Walkthrough Cave, The. Cube escape The Cave walkthrough in Russian Walkthrough Cube escape The Cave Submarine

The Cave begins with seven archetypal heroes - a knight, a scientist, an adventurer, a Tibetan monk, a time traveler, little twins and a village idiot - descending into the Cave, according to legend, capable of granting wishes. Each has its own: one dreams of untold wealth, another seeks fame, and the third sleeps and sees himself in the chair of a more successful colleague. But how far are they willing to go in indulging their vices?

The Twin Campaign is perhaps one of the darkest.

In an attempt to answer this question, The Cave directs the player to a dark quest. I Have No Mouth, and I Must Scream based on the novel by American science fiction writer Harlan Ellison, published back in 1996. In it, an ominous supercomputer destroyed humanity, leaving only five people alive. There was some fatal flaw in everyone's personality, and a ruthless artificial intelligence set up brutal tests in which he tested people for the ability to resist their deepest desires.

If in this screenshot you found a reference to Monkey Island, then skipping The Cave is doubly not recommended.

The same thing happens in The Cave, only in Double fine the Cave itself acts as an evil computer. Very quickly, in a deep, male voice (yes, this is a talking Cave), she confronts the heroes with a fact: sometimes, in order to get what they want, they have to walk over corpses. Literally. And you go, because there is no other way to get out. And even if you poison the parents of twin children and "accidentally" feed the princess to the dragon, in the end you will find the long-awaited fame, money or freedom. This is their real cost. “Fear your desires,” as the ancients said.

Caveman

Otherwise, The Cave looks exactly as it should look like a game written by Ron Gilbert and Tim Schaefer, who also contributed to the development. It's a stylish, witty and sometimes very funny project. For example, the first item you find in the Cave is - what do you think? - of course scrap! After all, a good game simply has to start with a scrap. And the girl with whom one of the heroes falls in love is called the Amazing Two-Legged Woman. In fact, retelling local jokes is a thankless task, because most of them need to be seen: a solid share of humor lies in animation.

It's really difficult to choose characters for the first time - everyone is very funny.

Although there are seven characters, only three can be controlled at a time. Once you make your choice at the beginning, you will stay with it until the end credits. However, the composition of the company will not at all affect the style of passage: despite the fact that each hero has his own unique ability (the knight is invulnerable, the redneck can breathe under water, the scientist hacks into computers, etc.), it will only be needed at a special level, entirely dedicated to one character.

This is where one of the main disadvantages of the game lies. It turns out that in order to see all the locations, you will have to go through The Cave at least three times, and given two possible endings, six at all. This is partially offset by the short duration of the game, but the problem is that, in addition to unique levels, there are also so-called "public" levels, in which all characters are absolutely interchangeable. They were designed to combine seven stories into a common narrative and, predictably, turned out to be the most boring. Naturally, you will have to visit these locations with every playthrough.

The game mechanics also cause some criticism. Behind a 2D platformer in the spirit Trine and The lost vikings in fact, the good old point & click is hidden, only zoomed in. We have a huge level with many elements (mechanisms) that need to be connected (started) in the correct order in order to go further. What to screw to what is usually clear immediately, but if not, then it is quickly found out by typing. For example, if we have a banana, then somewhere there will definitely be a monkey, and for every broken generator there is one working one, from which you just need to remove the battery. In fact, the player is only required to carefully study the level.

You understand that we were not joking about a nuclear missile, right?

This seemingly simple activity is complicated by the need to run long distances. Gently jumping on difficult platforms is almost not forced here, and you cannot die (the game resurrects the hero just a couple of meters from the place of death), however, monotonous climbing on huge levels only becomes boring. The fact that there is no inventory in The Cave and the character can only carry one thing at a time adds fuel to the fire. Three heroes - three items. And if you suddenly need to bring five tickets to the slot machine, then you can't avoid running back and forth.

But the strangest aspect of The Cave is the co-op. In fact, there is a regime, but there is no sense in it. Judge for yourself: you can only play together on one computer, there is no split-screen, and given the multi-storey locations, it will not work out all the time for the three of us on the same screen. As a result, all joint puzzles have to be solved in exactly the same way as in the single player campaign - taking turns placing the characters in their places. And this is the last thing to get together with friends on Saturday night.

