Escape from the cube: cave. Cube Escape: The Cave walkthrough

Introducing a new puzzle game from the Cube Escape series called The Cave from Rusty Lake. As usual, the game pleases with unusual puzzles that are not like the others. This time you need to get out of the cave. You will have to really strain your brain and solve all the quests. If you become stupefied at a certain stage, you can use the walkthrough tips in this article.

Step by step walkthrough

1. Move to the right until we get into the room for rock analysis. There will be a cabinet there that looks like a chest of drawers. Open it by moving the sliders. Inside there is a web with a spider waiting for us. It is necessary to free the insects. To do this, we tear off one web at a time, preventing the spider from reaching its prey until the insect is freed. After the web ends in the depths of the closet, a book with a picture of a cube will be waiting for you - take it.

2. We go to the first room with the dog, near which there is a reading stand. We put the book on it and open it. On the right page there will be a family family tree. On it you need to correctly place the cards with the photo, after which by clicking on the top one, it will expand into a large photo. It needs to be inserted on the left page in the frame. An image of a geometric figure will appear in the right corner of the page - this is the password.

3. We head to a room with iron doors with a graphic lock. We outline our figure on the tablet. But the door does not open - the next figure is needed.

4. We return to the room with the dog and see an image on the wall - click on it. First, we select parts of the figures by color and shape until a green jug remains. We give it to our neighbor, he drinks from it and dies. A ghost will appear and the jug will return to its place. We give the second man a drink and take away the mole. Also in this room, look in the top drawer of the cabinet - you will find matches.

5. We go into the room with the diver, there will be a crevice and a torch on the wall. We set the torch on fire with matches - you will see a bat in the crevice. Feed her moths and take the photo portrait.

6. We head to the book, turn the page and insert the photo card into place. A geometric figure will appear again, which must be entered on the iron door tablet.

7. We go into the room with the dog, a new image with a game will appear on the wall. You need to move a man in a suit and a scuba diver in turn. As a result, a crack forms on the wall.

8. Open the cabinet on which the microscope stands. To do this, enter the password and figures as in the picture. We learned it from insects in various places, who described these figures with their movements. Inside we find a pickaxe.

9. Using a pickaxe, we widen the gap on the wall. A hand will appear from it. It needs to be cut off with a knife - it is hidden in the middle drawer of the nightstand.

10. Pass your hand through a meat grinder and get minced meat. We feed the dog minced meat and collect the feces.

11. Take a plate on the nightstand. We put the dish under the microscope and put in the feces. We look through the microscope and see green bodies connected by gray and brown lines. It is necessary to move the body so that the lines become black. After these movements, the dog feces will turn green - we take them back.

12. In the room with the diver, look into the arch. In it you will see stalactites from which drops roll down - we catch them with a vessel until the figure grows. Then we break the figure with a pickaxe and take the bottle.

13. We approach the table with a microscope, put the bottle on a plate and add our green substance. We give the resulting potion to the person reflected in the mirror to drink. He will become invisible. Click on it several times. As a result, the hat will be removed, and a raven's head will appear from under the suit. Click on it and a piece of the mirror will fall off in the upper right corner, under which another photo card is hidden.

14. By analogy, we insert a photo on the next page of the book and get an image of a figure for our castle.

15. In the room with the dog, another image with a game will appear on the wall. You need to move the box one by one, collecting in it the objects that the fish are looking at. A gap will appear in the wall; as usual, we enlarge it with a pickaxe and take a piece of ore.

16. The ore needs to be smelted. To do this, take firewood near the iron door and a pot on the shelf. We put firewood in a special grill, hang the pot, light it with matches and put in a piece of ore.

17. We go to the table with the microscope, open the key mold and pour molten metal into it. We close it, wait a second and open it - the key is ready. Use the key to open the bottom drawer of the cabinet and take away the adhesive tape.

18. We approach the diver. We insulate the hose with adhesive tape and create pressure in the helmet. To do this, twist the lever. After this, the helmet will fall off the person. We give him the elixir and take away the box, a photo card and a precious stone.

19. As usual, insert the photo card into place, see the figure and enter the closed door on the tablet. After which the door will open.

20. You will see a pond in the cave and a toggle switch. Before switching it, set the indicators correctly. We turn on the toggle switch, a manual elevator with a porthole will descend - this is the exit from the cave.

