Cally, a 7-year-old girl from Merryfeather, has had an unfortunate history of witnessing her parents being kidnapped by the nefarious Herbert. Over the course of her first two quests to save her parents, she learned that she had the ability to take on any challenge and succeed. Since she has learned a great deal already, she starts Cally's Caves 3 as a confident hero, who isn't scared of the challenge ahead of her. Instead she's excited to try and help her friend and rescue her parents.
Lloyd is a laid-back guitar player and member of the Merryfeather Community. Lloyd is a family friend of Cally's parents, and has helped Cally in the past by providing useful tips and information. Since the last time we saw Lloyd, he has released a new EP, and is still practicing guitar constantly. As Cally's Caves 3 begins, Lloyd returns to help Cally once again.
Rupert is Herbert's son, and a former classmate of Cally's (he stopped showing up to class a while ago). The dark cloud of something that happened in the past is hanging over Rupert, but he's generally a nice guy. After witnessing Herbert devolve into an evil villain, Rupert is convinced that his father is just misguided, and there's really a good person behind Herbert's facade. Rupert maintains a roadside farm stand, as it was always his mother's dream to run a farm stand as a business someday.
Bera is the daughter of Mama Bear, from Cally's Caves 2. Unlike Mama bear and the bear enemies from Cally's Caves 2, Bera managed to escape Herbert's experiment that turned all the animals evil. Bera is pretty smart, and knows what happened to her Mom, and is happy to help Cally stop Herbert from causing any more animals from being corrupted by his evil experiments.
Herbert is an evil genius who has attempted to take over the Caves several times. He seems to want to corrupt everything in the Caves and harvest all of the natural resources for evil purposes. All we really know about Herbert is that he left his son Rupert on his own when he disappeared into the Caves 3 years ago, and that he has kidnapped Cally's parents twice in his attempt to seize control of the Caves. Otherwise, his motivations are unclear. Herbert has constructed several large facilities in the Caves, including Herbert's Lab, and the labyrinthine Inner Sanctum area.
Cally's sister. Nothing else is known about Robin at this time.
Melvin is a disembodied zombie head, and lead singer of the pop group Melvin and the Holograms. He is also Herbert's Henchman, and is installed in some of Herbert's creations, such as Herbert's Hovership and the Cyborg Colossus mk. 4.
Cally's parents, who are members of the Merryfeather community, and owners of the property the caves are on. Cally's parents were shocked when their long-time family friend, Herbert, went crazy under mysterious circumstances and kidnapped them. Fortunately, they seem to have a history of teaching their children how to go on epic quests, and Cally is well-prepared to come rescue them.
The Deranged Direwolf guards the entrance to Zone 2, and can be a deadly foe. The result of one of Herbert's experiments involving radioactive ooze, the Deranged Direwolf grew to a monstrous size, and turned feral.
Behaviors: Walks left and right, growls and bites Cally if she gets too close. Can turn around quickly after bite if Cally is behind him.
Tips:King Carl III is the descendant of the Royal House of Carl, which has ruled the muddy areas just inside the Caves' entrance for generations. Cally has encountered and defeated Carl III's father and grandfather in the previous Cally's Caves games. While the previous King Carls were fearsome opponents, Carl III made an alliance in an attempt to gain godlike powers. In exchange for being experimentally enhanced, Carl III allowed Herbert to run his experiments within his borders, leading to the entire slime population being corrupted.
Behaviors: Spits wall of slimes at Cally before splitting into 4 small mini-Carls. Cally must destroy all 4 mini-Carls to summon Carl's main form back when she can do damage. Each time all 4 mini-Carls are defeated, Carl III loses a big chunk of health.
Tips:Buzz the Terrible Tarantula and his spider minions control the Forgotten Forest area of the caves. Spiders already have a twisted nature, but when waste from Herbert's experiments poisoned the Forgotten Forest, Buzz grew to be as big as a human, and became fully evil. Buzz guards the entrance to the Eagles Peak, the mountain that the Caves lie beneath.
