onto the ghosts (remember to avoid their counterfire). Eventually, you'll see a building with a strange pink thing by it (this is not a monster, but actually a motorbike of some sort, a quick examination reveals). It won't open, but someone seems very interested through a crack in the wall. Investigate.

You spy someone through the crack...
?????: Hey! Over here!
?????: You look like a nice young man.
?????: Could you help me out?
?????: I'd really like to get out of here. [YES/NO]
Pick Yes.
?????: Thanks!
?????: Take this.
You receive a Rusty Key.
?????: I found this on the floor. Go unlock the door with it, will you?

Try the key in the door. Unfortunately, the door is rusted shut. Talk to the crack in the wall again.

?????: What?
?????: It's not the key to this room?!
?????: Well, that's just great...
?????: .....
?????: If there's no keyhole, then we'll just have to break the door down...
?????: Now, how would we do that...

You're now pretty much obliged to help him, whether you like it or not. There's another building on your right, go in.

Welcome to the gloomily named Execution Chamber. If you shoot the destructible blocks and one of the bricks falls on you, you'll see why. Shoot the destructible block on the left and get out of the way fast. Jump onto the brick, then onto the ledge on the left. Destroy the other falling brick (not the destructible one holding it up) and then through the top destructible block to a Life Capsule. Now you can leave; the first falling brick is blocking the door, so blow it to pieces.

Unfortunately, the monsters have all respawned now. Oh well. Jump over the ghost on your left, then walk past the building with the pink bike. Stand on top of the wall, and jump across to a kind of tunnel-meets-platform deal. You can take out the frog on the other side with the Bubbler, since that has the longest range. Take the long, dangerous jump across and watch out for the two pairs of eyes now chasing you. Through the door is a much needed save room, complete with Heart Box and savepoint. Now, jump up from the saveroom and up to a kind of attic thing. Gun down the two flying blobs, then jump up and slay the frogs. Kill the roof eye and go right. You'll see a treasure chest; some precision jumping will lead you to discover that it contains a powerup that increases your max missiles by 5. You might want to save again now. When you're done, go left to the (now unlockable) building in the alcove.

It's the Power Room. The robot isn't very responsive, so use the computer to turn the power back on. This will awaken the robot, presumably called Malco, who will then try to kill you. However, fear not, for who should fall through the roof but Balrog again.


BOSS: Balrog
After a short conversation with Balrog, the fight begins. Again, he's not hard.

For the first part of the battle, he'll fly to opposite sides of the room, shooting orbs at either end. These orbs are destructible, and a blast of Polar Star bullets gets rid of them quickly. When he's flying over, you can squeeze in some shots while you're underneath him. Don't spend too long gunning him down that you give him a chance to land when you're not ready.

His second strategy, when he's near death, involves bouncing around and shooting off projectiles in every direction. Just shoot him repeatedly - there's no danger unless he manages to close in on you against the wall.

That shouldn't have been too hard, I managed to do it without being hit once. Then again, I'm the Pimp Master Gunslinger ;)

Go help out the now slightly deformed robot. Oh dear, now you're on a fetch quest to make a bomb to blow the door of the building out. As usual, you can't just bring out your missile launcher and leave the door a pile of ruined metal that way.

First, go get the Jellyfish Juice again. Once you have it, go to Santa's place and nuke his fireplace to get the Charcoal. That's one ingredient. To get back up from the Power Room area, hold down Jump in the fan airflow - the fans became operational when you turned the power on, remember?

Second, go get the Jellyfish juice again on the way back to the Power Room. You can bypass Chaco's fireplace because of the now-functional fan.

Thirdly, go talk to the crack-in-the-wall in the trapped guy building. Upon hearing "Gum Base", he'll give you a Gum Key, saying there has to be some connection. And he'd be largely right. Before we go further, use the fan to hop up onto the wall and into the building at the top. Investigate the treasure chest to once again raise your max missiles by 5. Show no mercy to the frenzied Mimiga that appears; it won't show you any. You'll be hurting after that, so go relevel up your weapon and heal up at the save point, before coming back to the trapped guy building. From here, continue right, shooting anything in your way. There'll be a large jump across a pit of deathtraps. Go for it. Hey, it's Cthulhu again. If you hadn't already noticed, holding down Jump in a fan airflow makes you go even higher. Do so to reach the save point. Now we come to some horizontal fans - use the first one to jump across, then use the second set of fans to jump back. The second jump may take a bit of practice, but you'll eventually reach a building that needs your Gum Key to open.

This room is ominously titled "Gum". It's conveniently rectangular, and fits the screen. Also, notice how the fan arrangement is symmetrical, and at the ends of the rooms no less. These things alone should be setting off alarm bells in your head. Empty the chest for the Gum Base.

Hey, it's Misery.