Description of flash game

Cube Escape: Cave

Cube Escape: The Cave

Transport yourself to the mystical style of a surreal world (i.e., a dream) called Cube Escape, where anything can happen. Game“Escape from the Cube: Cave” is the ninth part logic game from the Rusty Lake game universe. Winter 1972. Events take place in a cubic room. The game centers on homicide detective Dale Vandermeer. He is investigating the mysterious murder of a woman, and the evidence he finds leads him to a cave.

The dungeon consists of many corridors, rooms and mysterious characters. You need to explore all levels of the cave, collect items and find a solution to puzzles. The main task is to solve all the puzzles and get out of the cube. The developers were inspired by the Twin Peaks series, so the atmosphere of excitement, mystery and a touch of fear makes this game special. The game also pleases with unusual (sometimes complex) quests, high-quality graphics and an interesting plot. Move around the cube using the arrows along the edges of the screen, click on objects to pick them up and use them in the process. Become part of the adventures of the mysterious cube and find out the ending of the story!

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This is a complete step-by-step walkthrough guide with hints, tips, solutions and answers for the ninth Cube Escape game and eleventh Rusty Lake game, Cube Escape: The Cave. Feel free to ask for extra help in the comments section.

Level 1, The Cave:

You can also watch my video for this part of the walkthrough here:

1. Keep tapping through the cave until you’re in a room. Zoom in on the chest of drawers. Take the petri dish and then open the top two drawers to get a knife and some matches.

2. Turn right. Use the matches to light the torch and reveal a bat.

3. If you tap the guy’s helmet, he asks for help. Zoom in on the area above his head and look at the clue on the wall. You need to drag the box side to side, allowing the dripping stalactites to form a tower on top of it that matches the colors of the clue. If you mess up, the right stalactite acts as an eraser. It will turn into a crow, but we still need a pickaxe to break it.

4. Head right and pick up the pile of firewood.

5. Go right. If you look at the picture frame, an old man will say “I NEED MY DRINK.” You can add the Petri dish to the microscope if you want, or do it later. Take the pot off the shelf to the right and slide the three arrows to the right to open the chest.

6. You now have to solve some spider web puzzles. You need to free the insects so the spider can’t get to them. The first one is pretty simple. Tap the web that’s between the spider and the fly. Keep doing that until there’s no way for the spider to get to the fly. The second puzzle has two flies and is a bit complicated more. You can follow the numbers I show in the photos below for the rest of the puzzles. In the second one, depending on where the spider walks, you may have to reverse steps 2 & 3. When you’re done, remove the spider webs and take the book.

7. If you want, you can place the wood in the room with the bat, light it with the matches, and place the pot over it. We'll come back to that later.

8. All the insects you released are now around the room. Find them each and tap on them. Pay attention to their color and the pattern they crawl in. There’s a blue one by the bat, which makes an hourglass shape if you tap on it. There’s yellow one by the dog that walks in a square. Theres a white one by the shelf that walks in a triangle. And last, here’s a red one by the picture frame that walks in a circle. Use them to open the chest with the different colored dots on it. Get the pickaxe (ice axe).

9. Use the pickaxe on the crow to get a bottle with water.

10. Go back to the dog. A shadow or ghost passes by at some point and some drawings appear on the wall. They're a bit faint, though. For now, focus on the book. Place it on the stand and open it. Arrange all the cards to match the family tree from . Tap on Laura’s card and take the William Vanderboom card. Place it on his portrait on the left page. A red line will start drawing. This is a clue!

11. Go to the screen where you got the firewood. Tap on the center piece and draw what you saw in the book. The lower right light will turn on!

12. Go back to the dog. One of the drawings on the wall is highlighted. Tap on it. It's a puzzle. You need to drag the shapes from the shelves to complete the one on the pedestal. The first is a sphere. You can follow the numbers in my image below if you’re stuck. You’ll then be left with a small bottle. Drag it to William (on the right) and keep tapping on him to have him drink it (it’s the elixir of death) and change. Then give the second bottle (elixir of life) to his brother Aldous, who will turn into Mr. Crow. Take the moth.

13. Go back to the bat and feed the moth to it. The bat will fly off and you can grab another card.

14. Go back to the book. Tap the arrows on the corners of the book stand to turn the page to Chapter 2. Place the card over the picture of Dale Vandermeer to get another red line drawing.

15. Go back to the big graph and draw the new shape to light up the upper left light.

Click on the little numbers below to continue to the next page of the walkthrough or.

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