Behaviors: Buzz starts out climbing on the backwalls, then shoots a stream of web projectiles at Cally. It is possible to dodge the web projectiles, but if one hits Cally she becomes trapped in the web and must use her sword attack to get free. When Buzz finishes shooting the webs, he burrows into the backwall and 3 spider minions drop down from the ceiling. After Cally defeats the 3 spider minions, Buzz will climb down the middle of the backwall area, rest on the ground for a brief pause, then lunge at Cally. After the lunge, Buzz climbs back to the backwalls and fires his webs again.
Tips:The Balding Eagle was once a noble beast, and is still as magnificent and regal as an Eagle should be. Unfortunately, fumes from an explosion in Herbert's Lab gave the Eagle brain damage, and caused it to attack anyone that came near the crown of the Eagle's Peak. While Herbert's henchman have reached an uneasy alliance with the wild predator, the Eagle's behavior is unpredictable and there have been many complications. Unfortunately for Cally, the path to Herbert's lair lies just beyond where the Eagle resides.
Behaviors: The Eagle begins by raining down sharp feathers from its perch, then takes off to fly. In the first stage of the boss fight, the Eagle flies left, then right across the top of the screen, raining down feathers along the way. After that he will return to his perch and spray feathers everywhere again. After the Eagle has crossed a certain HP threshold, it will cease doing the flyover behavior, and instead take off to the very top of the level. It will then do a dive bomb towards Cally.
Tips:Shelly and her worker bees took over the area that is known as the Lost Village a while ago, but were only recently mutated by Herbert's experiments. Where once a great civilization lived, now there are only corrupted bees, waiting to attack anyone that wanders into the Village. Herbert gave Shelly custom built armor to shield her weak spots, making hear nearly invulnerable.
Behaviors: Shelly starts off sitting on her hive and summons waves of stingers at Cally. There are 3 hiding spots where Cally can stay safe from the stingers, but those blocks get damaged and destroy over time. Shelly is also invulnerable at this time. After the stingers finish, Shelly flies up and rushes the player, stinger-first. If she hits the player, she flies back to her hive and calls the stingers again, staying invulnerable the whole time. If Cally gets out of the way and Shelly hits the ground, Shelly is stunned and is vulnerable to attack for a few seconds.
Tips:The Cyborg Colossus has been Herbert's pet project for a long time now, however an accident and a few encounters with Cally have forced him to rebuild the Colossus several times. As usual, the Colossus mk. 4 has Melvin as it's command unit. The mk 4. model is almost twice as big as the last Colossus Cally encountered, and wields an upgraded mace and heat-seeking missiles.
Behaviors: The Cyborg Colossus rotates between rushing Cally/swinging his mace, and launching heat seeking missiles from his backpack. He has no stunned mode, and alternates between his behavior quite quickly, forcing the player to stay moving and utilize the parry.
Tips:After the destruction of Herbert's Battle Tank in Cally's Caves 2, Herbert knew he needed a new machine that could help him retain control over the Caves. With the help of Melvin, Herbert created his Hovership, a flying platform with a massive laser and a claw that can be used for battle, or construction. The Hovership has strong titanium armor, meaning it's only weakness is its control center, Melvin.
Behaviors: Herbert's Hovership travels left and right across the boss level, periodically firing it's massive laser and sweeping across the ground with it. Every once in a while the Hovership will move to resting position and fire its claw, which seeks Cally. Once the claw grabs Cally, it attempts to carry her over to the lava pit to the right of the level and drop her in it (causing instant defeat). As the Hovership gets more damaged, Melvin starts to panic and speeds the movement of the Hovership up.
Tips:Herbert is Cally's arch-nemesis and has been trying to seize control of the Caves for years now. He wasn't always evil, though. Once, Herbert was friends with Cally's parents, and he used to act as a healer, using his knowledge of science and medicine to help the people of Merryfeather. His wife and son, Rupert, were also active members of the community. Three years ago, an "incident" happened that seemed to twist Herbert into the evil monster we know him as today. His motivations for taking over the Caves are unclear.
