Cally♥sCaves
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  • Characters
  • Bosses
  • Enemies
  • Weapons
  • Collectibles
  • Locations

Characters

Cally

Cally, the Hero of Mayfeather, is an 11-year-old adventurer. Cally's skills were sharpened when Herbert, under the influence of the G.S.S. kidnapped her parents and took over the Caves. Cally is confident in her skills after finally helping Herbert redeem himself.

Lloyd

Lloyd is a musician and a friend of Cally's family. In the past, Lloyd has acted as a guide and mentor for Cally. He has released several EPs of his recordings. Lloyd's favorite instrument is his guitar, which he calls 'S'.

Rupert

Rupert is Herbert's son, and Cally's best friend. Rupert aims to become an inventor one day. Rupert was cursed by a dark power when he was an infant. Cally and Rupert have now been searching for a cure for Rupert's curse for 3 years.

Bera

Bera is one of Cally's best friends, and has even saved Cally's life before. Her mother, Mama Bear, was turned evil by Herbert's experiments. But later, Cally helped Bera rescue Mama Bear and bring her home.

Herbert

Herbert has a long and complicated history: his son, Rupert, was born with a curse. His wife died tragically during an attempt to heal the curse, sending Herbert over the edge. He then enlisted the help of Melvin and the Golden Skull Society. He kidnapped Cally's parents and attempted to take over the Caves. But deep down, he was tortured by grief and misguided. Cally and Rupert were able to talk some sense into Herbert, after an Epic Battle. Now Herbert uses his flying ability to help Cally get to the different G.S.S. Bases.

Sam

Sam's parents were kidnapped by the leader of the G.S.S. Remembering what it felt like to have her parents kidnapped, Cally offered to help Sam. Sam's favorite musician is Billie Holiday.

Robin

Cally's older sister, Robin has been on many adventures of her own. When in town, in between quests, she usually runs Robin's Cafe. Robin wears her signature Tactical Vest that provides lots of weapon storage. Robin loves to play video games in her spare time.

Bosses

Boss 1: Jaeger

Jaeger was created by Melvin to be Magnus' personal bodyguard. He is designed to sweep areas with energy projectiles, destroying anything in their path.

Boss 2: The Immortal

The Immortal, aka Mask Magnus, is the mysterious leader of the Golden Skull Society, Magnus leads with an iron fist. His identity and origins are unknown.

Boss 3: The Engineer

Edwin Marlowe, aka The Engineer, is known for designing weapons. His home base is the Aircraft Carrier, G.S.S. Iafrate. Marlowe uses a Mech Suit for everything, from construction to combat. He designed Light Ray weapons that incinerate anything in its path.

Boss 4: The Architect

Richard Dunham, aka the Architect, is not a very spontaneous person. Born into a rich family that owns many of the world's largest media corporations. Dunham has always been obsessed with planning every meticulous detail. He plays a lot of chess on his computer.

Boss 5: Melvin

Melvin is a character from Cally's Past. He was the first member of G.S.S. Cally ever met. Melvin's survivability is off the charts. He has survived 3 battles with Cally. Since their last encounter, Melvin has undergone quite a transformation. Melvin's origins and nature are unknown…

Boss 6: The General

The General is the Golden Skull Society's greatest warrior, known for training every G.S.S. Soldier personally. The General's base of operations is the Badlands Outpost. She uses a deadly shell game attack to confuse opponents. Capable of calling down waves of Shurikens from above. Note the difference between the two types of shell game attacks. She prefers face-concealing, heavily shielded armor.

Boss 7: The Doctor

Allison Westmoor, aka The Doctor, has been alive for an indeterminate amount of years. She was 25 at the time of Project Elysium, in 1873. The Doctor is known to be terrified of germs, and only lives in a sterile environment. She started replacing vital organs at some point in the 20th century. It is impossible to tell how much of her is still biological. The Doctor now serves as the right hand of Ivan Magnus.