What The Cave really shines in is the thoughtfulness of the levels that are unique to each character. In the Cave, there was a place for a village fair, a history museum (which will be visited in various time continuums), and even a nuclear missile launch center. But what is especially important - Gilbert and Schafer once again managed to brilliantly ridicule human stupidity, making fun of not only the drawn characters, but also the players themselves, most of whom, judging by the reviews on the forums, did not learn their lesson from the game.

Replay value:

Cool plot:

Originality:

Easy to learn:

Gameplay:

Sound and Music:

"Good"


Wait?

Bulky, not always knowing what to do with its own mechanics, but this makes it no less exciting game from some of the most talented people in the industry.

There are only two moments where Double Fine worked well, there are only two - this is a selection of colorful characters and a picture similar in spirit and style to the animated series Gravity Falls that has moved to Tride. And from the point of view of hipster children and other connoisseurs of the Soul, all this fuss in the talking labyrinth is, of course, not a quest, but a crooked platformer with dynamite and buckets. Any talk about some kind of genre value and even more so the return of Ron Gilbert as the creator of clever and at the same time funny games, in the opinion of such people, is wild and absurd.

On the other hand, The Cave seems to have been created for those who grew up on Maniac Mansion and The Secret of Monkey Island and now don't have time to go through inventory and use dogs on candelabra. Such a compact format can be the key to a good life for all future quests for several reasons at once. Hard, classic point & click adventures are now needed only by connoisseurs of antiquity and regulars of torrent trackers. To live and flourish, the genre needs to adapt to the pace of modern life, to the players of a new wave, and quests with not straining puzzles, a short plot, made at the junction of genres, may turn out to be what it needs. At least such games raise fewer questions than interactive movies with the dead.

Maxim Ivanov

The Cave is almost a playful interpretation of The Decameron. Before us is a kaleidoscope of instructive stories, developing independently of each other. This is both the main find and the main drawback of the game. The plot resembles a set of hilarious but unrelated sketches. Schaefer and Gilbert borrowed a common style from Burton and adopted some of his techniques: deliberate grotesque, branded black humor, tone of narration. The scene with the eaten princess was especially successful. The creators approached the matter with imagination and thoroughly walked through the eaten stereotypes. For example, Excalibur will have to be reached with a stick of dynamite. And listening to the mocking remarks of the Cave is a separate pleasure altogether. However, the new project Double Fine still lacks the director's hand. In the finale, you ask yourself: why did we, in fact, show all this? What did the main characters take for themselves? And what was the purpose of the Cave - to reproach, poke a nose into human imperfection?

The mechanics of the game are reminiscent of Trine, but there is much, much more tiring running around. The puzzles, on the other hand, are almost not annoying. Moreover, most of them have several solutions at once. As a result, The Cave is a rather ambitious game, which is dragged down by a not very successful implementation. You cannot call her bad, but neither can she be good.

Anton Mukhataev

It's a shame that the new release from Double Fine is no longer perceived as a big event. At the beginning, The Cave appears to be a very different game: Behind a clumsy co-op comedy platformer hides a modern 2013 language rendition of Gilbert's old games, Maniac Mansion and Monkey Island. Almost devoid of impressive moments, the game promises more than it actually offers. There are many worthy finds in it - a voiceover with sarcastic comments, a minimum of hints, logical puzzles. Without leading the player by the hand and not mistaking him for an idiot, The Cave still rarely works as it should: it makes you smile, but not laugh, think, but not strain your head.

Sometimes she feels like she's trying too much, not focusing on getting every hero and every mechanic to work to its fullest. Much better would be to reduce the number of characters, give each of them more abilities and see what happens. It also turns out that The Cave only hints at how good it could be. Gilbert's idea of ​​telling simple human stories is understandable, but should the game itself suffer because of it?

Well done: Sacrificed oneself for ultimate flavor

To get this achievement, in the first location, where you need to hang the dragon by the tail, take a hot dog and string it on a wooden stake to bait the dragon. Further, we DO NOT ring the bell, but jump to the dragon, with the flame it will fry us and at the same time the hot dog.

Shoplifting: Saw a postcard stolen from the Gift Shop

At the clerk in the souvenir shop, before he opens the door for us on our journey, you need to take a postcard from the stand and go through the door, after the descent, an achievement will be credited to you.

Remorse: Remembered it "s wrong to steal

You need to return the postcard to its place on the stand in the clerk's gift shop when you return to him at the end of the game, but yes, you heard right, you need to carry the postcard with you throughout the game and return it back at the end.

Fire in the hole: 3 die by the Miner "s hand

The location where we return the minecarts to the Miner. You need to achieve that 3 heroes were destroyed at the same time with one explosion.

Creamed corn: Food-based destruction

You need to blow up 2 cans of corn. The first one is at the Miner who throws dynamite, you just need to put the can under the dynamite. The second is on the island, behind a box on the right side of the island. It needs to be blown up with pirate barrels.

To soothe a savage beast: Recorded and played back the elevator music from the Zoo food court

In the zoo location, after you charge the tape recorder, we go to the food court where a melody plays from the speaker (similar to a melody from an elevator), we put the tape recorder on record, then we leave and put it on playback. The achievement is yours.

Corruption: Saw the darkness in all our hearts

See bad endings for all the heroes of the game. To get the bad ending, you need to take the item that the seller in the souvenir shop gives you from the cave.

Redemption: Saw the good in everyone

See good endings for all the heroes of the game. To get a good ending, you need to leave the cave completely empty, when the seller gives you a reward, talk to him again to return the reward back and be left empty-handed.

The Whole Story: Collector of forgotten dreams

Unlock all the rock carvings. This is a cumulative achievement, you need to collect 12 drawings for each hero: 8 drawings you find at levels, 2 are given for a good ending and 2 are given for a bad ending.

Who Wants to Live Foreve r: Got everyone out of The Cave without dying once

Difficult achievement. You need to complete the game without dying. You can cheat if your hero died, press Ctrl + Alt + Del and end the Cave.exe process, then start the game and click "Continue", I want to note that you will need to start the current level from the beginning.

What you always wanted: Reached the bottom of The Cave

This is a story achievement and you will get it the first time you beat the game.

Win-win-win-win-win-win-win: Everyone reached the bottom

To get this achievement, you need each hero to complete the game from any of the endings.

Royal buffet: Where did the King go anyway? (Royal buffet: Where did the king go?)

You need to see how the dragon eats the king when he runs away, we run after him to the princess's room and watch the process itself.

A Midsummer Knight "s Thieve: Helped the Knight obtain Excalibur

Traveler

Walk Like An Adventurer: Pantomimed an ancient hieroglyph (As Adventurer: Draw an ancient hieroglyph)

It is easy to miss when you enter the pyramid and talk to the adventurer, run straight and climb the second staircase, as soon as you go up on the wall there is a painting depicting three ancient people, all three heroes need to be brought here, they will depict ancient people.

It Belongs In a Museum: Came ever-so-close to recovering the Sarcophagus

Story-line achievement, get it automatically after passing the hero's location.

Redneck

Don "t Fill Up On Fortune Cookies: Peered into everyone "s fate (Don" t Fill Up On Fortune Cookies: Peered into everyone's fate)

At the carnival there is such an attraction called Zavetar, which predicts fate. Well, you need to find out the fate of each of the characters, this will require 3 passes.
Added on 12/11/2014, Thank you
To Zavetar you need to go to the "Guess the Color" attraction. After him, the heroes do not interact with the fortuneteller.

Weight of the beast: The scale reveals a baleful figure

In order for you to get this achievement, you need heroes: the Hillbilly, the Knight and the Lady from the Future. Everyone should have an item in their hands: a sledgehammer, a dumbbell and a wrench. We get all three on the scales, start the attraction, get the weight 666 and get the achievement.

Funnier than a burning carnival: Enabled the Hillbilly to burn down the Carnival

Story-line achievement, get it automatically after passing the hero's location.

Embrace impermanence: Broke bridges

When you climb the airplanes on the carpets, at the very top you need to jump off with all the heroes to the right (where the rope is) after you climb up the rope, there will be a bridge for it and you will need to bring it down.
Added on 03/18/2015, Thank you
In order to break the bridge, the player must have a feather in his hands.

Grand theft karma: Played some dubious role in the Monk "s murder of his Master (Grand Theft Karma: The Master Must Die)

Story-line achievement, get it automatically after passing the hero's location.

So, let's start the game. The camera lowers smoothly, we choose one of 7 characters. Let's start with the knight. We run to the left and break the gate, then we run to the left. Now take your time traveler and farmer with you. We run the knight further and jump down into the cave. Then we go down with two selected heroes (time traveler and peasant). As a traveler, we move the box from the right corner of the cave to the left, then we climb onto the ledge, now we drag the rest of the heroes to the ledge.

We run onto the wooden bridge and fall three of us down. Then we run to the right and talk to the crying uncle. Next, he will give us a key. We take it as a peasant, open the door and jump down, then go down the rope and run to the right. Then we go down the stairs. There will be a small broken mill on the right, a lever on the left. We go down even lower, where the machines with food are located, and use the lever to the right of them, change the hero and run to the lever opposite the mill, it will open the passage, and the third hero we run to the left to the pile of bones and the monster. Do not come close, it can kill. We go upstairs and activate the sign drawn on the board.

We go right and use the old well. Now we climb to the left and use the car, but nothing will come of it. We switch to the second hero (any) and run him to the bell (at the pile of bones) and use it. Activate the car with the upper one. Next, with the help of the knight, we break the lever of the well on the right, pick it up as a peasant and go to the damaged well, insert it, start twisting and it will explode. To the right of the well is the sign to which we bring the knight. Let's activate it. Then we go upstairs as a peasant, pick up a bottle of water from the car and go downstairs and run to the right and insert it into the generator next to the vending machines and take a hot dog from the vending machine. Next, we take the hot dog with us and throw it on the lance to the right of the monster in the pile of bones.

Now we approach the machine with food, again we take out the bottle of water and carry it to the generator upstairs, from where they took it from the car. Now at the bottom of the peasant we activate the bell and quickly switch to the time traveler and turn on the car and catch the creature. Then we run to the left as a peasant and run up to the bear sign and all the heroes run quietly to the left.

We jump down as a peasant. We swim to the right, we climb up and go down the stairs down and even lower. We take dynamite, go up, light it at the candle on the right and put it quickly on the wooden beams on the right. After the explosion, we take the reward. Then we run to the right and stand on the button that opens the door. Then we take the time traveler and go to this door of the open door, we pass and go up the stairs and take the skull in the treasury. Now we take the elevator to the right, go upstairs, then go up the stairs even higher, then go upstairs to the left again and return the skull to the peasant, and also return the award found by the peasant to him. Now we switch to the knight, run to the right, dive and swim to the right and pick up the guitar and return to the uncle, giving him the reward. He will open the door and we can run to the right and do not forget to read the inscription on the plate.

We run to the right, and we jump down into the gorge, into some water. Now we stand on a wooden block and go down with it, stand up with any hero except the knight. We switch the hero and go to the left, where we activate the sign of the knight. Now we go down with it and drag it to the left, now we go down as a knight, run to the right and stand on the button. Now we take the peasant, go downstairs and also stand on the button, now we stand on the button as a traveler and open the door and go downstairs, then to the right and even lower. We run through the gorge with fire, or rather we fall into it, using the knight's ability - invulnerability. We run to the right to the king, we communicate with him. Then we run to the right, jump onto the rope and open the gate, then we climb up the second one and climb even higher, then to the left and even higher, and we will rise to the princess's balcony. We communicate with her.

Then we go down and run to the right, then down and left and down again. Here the dragon sleeps. Do not go close, or he will kill us. There is a bowl not far from the dragon. Next, we take the time traveler and run to the left from the wooden sign with skulls. At the end of the path we find a bear sign - a peasant. Then we run to the right of the sign and go down as a traveler. Below we activate the sign of the knight and go upstairs. There will be a shooter on the right side of the balcony, do not touch him. We need to get the key in the room above. To do this, go upstairs. And we use the ability to move through walls. Then we go up into the elevator to the right of the clock, and as a peasant we run to the clock and turn the hand. We quickly switch to the time traveler and jump to the right room, where our sign is.

We continue to play the game. So, we run to the right and jump down as a peasant, then down to the wizard with a pie, use it 2 times. Then we go to the button at the roulette wheel, stand on it and again try the roulette wheel and win a golden ticket, go downstairs and go to the right to the cart and insert it. Then up and to the left and jump down. Here is the color wheel. We will return to it later. We take the wrench from the knight and run down to the gate with a duck, open them. We jump into the water and swim to the right. We swim out and run to the right, there will be a sign of a peasant. Then we go up to the left and to the right.

We run further to the Ferris wheel and jump into the cradle and wait until we can jump to the knight's sign. Then we jump again and wait until we make almost a circle and there will be a bottle of water at the top, but we cannot take it yet. We go to the bottle to the right of the ring by the knight, and as the peasant we go to the generator on wheels. We turn off the generator and take the bottle with the knight and insert it to the left of the Ferris ring, take the sledgehammer below. Then we go down to the game with the measurement of the force of the hammer blow and hit it. We get the ticket and insert it to the right into the cart with the bear. Then again we go to the ring, turn off the generator, take the bottle of water on the left and move it to the right and insert it a little lower, to the right, and the attraction with a magic ball.

He begins to guess at us. Remember the color of his ball, at the moment when he begins to tell us our fate. We will choose this very color as the chosen one at the color wheel, then pull the lever, get a ticket and run to the bear, insert the ticket and get the bear. Next, we carry it to the right to the exit, and wait for 6 until the scale is filled. Then we insert the last ticket into the cart again, take the lighter and set fire to the exit, after which we wait for the hay to burn out and run to the right. So, we continue the adventure with our friends. We activate the lever, then we jump to the stone and from it to the right. Then we go down and run to the left until we meet a grumbling old man. He will start throwing various objects, pick them up and carry them to the right, so as not to die from dynamite. We take a bucket, fill it with water at the top and catch the dynamite of the grandfather. Next, we take dynamite, set it on fire and put it to the pile of stones at the top right. Then go right and activate the knight symbol.

Next, with the second hero, we again collect water in the bucket and catch dynamite. We set it on fire and place it near the pile of stones on the left. There will be a symbol for the time traveler. We go to the knight as a traveler. We move the cart to the left from its left side and hold it, we change to a knight and activate the apparatus that extracts gold, then we send it to the old man. Then we go to the left, where there was a symbol for the traveler7 We first raise the cart to the right platform, and then with two heroes we stand on the platform to the left and with one we drag the cart to the central platform, which does not move. Now we place two heroes on the platform on the right and with one we drag the cart from the left to the old man. Then we find the third trolley and send it to the old man. In the third, you will have to sit down yourself, so that during the journey you can choose the path to the left and the bridge will have to collapse.

So, we go to the right as a traveler and approach the engine. We go into the time machine to the left and use it. We move to the prehistoric past. We run to the right and go down and to the left. Here is a prehistoric man. We help him to roll a huge stone to the right until he falls. A huge dinosaur will sleep below. Then we climb up and on the left there will be a stone that needs to be placed under the trickle of water on the right and switching to the player in the future we go one of the heroes to the drawn dinosaur with a button.

We switch to the hero in the past and return to the other two, where the dinosaur is drawn. We activate the panel and now we all smell like this dinosaur. Now one of the heroes take a shovel and return to the past (not to be confused with the present) and go to the dinosaur. Be careful not to let the smell evaporate. He will fall in love with us and will run after us to the left edge, and you will throw a stone on his head as the second heroes from above. Sorry for the dinosaur. Next, we look at the video.

We take a recording player with a tape and refer it to a crystal monster and throw it next to it, and we go around it so that it throws us with a mouth, and then we jump on it with the player and it will hit us with its tail and we will record its roar. Then we go upstairs to the girl with the machine gun, throw the player nearby and turn it on, the guard at the machine gun will run away. We take a hot dog out of it and go to the monster. We lure him with a smell on a fragile bridge and he will fall down. We jump as heroes into the formed gorge. We run to the right and lower the boat into the water. We jump on the heroes and swim to the right. We sail to the mad old man. Then we run to the right, pick up the phone and go to the old man. We listen to his chatter.

On the right, push the blue box down. Then we jump onto the ledge on the right and run to the right and go down. Next, take the box and push it to the left; here on the right, take the yellow tin box. After running to the left, place a pipe in the missing area, right at the base of the cave. Then we go down below, activate the red valve and enough water will be collected so that we can swim to the left. Then we return to the grandfather and on the right on the ledge, take another part of the pipe with four exits and insert it into the cave in the missing place. You can also watch the ending of the game in the video.

Passage of game Cube escape the Cave. In this article I will try to help you with the riddles of this beautiful game. By the way, the game now has the ability to change the language to Russian. It looks like it was also possible in the Cube escape theater). But I didn't notice).

Walkthrough Cube escape The Cave Cave

At the start, immediately open the drawers of the chest of drawers. We get matches and a knife. There is a bowl on the dresser, we grab it. We follow to the right, we light a torch with matches. A man lies on the floor and asks for help. There is a window above it, click on it. You need to collect a pyramid of drops, as shown on the wall.


We go to the right, we collect firewood. Again to the right, on the shelf we find a kettle. We open the cabinet by moving the locks as indicated by the arrows. In the closet we will be greeted by a series of cobweb puzzles. The main task is to prevent the spider from eating the midge. By clicking on the web, you remove the thread. If the first two riddles were simple, then the third can cause problems. I throw off the screen with the solution.


The rest of the riddles are simple, just remove the cobwebs around the flies. After solving the riddles, we take the book. We return to the man, to the right of him is the brazier. We put firewood, hang the pot and set fire to the firewood with matches. Now let's look for flies in the cave. I throw off a hint where they are.




Each fly has a different color. By clicking on the fly, it will begin to show the figure with its flight path. Thanks to the tips of the flies, we enter the code into the chest of drawers.


We get a pickaxe, follow to the window where we collected the raven drop by drop. We break the figurine of the raven with a pickaxe, we take away the water. Place the water to the right of the microscope. Place the bowl on the microscope tray. We go to the music stand and put the book on it. It is necessary to collect a family tree in books. Without going through Rusty lake: Roots it will be problematic, I throw off the screen.


Click on Laura, we get a photo card. We put the photo on the page on the left, we get a hint. We enter the received hint here:


Then the light will come on. We go to the dog, a picture will light up to the left of it. Click on the picture, solve the puzzle. It is necessary to collect a figure from those offered on the shelves. After we have collected the last figure, we give the bottle to the man on the right. After that, a crippled soul will appear. We give the bottle to the second man, a moth will fly in, we catch him. We return the moth to the bat and get a photo. We put the photo in the book, on the next page. We get a hint.


We use the hint and light the second lantern. We return to the wall with drawings, a new riddle will appear. A very simple riddle, we set a man in a diving suit on the cubes where Dale is walking. Throwing off an example:


After passing the maze, a crack will appear in the wall. We hit the crack with a pick until a hand grows. We cut off the hand with a knife. Bloody scene). We put our hand in a meat grinder, we get food for the dog. We give food to the dog. Click on the dog until it goes to the toilet. Next, we take away the stool and put it on a plate in the microscope. We solve the riddle in the microscope, you need to get rid of the red lines. The riddle is not easy, unfortunately I could not make screenshots. Perhaps I'll record a video later. We get the powder, add it to the water and get the elixir. We approach the mirror, drink the elixir. Click on the mirror until it breaks. In the corner of the mirror we are looking for a photo, put the photo in the book for a hint.


We use the hint and light the third lamp. We return to the wall with drawings, solve a simple problem. Starting with the black cube, we collect the fish and the cubes, which will be shown by the orange fish. For example: initially, the fish will be shown to the jellyfish, we are going to her, and so on. After everything is assembled, the wall will crack. We hit the crack with a pick. We take the ore. We put the ore in the boiler and take away the liquid metal. To the right of the microscope there is a box with a key cast. We pour liquid metal into the box. We close and open the box, take the key. Use the key to open the bottom drawer of the chest of drawers. We grab the electrical tape and repair the tube that goes to the spacesuit. We turn on the oxygen, we put the air into the spacesuit. We give him the elixir, Mr. owl will appear. We talk with him and take the photo and the diamond. Put Laura's photo in the book and get a hint. According to the standard scheme, we enter a hint on the door.


The door will open and the last drawing on the wall will light up. The picture is a hint. We look at it and remember the direction of the arrows. We go to the new room and unscrew the switch as on the hint.


Push the lever. We go into the boat.

Walkthrough Cube escape The Cave Submarine

We approach the shelf with the box. We take an inkwell and a shell from the shelf. Now we need to power the boat. We go twice to the right and open the stove. We set fire to coals in it.


We find a car with power supply. We put a diamond there.


Following the hint on the shelf, set the values ​​on the control panel as in the screenshot.


We rise a little higher and turn the valve until we get a pressure of 40.


We go into the left room to the yellow steering wheel. We twist the boat so that we get to our destination. The destination is indicated on the panel. That is, we turn to W. To the left of the steering wheel there will be a power supply panel, set the value to 3 and go. Next, unscrew the steering wheel to position S. Set the power to 2.



To the right of the car for catching cubes))) There is a lever on the pipe, click on it. We go to the right, in the window a fish. Our task is to catch her. The balls will help us with this. True, the balls are disposable, but the task is simple. Try it and you will understand, it is not difficult. We catch three fish, then two will swim at once. We send one to the button, the second to us. Further, according to the same scheme, we catch the other three fish. We hang the fish evenly on six hooks.


We close the stove and open it again. We see the word OWL. We enter this word in the room with the steering wheel. A crab will fall out of the pipe. We give the shell to the crab, in return we get a pearl. We go to the shelf with the map, place the pearl in the box. Inside we find a corner and a hint.

We return to the dashboard and to the left of it we find the lever. Click on it, look through the telescope.


Putting the puzzle together and getting a white cube. We install the white cube into the power supply machine. We return to the dashboard again, from the resulting prompt, set the values ​​on it.


Turn the valve a little higher, now it is necessary to set the value 30. To release the pressure, press the lever. I think from the first voyage you figured out how to operate a boat. We swim to the object blinking on the radar. We catch a cube, we see a fish. Click on it and try to talk to it in Morse code. Fish gives us the word INK. We enter it in the same place where we entered the word OWL. The tentacles of the octopus will crawl out of the pipe. It is necessary that all the suction cups come out. Quite a difficult task. It's easier to remove all the suction cups and start with the outer tentacles. How to deal with the tentacles, put an inkwell under them. We carry the inkwell to the shelf with the map. We get the next place to swim. We go to the dashboard, push the lever and collect the puzzle (as with the white cube). Next, we refer it to the power supply mechanism. We set the values:


Above (where the favorite red valve is), set the depth to 0. Let's swim to the destination. We take away the last cube, solve the last puzzle. The cube is then, as always, carried to the power supply.


Now we go fishing, everything is the same as before, only now we send the fish to the hook. We go to the spyglass and see the fisherman. Click on it, it will start showing letters. We get the word KIT and enter it. A hook will fall out of the pipe, take it and hang it on the ship in a bottle. Pull the hook until the mast falls out. We look at the mast and find a hint inside. Following the prompt, set the values ​​on the dashboard:


We are sailing to our destination. And don't forget to change the depth to 50 (red valve). As we arrive at our destination, go left and pick up the cubes. We go to the window, hit the cracks and find a white exit in the water.

Walkthrough Cube escape The Cave Final

We will find ourselves in a white room. We release the scanner on Dale's head, move to the right to Laura. We release the scanner on her head. We install cubes in the device. We turn on the scanners at Dale and Laura. We approach the apparatus, press the needle and take the cube. We give Dale the cube, we sit down in the elevator. This concludes the passage of Cube escape The Cave.

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