Behaviors: Herbert is a flying boss, who summons heat-seeking missiles, shoots a circle of lasers, and fires platform-destroying giant saw blades. The battle takes place over a lava pit, and as it goes on, Herbert will start destroying the platforms that Cally can jump on to avoid falling into the Lava. Herbert starts by shooting a bunch of lasers in a circular spread, then he flies to the left side of the room and fires the lasers again. After this he flies to the right side and once again fires the lasers. Next, he will return to the middle of the room and summon a batch of heat-seeking missiles. The missiles travel at different speeds, making parrying them in a rhythmic fashion difficult. After he fires the missiles, he will shoot a few platform-destroying saw blades, which will take away some of the places for Cally to jump to. After shooting the blades, Herbert will cycle back to the beginning of his behaviors, and repeat.
Tips:The Direwolves in the Caves were mutated by Herbert's experiments, turning them feral. Although they have simple behaviors, their bite can be deadly!
Behaviors: The Direwolf paces back and forth, and bites at Cally whenever she is within a close range. In New Game+, the Direwolves will also detect Cally and turn around if she jumps on a platform behind them.
Health: Low
Mods vulnerable to: ShockFreezePoisonExplosive
Knife Bandits have always been Herbert's lowest henchmen. They wear masks to keep their identities a secret, but are usually fodder in the greater battle between Cally and Herbert.
Behaviors: Knife Bandits move left and right on whatever platform they are on, and start slashing with their blades as soon as Cally comes within a close range. They will also detect Cally if she is on a platform behind them and turn around to face her.
Health: Low
Mods vulnerable to: ShockFreezePoisonExplosive
The Caves have always housed bats, and it was never a problem until Herbert came along. Whatever the purpose of his experiments, they turned the bats rabid and now they lie in wait for something to sink their teeth into.
Behaviors: Bats are always sleeping on the ceiling. When Cally gets within their detection range, they will wake up and fly at Cally at one of three speeds – slow, medium, or fast. Bats can fly through walls and will always be flying towards Cally's position if they are awake. They have a critical vulnerability to the frost mod, which makes them freeze and smash on the ground.
Health: Low
Mods vulnerable to: FreezeShockPoisonExplosive
Smokeys (formely known as Pistol Bandits) are engaged in a societal struggle with cigarettes. Although they will shoot anyone that isn't on Herbert's side, it's good to see that they are now on the nicotine patch.
Behaviors: Smokeys walk back and forth, and turn if they hit the edge of a platform or a wall. Every once in a while, they will stop, drop to one knee, and fire two bullets in Cally's direction (the bullets only travel horizontally). In the regular game, the minimum time between Smokey's firing cycle is 3 seconds. In New Game+, the minimum time between Smokey's firing cycle is 1.5 seconds. Smokey bullets can be parried by Cally, and will do a huge amount of damage if they hit an enemy after being parried.
Health: Low-Medium
Mods vulnerable to: ShockFreezePoisonExplosive
The Green Slimes live under the rule of the Royal House of Carls, and are unpredictable beasts. Don't let their cute looks fool you, they have teeth the size of knives.
Behaviors: The Green Slimes move along the ground and start bouncing randomly. Every couple of seconds they might change direction/speed. When this direction change occurs, there is a 60% chance they will move towards Cally. Slimes bounce proportionally to how far they fall.
Health: Low-Medium
Mods vulnerable to: FreezePoison
Bees are the spawn of Queen Shelly, and work in unison to protect the territory around the hive. The drones aren't very smart, but their stingers are deadly. Once a bee sees you, it will never stop chasing you.
Behaviors: Bees lie dormant until Cally gets within a certain range. When she does, the bee wakes up and flies towards Cally, avoiding any walls in the process. Bees are especially susceptible to attacks from the Sword and Spike Gun.
Health: High
Mods vulnerable to: ShockFreezePoisonExplosive
Spiders are the children of Buzz the Terrible Tarantula, and can be found lurking in the Forgotten Forest. Spiders are known for their ability to leap across great distances, and trap their prey.
Behaviors: Spiders lie in wait until Cally comes within a certain range. When she does, they wake up and jump towards Cally. Spiders rarely move across the ground, but usually jump once or twice, followed by a brief pause on the ground.