Misery: Oh?
Misery floats to the ground.
Misery: We meet again.
Misery: Do you remember me?
Misery: Indeed, in the Mimiga village...
Misery: I hadn't noticed before, but...
Misery: Aren't you a soldier from the surface?
Misery: I wasn't aware there were any left.
Balrog drops in from the roof.
Balrog: Misery!
Balrog: Watch out, that one's a fighter!
Balrog: Stronger than a Mimiga, even!
Misery: You don't say.
Misery raises her arms and casts a spell. There is an explosion of magic, and Balrog is caught in a series of flashing lights.
Balrog: !!!
Misery: Soldiers are YOUR duty.
Misery flies off.
Misery: Come back when this one's in pieces.
Balrog slowly morphs into a frog, ending with an explosion.
Balrog: Geghrooakk!



BOSS: Balfrog
He'll bounce around, and each earth-shaking landing will cause a small frog to fall from the sky. These are annoying, but drop powerups when killed. When he's quite close to the wall, use the fans to fly over him. Shoot all the frogs, and then gun down Balfrog. His only vulnerable spot is his mouth, so shoot him when he's spitting red projectiles. These projectiles are destructible, so as long as you shoot fast, you'll be fine. Occasionally, he'll do a very big jump, which will result in a massive swarm of frogs from the sky. Just kill them all before returning to business as usual. These swarms can be a blessing, since you get a lot of powerups from them. Your only two worries are timing the jumps wrong and landing on Balfrog or landing on a small frog.

Soon enough, he'll turn back into Balrog and run off.

Now you've got all the ingredients, return to the Power Room and Malco. He'll give you the Explosive. Go back to the trapped guy building and set it by the door. The camera will pan to the inside of the building. Hey, it's Kazuma.

There is an explosion by the door. You appear in the door.
Kazuma: Woohoo!
Kazuma: You did it, my boy!
Kazuma: I knew you could do it the minute I laid eyes on you.
Kazuma: .....
Kazuma: Anyway...
Kazuma: My name is Kazuma Sakamoto.
Kazuma: You can call me Kazuma, that's fine.
Kazuma: I was lucky enough to escape from the Doctor, but unfortunately, my teleporter sent me here.
Kazuma: I thought I was going to starve...
Kazuma: I owe my very life to you!
Kazuma: Oh, by the way...
Kazuma: You wouldn't happen to know the Mimiga Village, would you?
Kazuma: ...Sue?
Kazuma: You've met Sue?!
Kazuma: Ah, I see.
Kazuma: You came in Sue's place to find me.
Kazuma: All right, then!
Kazuma: Lead the way to the village!
The teleporter begins to work.
Kazuma: ?!
An old man appears in the teleporter.
Old Man: Kazuma?!
Kazuma: Professor Booster!!
Kazuma: You're safe!
Booster: Yes, more or less.
Booster approaches Kazuma and glances around.
Booster: And how is Sue?
Booster: Is she all right?
Kazuma: She's at the Mimiga village.
Kazuma: This young fellow was just about to guide me there.
Booster: !!!
Booster runs toward you.
Kazuma: Oh, do you two know each other?
Booster: .....
Booster: No...
Booster: No, we've never met.
Booster: Never mind, we must hurry to find Sue.
Booster: The Doctor has begun gathering the Mimigas.
Booster: It seems he has become aware of the red flowers.
Kazuma: But, Sue...
Kazuma: Will the red flowers affect her as well?
Kazuma: Just like the other Mimigas?
Booster: Kazuma.
Booster: The Doctor has begun gathering the Mimigas.
Booster: You know what that means, don't you?
Kazuma: You...you mean the war?
Kazuma: He...
Booster approaches Kazuma.
Booster: Precisely.
Booster: We have no choice now but to stop him.
Kazuma: Stop him? But how?
Booster: I have an idea.
Booster: For now, let us hurry to where Sue is.
Booster: We'll talk then.
Booster approaches you, forcing you to back away from the door.
Booster: You too. Come along.
Booster leaves the building, followed by Kazuma.

A save point and a Heart Box will now appear. Follow them out.

Kazuma: So then, young man, can you lead us back?
Booster: Kazuma.
Kazuma: Yes, sir?
Booster turns to look at the strange pink motorbike.
Booster: Can you operate that?
Kazuma and Booster approach the bike for a better look.
Kazuma: I believe I can.
They get on, and the bike starts shaking. They skid about wildly, before flying into the distance, in the vague direction of Santa's house.
Kazuma/Booster: It won't STOOOOOOOOPP!!

Now go back to Santa's house. When you get there, you'll see the ruined remains of the motorbike. Go back to Arthur's House, and the next thrilling chapter of the walkthrough begins.


Prev: Egg Corridor
Next: The Sand Zone

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