Boss 8: Infinity Golem

The Infinity Golem can only be defeated by someone that is Pure of Heart. Controlled by a mysterious glowing shard. Created by Valerius himself, the Infinity Golem has stood guard over the Amulet for Centuries. Seemingly invulnerable to any direct physical attacks.

Boss 9: QWERTY

QWERTY was an AI designed to control all aspects of Horizon Station. Shortly after launch, two crew members had a confrontation. QWERTY attempted to harm one of them, using the airlock. The project was shuttered, and Horizon Station was abandoned.

Enemies

Thug

Thugs lie waiting for enemies to approach. If anything gets too close to the Thug, they start punching wildly. Unlike others, it's difficult to predict the Thug's movement. The Thug's attire implies they listen to a lot of punk and metal music.

Mods immune to: None

Enforcer

The Enforcer throws a billy club with deadly accuracy. Proximity Sensors in the Enforcer's Helmet alert him to enemies. The Enforcer is the most common G.S.S. Unit. Best to stay away and Parry.

Mods immune to: None

Centurion

The Centurion uses a fully automatic weapon. Centurions sport Roman-inspired helmets equipped with the latest Unicorp AR Scanner. The further in the game you travel, the more ammo the Centurions have. Vulnerable to attacks from behind.

Mods immune to: None

Football Player

Runs a 4.22 second 40-yard dash. Each unit is trained for years under the General. Utilizes Bombs and Bicycle Kick attacks effectively. Your sword won't stop the Football Player.

Mods immune to: Sword

Ninja Warrior

Drops in upon enemies crossing through the detection zone. Ninja Warriors are trained from youth at the Badlands Outpost. Capable of attacking while jumping.

Mods immune to: Freeze

Sniper

Cybernetic eye implants offer the Sniper 150x optical zoom. Shots cannot be parried. Snipers are deployed in areas with lots of ground units for protection.

Mods immune to: HoldFreeze

Chef

The Chef class is the backbone of the G.S.S. The Chef boasts high HP due to self-healing capacity. Throwable cleaver attack makes the Chef dangerous to approach. Sustained rate of fire is the best way to take a Chef out.

Mods immune to: None

Trooper

Utilizes burst fire at dynamic angles. Troopers have more brawn than brain. Heavy weaponry makes the Trooper's movement very slow.

Mods immune to: HoldFreeze

Warrior

Dynamic ranged and melee attacks make the Warrior deadly. Warriors have enhanced peripheral vision from their Visors. Getting close enough to melee attack a Warrior is dangerous.

Mods immune to: HoldFreeze

Pilot

The Pilot drives a massive Unicorp T2A Lifter. The T2A contains explosive charges, and can launch rockets as well. Due to faulty wiring, damage to the mech makes it shoot randomly.

Mods immune to: HoldFreezePoison

Ninja

Ninjas can jump or roll, providing great maneuverability. Nunchuk attacks make the Ninja class dangerous to approach. The Ninja's stealth skills make it impossible to detect their approach.

Mods immune to: Freeze

Poisoner

The Poisoner Class is also known as 'the clean-up crew.' They emit a deadly poison cloud that wipes out anything it touches. Poisoners use a poison grenade to smoke enemies out into the open.

Mods immune to: Poison

Minigunner

The Minigunner's size makes him an easy target. Sprays tons of bullets in wide arcs. Minigunners are extremely dangerous to approach.

Mods immune to: HoldFreeze

Driver

Robotic Tank enemy type with heavy armor shielding. Can detect enemies behind it, quickly turn and open fire. Driver bombs may still cause damage if parried.

Mods immune to: HoldFreezePoison

Seeker

The Seeker enemy won't stop following you once it locks on. Can bypass walls and move at variable speeds. Due to its small size, the Seeker is great at avoiding fire.

Mods immune to: FreezePoison

Missile

Produced en masse at Jade Helm, the Missile is classic cannon fodder. A Missile emits a homing laser if a target gets close. The laser offers a split second warning to the Missile's location.

Mods immune to: HoldFreezePoison

Mortar

Mortar

The Mortar class is most effective at long range. Mortars fire endlessly until their base is taken out. Sometimes there are more than one mortar pit in a level.