Health: Low-Medium
Mods vulnerable to: ShockFreezeExplosive
Hulking Bandits are known for their huge size, and low intelligence. What they lack in smarts, they make up for in firepower, as they wield a deadly Rocket Launcher.
Behaviors: Hulking Bandits walk left and right, turning around at the edge of a ledge or a wall. Every few seconds, the Hulking Bandit will flex his arm, and two rockets in quick succession. The rockets have a wide damage range, so make sure you aren't standing to close to a Hulking Bandit that is facing you. Hulking Bandit rockets cannot be parried, and should be avoided at all costs.
Health: High
Mods vulnerable to: ShockFreezePoisonExplosive
No one knows the origin story of the Skeletons that inhabit the Caves. Many have speculated that Herbert resurrected the souls of the Mordecai civilization, but nothing has been proven.
Behaviors: Skeletons walk left and right, turning at the edge of a platform or a wall. Every few seconds, the Skeleton will throw a bone projectile directly at Cally, no matter where she is in relation to the thrower. Skeleton bones can be parried, and will do a great deal of damage if they hit an enemy after being parried.
Health: Very high
Mods vulnerable to: Explosive
Red Slimes are an offshoot of the slime genus. Red Slimes generally live near lava, and over time have evolved to generate heat themselves. While a Red Slime might seem easy to fight, they are relentless in the pursuit of their prey, and have an explosive surprise once they are defeated.
Behaviors: Red Slimes bounce around randomly, bouncing off of any solid surface it hits. Every few seconds, the Red slime will change direction and speed. At the time of this direction/speed change, there is an 80% chance the slime will start moving in Cally's direction. Once a slime is defeated, it flashes for a couple of seconds, before exploding into a fireball that can damage Cally.
Health: Medium-High
Mods vulnerable to: FreezePoison
Herbert's new robotic turrets are the result of several prototypes that couldn't do their job properly. In the past, Herbert has used Skeleton skulls and magic to control his turrets, but now he uses technology.
Behaviors: Turrets lie dormant until Cally comes within their range, at which point the Turret's siren starts lighting up. Every few seconds, the Turret will fire a bullet directly at Cally. If Cally moves to the other side of a Turret, it will turn to face her. Turret bullets can be parried, and will do a large amount of damage if they hit an enemy after being parried.
Health: Medium
Mods vulnerable to: ShockExplosive
Balor's were long thought of as demons from Irish folklore, until Cally discovered them living in the Caves on her first adventure. Balors have a short temper, and an explosive fireball attack that causes devastating damage.
Behaviors: Balors walk left and right, always facing the side that Cally is on. They will lift their arm and shoot a fireball very frequently. The Balor's fireballs cause Cally to lose 2 hearts, making them especially devastating. Balor fireballs can be parried, however, and will deal massive damage if they hit an enemy after being parried.
Health: Very High
Mods vulnerable to: Freeze
Hopbots are the foot soldiers of Herbert's robot army, and operate in a simple hunt-to-kill capacity. Their incredibly dense titanium shells are attached to spring-propelled legs, making Hopbots the ultimate bludgeoning tool.
Behaviors: Hopbots will wait on the ground for several seconds before jumping, and repeat this behavior. If Cally is beyond a certain distance threshold, the Hopbot does a high-arcing jump. If Cally is closer than the distance threshold, the Hopbot does a low, fast-moving jump.
Health: High
Mods vulnerable to: ShockExplosive
Bombers are another member of Herbert's robot army. They are generally used to guard wide open areas, carpeting the ground with their deadly bombs
Behaviors: Bombers fly left and right, turning around when they detect a wall in front of them. Bombers will drop bombs at randomly chosen intervals, even if they are frozen.
Health: Medium
Mods vulnerable to: ShockFreezeExplosive
Ents are ancient, dead trees that Herbert possessed with spirits through dark magic. A mysterious green fire burns within them, and somehow gives them regenerative powers that can keep them alive forever.