Mods immune to: HoldFreezePoison

Turret

Turret

The Horizontal Turret's beam attack cannot be parried. The Horizontal Turret's laser goes through walls. The Omni Turret can shoot in any direction. The Omni Turret's bullets can be parried.

Mods immune to: None

Practice Droid

The Practice Droid was Melvin's first experiment with Teleportation. Vulnerable to melee attacks. Used for combat practice and training by G.S.S. Soldiers.

Mods immune to: HoldFreezePoison

Swarmer

The Swarmer is a low-resource, high-benefit class in the G.S.S. Army. Human soldier classes can deploy Swarmers in large numbers. Swarmers move towards the enemy's last known position.

Mods immune to: FreezePoison

Sentry

Designed for guarding G.S.S. Facilities and assets. Sentries sweep platforms and destroy anyone on them with flame attacks. Don't get too close to a Sentry, or you will set off their alert mode.

Mods immune to: HoldFreezePoison

HK Drone

The HK Minidrones launch when an enemy is nearby. Cluster energy bomb attacks are always followed by a laser. Movement is predictable.

Mods immune to: HoldFreezePoison

HK Tank

Melvin's latest masterpiece, the HK Tank class rolled out last year. They are the first G.S.S. Class to fire heat-seeking missiles. Missiles fire in bursts, best to stay hidden or attack from far away.

Mods immune to: HoldFreezePoison

Weapons

Pistol

Pistol

The Pistol is effective for fighting all types of enemies. Although it seems basic, it grows very powerful in later levels. Takes a long time to level up after level 10. Works great with the Split Mod.

Shotgun

Shotgun

Short-range, spread fire weapon. Small Buckshot projectiles do less individual damage. Best used at close range to guarantee all the shells hit their target. Leveling up the Shotgun will increase its range.

Boomerang

Boomerang

It always comes back to you! Boomerangs can go through walls. Great for situations where you need to take cover. Capable of hitting enemies multiple times.

Flamethrower

Flamethrower

Emits a destructive fireball. Great for situations where you need to strafe backwards. Can hit enemies over and over. Levelling up increases the size of the fireball.

RPG

RPG

Does explosive splash damage, making aiming less important. Rocket projectiles have a detonation timer. Heatseeking tiers take the most direct path towards their target. Levelling up makes the rockets fly faster.

Bow

Bow

Fires projectiles in a slight arc. Cally's favorite weapon for years. The final tier of the bow has a special ability. Best tool for finding hidden areas.

Discgun

Discgun

Disc projectiles can hit enemies more than once. Projectiles bounce more times as the Discgun levels up. Great for combining with Equipment Mods. Final tier causes maximum chaos.

Sniper Rifle

Sniper Rifle

The Sniper Rifle always aims at the closest enemy. Cannot aim straight up or down. Does light damage, but can fire from safe distances. Very useful against flying targets.

Assault Rifle

Assault Rifle

This is the fastest shooting weapon, but its damage is light. Starts off by shooting in a wide spray. Will grow more accurate. Will shoot faster as you level it up. Great for using while strafing.

Blaster

Blaster

Blaster Projectiles begin an explosion timer when the first projectile hits an enemy. From there, you should try to get as many hits as possible. The more projectiles attached to an enemy, the bigger the explosion and damage. Shooting rapidly will have the best effect.

Scanner

Scanner

You used the Scanner to recover this dossier tip. All enemies must be cleared from an area to scan. Refer to the bar above the weapon swap to see if there are enemies left. A great source of information about the world of Cally's Caves 4.

Scrap Cannon

Scrap Cannon

The Scrap Cannon fires actual scrap you have found. Upon impact, creates shards of smaller scrap that also do damage. Leveling up creates more explosion shards. Don't shoot away all your scrap!

Sword

Sword

Melee damage upgrades can be bought at Rupert's Store. Parry damage upgrades can be bought at Rupert's Store. Sword attacks won't stop enemies from moving towards Cally. Parry damage increases as Cally levels up.

Collectibles

Calendar Pieces

Calendar Pieces

The Aztec Calendar frame is in Avalon, each piece represents a month of the year.

Book Pages

Book Pages

A page from one of Cally's favorite books. Collect all of these to unlock a bonus level.

Locations

Zone 1: The Winding Woods

Zone 1: The Winding Woods

The Winding Woods is a lush, overgrown Wilderness teeming with life. The Winding Woods are believed to be the home of the fabled city, Avalon. Travellers have been known to disappear, forever lost on the dark paths. Although, it is said a voice singing a high note guides the way to Avalon.

Hub World: Avalon

Hub World: Avalon

Once believed to be a myth, the city of Avalon is real. Its exact location is unknown. The Cally Team has decided to make Avalon their Base of Operations. The Base is perfect due to its secret location and bountiful resources.

Zone 2: Outer Rim City

Zone 2: Outer Rim City

Outer Rim City is an international trading hub for the grey market. Its location is a well-kept secret held by criminals of all stripes. The Golden Skull Society is believed to control the city. Outer Rim City is sinking into the Sea, due to an 'incident.'

Zone 3: The GSS Iafrate

Zone 3: The GSS Iafrate

Once again the U.S.S. Iafrate, this decommissioned Aircraft Carrier, rides again. The G.S.S. salvaged it through the work of the Engineer, Edwin Marlowe. It is now the Engineer's Base of Operations. The Iafrate has the ability to house and launch hundreds of jets.

Zone 4: U.N. Headquarters

Zone 4: U.N. Headquarters

The headquarters are the home of all G.S.S. Manufacturing. The design team is led by Richard Dunham, the Architect. This is where all the G.S.S. tech and marketing is conceived. Dunham's meticulous planning and perfectionism is legendary.

Zone 5: Jade Helm

Zone 5: Jade Helm

Home of the Scientist, Jade Helm is a bunker somewhere in the desert. Here, the Scientist performs tests of a more 'experimental' nature. The Scientist is someone you've met before. Jade Helm was designed to withstand global nuclear war.

Zone 6: Badlands Outpost

Zone 6: Badlands Outpost

Badlands Outpost is where all G.S.S. Soldiers are trained. The Outpost is run by the General, and is on an island somewhere in the Pacific Ocean. Rumors say the General has been alive for over a century, and has never been defeated.

Zone 7: Project Exodus

Zone 7: Project Exodus

Project Exodus has been kept germ-free and contained ever since 1986. Here, the Doctor has performed her experiments, and helped guide the G.S.S. to global domination. The Doctor uses large amounts of dangerous gasses to kill any organic material in the base. Project Exodus is capable of launching large-scale attacks on any country on Earth.

Zone 8: The Library of Alexandria

Zone 8: The Library of Alexandria

A wonder of the ancient world, the Library of Alexandria was believed to be destroyed. However, the Library was secretly moved to a new location before the fire in 48 B.C. Today, the Library is the Home of the Infinity Golem, who guards the Amulet of Valerius. The Amulet of Valerius grants its wearer the power over Life and Death.

Zone 9: Horizon Station

Zone 9: Horizon Station

Horizon Station was originally designed by all countries as a monitoring station to ensure peace. It soon became a symbol of international cooperation, built by engineers from over 40 nations. An incident occurred with the Station's controlling AI, QWERTY. Horizon Station had to be abandoned, due to the overwhelming danger.

Survival Tower

Survival Tower

Survival Tower is located on Project Horizon. It was designed by the General as a way to assess soldier ranks. Consisting of seemingly endless floors, the Tower has never been fully beaten. After you beat regular Survival Mode you will unlock more variations to play.

The Caves

The Caves

The setting of Cally's first 3 adventures, The Caves are in Cally's backyard. Herbert originally tried to take over the Caves by kidnapping Cally's parents. Since Cally and Rupert helped Herbert redeem himself, the Caves have grown quiet. Now, wildlife is returning to the areas that used to be their home.