Behaviors: Ents walk back and forth, and will only turn around if they hit a wall, the edge of a platform, or if Cally is standing directly behind them. If Cally gets too close, they will stop and raise their branches, followed by slamming them down in the direction they are facing. Ents also regenerate HP constantly, and have no maximum HP threshold. This means you have to deal with Ents quickly, or risk facing a near-unbeatable monster.
Health: Very High
Mods vulnerable to: PoisonExplosive
Shield Bandits are one of Herbert's higher-ranked minions. They wield enormous shields that will block any projectiles except flames, and are known for trying to corner opponents between their shield and a wall.
Behaviors: Shield Bandits walk left and right, turning at the edge of platforms or walls. If Cally jumps on a ledge behind a Shield Bandit, they will turn to face Cally and walk in her direction. Shield Bandits can only be damaged from behind, unless you are using the flamethrower which can damage them regardless. Due to Shield Bandits being able to block anything they are facing, it can be handy to use a rapid-fire weapon on them to combo-chain their stunned state.
Health: Medium-High
Mods vulnerable to: ShockFreezePoison
Circle Bots are more of a tool than a weapon, and are designed for clearing platforms to make them ready for use by humans. Instead of using them for this purpose, Herbert has planted them all over the platforms in the Caves, using them to get in Cally's way and make her journey far more difficult.
Behaviors: Circle Bots always rotate/move clockwise, circling around any platform they are placed on.
Health: Low-Medium
Mods vulnerable to: ShockExplosive
Skeleton Warriors are an upgraded version of the Skeleton enemy that have a Sword and a Shield in addition to throwing bone projectiles. They will try and hit Cally with a projectile to stun her, then close in and defeat her with their swords.
Behaviors: Skeleton Warriors walk left and right, and will turn around if Cally jumps on a platform behind them. Periodically, they will throw bone projectiles directly at Cally. If they get within close range of Cally, they will start repeatedly slashing with their sword, and if they hit Cally, they will not stop attacking – unlike other enemies. The Skeleton Warrior's bone projectile can be parried, and will do massive damage if it hits an enemy after being parried.
Health: Very High
Mods vulnerable to: Explosive
Shield Shooters are similar to Shield Bandits, they are higher members of Herbert's hierarchy of soldiers. They hold defensive positions and use their shields to block any projectile, except flames. They also lower their shield momentarily to fire slugs at Cally.
Behaviors: Shield Shooters don't move, but will face whichever direction Cally is in. Periodically, they will shoot a bullet horizontally in Cally's direction. Their shields make them invulnerable to projectile attacks, except flames. They are also momentarily vulnerable when firing their weapon. Shield Bandit's bullets can be parried back at them, which almost always causes them to be defeated immediately.
Health: High
Mods vulnerable to: ShockPoisonExplosive
Mermen are hideous creatures that inhabit watery areas and have an inane thirst for combat. The people of Merryfeather believe the Mermen used to be fish, and were mutated by Herbert's first experiment.
Behaviors: Mermen pace back and forth and can walk on both land and water. Periodically, they will throw an explosive trident at Cally. If they are not facing Cally at the time of throwing, the Merman will turn around to face her and walk towards her. Mermen tridents are different than most enemy projectiles, in that they will destroy any of Cally's projectiles that they hit. The tridents can be parried, however, and will do massive damage if they hit an enemy after being parried.
Health: Very High
Mods vulnerable to: ShockPoisonExplosive
The Robo Warriors are Herbert's toughest minion, and are created by combining a Hopbot with a mech body. The Hopbot acts as the control system for the Robo Warrior, and follows Herbert's orders even if it jeopardizes the Robo Warriors safety.
Behaviors: Robo Warriors pace left and right, and stop at the edges of platforms or walls. Periodically, the Robo Warrior will stop and fire two batches of two rockets. If it is not facing Cally at the time of firing, the Robo Warrior will turn to face her first. Robo Warrior Rockets cannot be parried, and will take 2 HP off for every time they hit Cally, making them one of the most deadly enemy projectiles in the game. Also, after defeating a Robo Warrior, its Hopbot control center will remain, and must also be defeated.
Health: Very High
Mods vulnerable to: ShockExplosive
Diaries can be found in:
Orbs can be found in:
Records can be found in:
Mementos can be found in: