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Cube Escape: The Cave

by lenin 17 part 2 of 2 9 sections about 17 minutes to read

Cube Escape: The Cave is the ninth game in Rusty Lake’s Cube Escape series. You play as Mr. Crow, exploring a cave and then a bathyscaphe to help Dale Vandermeer descend into Rusty Lake.

How the game plays

  • Controls: mouse only.
  • Menu: the gear icon in the top right corner.
  • Inventory: down the right-hand side of the screen.
  • Saving: automatic. On Windows the Collection saves under C:\Users\<your username>\Documents\Rusty Lake\Cube Escape Collection.

Part 1: The Cave

Turn around and zoom in on the bedside cabinet.

Take the PETRI DISH from the top of it. Open the top drawer and take the MATCHES. Open the second drawer and take the KNIFE.

Turn your attention to the dog and click it six times.

  • Achievement 5/8 (“Good boy!”).

Zoom out and look right.

Zoom in on the diver and click his helmet — he asks for help. Zoom out and look at the torch.

Light it with the matches and you will spot a bat in the crevice. Zoom out and look right.

Pick up the FIREWOOD and look right.

Focus on the mirror and talk to the reflection — it wants a drink of its own. Zoom out and look at the shelf above the cabinet.

Take the CRUCIBLE, zoom out, and focus on the microscope.

Place the Petri dish under the microscope’s eyepiece and zoom out. Move your view to the cabinet.

Slide the three latches to the right. Now solve the puzzle where you have to stop the spider reaching its prey by cutting the strands of web. The rule: always click the strand that connects directly to an insect, or the strand that leads to a node where two strands connect to two insects.

  • Level 1: if the spider moves right, cut on the right; if it moves left, cut on the left.
  • Level 2: the second strand to cut is the one the spider has headed towards.
  • Levels 3 and 4: apply the same rule; level 4 has more than one valid solution.
  • Level 5: the last one.
  • Achievement 7/8 (“Arachnophobe”).

Pull the web off the cover and take the BOOK. Zoom out and turn around.

Zoom in on the hearth, put the firewood in, and light it with the matches. Hang the crucible from the crossbar. Zoom out and look left.

Focus on the lectern and put the book on it. Study the Vanderboom family tree. Look at the head outlines in the frames and place the matching photographs on them:

  • Top row: Laura
  • Second row: Frank, Leonard and Rose
  • Third row: Emma, Ida, Samuel and Albert
  • Fourth row: Mary and James

Click Laura’s photograph and take WILLIAM’S PHOTO CARD.

  • Achievement 1/8 (“Genealogy”).

Look at the page on the left and place William’s photo card on it. Note the drawing that appears at the top. Zoom out, step back from the lectern, and turn around.

Zoom in on the square in the centre of the door. Reproduce the pattern you just saw — the bottom right lamp lights up. Zoom out from the door and turn around. Focus on the drawing projected onto the wall on the left.

Drag objects from the cabinet onto the pedestal to complete the figures, in this order:

  • Fourth row, right
  • Fourth row, left
  • Third row, left
  • Second row, left
  • First row, left
  • Third row, right
  • Second row, right
  • First row, right

Give the elixir to William, the man on the right. Click him — William dies and becomes a dark entity tangled in a tree. Click the entity — it turns into a woman. Click the woman — she becomes the entity again, and a black cube rises out of it.

Click the cube and it joins with all the figures.

Give the elixir to Aldous.

Make him drink it, and Aldous becomes Mr. Crow. Take the MOTH that appears. Zoom out and look right.

Look into the crevice with the bat. Give it the moth to make it leave the crevice.

Take DALE’S PHOTO CARD. Zoom out, step back, and look left. Zoom in on the book on the lectern.

Click the arrow at the top right to turn the page.

Look at the left-hand page and place Dale’s photo card on it. Note the pattern that appears. Zoom out, step back from the lectern, and turn around. Focus on the square in the centre of the door.

Reproduce the pattern you just saw — the top left lamp lights up. Zoom out from the door and turn around.

Zoom in on the projected drawing on the right.

Click the drawing — a lift descends with Dale inside it. Now solve the puzzle by moving the diver so Dale can pass each soul in turn:

  • Put the diver in the bottom right cube, then walk Dale past Mr. Deer’s soul.
  • Put the diver in the top left cube, then walk Dale past Miss Pheasant’s soul.
  • Move the diver to the top right cube, then walk Dale past Mrs. Penguin’s soul.
  • Move the diver to the bottom left cube, then walk Dale past Mr. Owl’s soul.
  • Move the diver to the bottom middle cube, then walk Dale past Mr. Rabbit’s soul.

Head for the exit and notice the crack that has appeared. Zoom out and look left.

Zoom in on the lower part of the cabinet with the microscope. Note the colours of the circles. Now go and find insects of the same colours:

  • Yellow — the beetle on the wall near the dog. Click it and it traces a square.
  • Blue — the beetle by the torch. It traces an hourglass shape.
  • Red — the beetle by the mirror. It traces a circle.
  • White — the beetle by the shelf you took the crucible from. It traces a triangle.

Set the symbols under the matching coloured circles and the cabinet door opens.

Take the PICKAXE. Zoom out and look right.

Go to the crack that has formed in the wall. Widen it with the pickaxe — a hand with a knife tattoo emerges. Put the knife into the hand and click the hand until it cuts itself off.

Take the HAND, zoom out, and look left.

Focus on the meat grinder, put the hand in, and turn the handle. Take the DOG FOOD. Zoom out.

Zoom in on the book on the lectern. Click the top right arrow to close the book. Study the sheet attached to the back cover, “Extracting the final elixir”. Memorise the sequence, zoom out, and step back. Turn your attention to the dog.

Put the dog food in the bowl and click the dog until it relieves itself. Take the DOG DROPPING, zoom out, and look right.

Move up to the alcove above the diver. Note the pyramid drawing on the right. Move the platform to catch the drops falling from the coloured stalactites so that the platform builds up a pyramid in the same colours as the drawing. The fourth stalactite acts as an eraser. The sequence is: black, white, black, brown, black, black, brown, brown, black, white, black.

Use the pickaxe on the crow statuette this forms, break it, and take the VESSEL OF WATER. Zoom out and turn around.

Zoom in on the microscope. Put the dog dropping in the Petri dish.

Look through the microscope’s eyepiece and solve the puzzles where you drag each cell so that none of the lines cross.

Take the ELIXIR. Put the vessel of water on the stand to the right of the microscope. Add the elixir and take the finished ELIXIR. Zoom out and focus on the mirror.

Give the elixir to the reflection and click it until Mr. Crow appears in the mirror.

Keep clicking so the reflection goes through several transformations.

  • Achievement 6/8 (“Transformation”).

Remove the shard of mirror in the top right corner and take ALDOUS’S PHOTO CARD. Zoom out, step back, and look right.

Zoom in on the book on the lectern. Click the left arrow at the top to open the third page. Place the photo card on the left-hand page and note the pattern that appears. Zoom out, step back from the lectern, and turn around.

Focus on the central square of the door. Draw the line reproducing the pattern you saw — the top right lamp lights up. Zoom out and turn around. Zoom in on the projected drawing at the top left.

Watch which way the fish are looking. Move the bathyscaphe with Aldous and collect, in order: black cube, octopus, white cube, anglerfish, blue cube, gold cube, exit.

Note the crack that has appeared in the wall.

Widen it with the pickaxe and take the ORE. Zoom out and look right.

Go to the hearth. Put the ore in the crucible, click it to melt it, and take the MOLTEN METAL. Zoom out and turn around.

Focus on the table with the microscope. Open the lid of the mould and pour the molten metal in. Close the lid, open it again, and take the KEY. Zoom out and look right.

Go to the cabinet and unlock the bottom drawer with the key. Take the TAPE, zoom out, and look right.

Zoom in on the diver. Use the tape to join the torn hose. Turn the pump handle four times to bring the pressure gauge needle into the red zone.

Take the diver’s helmet off and speak to him — he asks you for the extract.

Give him the elixir and Mr. Owl appears.

  • Achievement 3/8 (“Fresh air”).

Click him and he becomes human again. Talk to him: he tells you that Dale’s journey will begin soon, that you need to collect the memories, and that you have to descend into the depths of the lake.

Turn your attention to the box in his hand and take the DIAMOND and LAURA’S PHOTO CARD. Zoom out, step back, and look left.

Zoom in on the book on the lectern and open Laura’s page. Place the photo card on the drawing and note the pattern that appears. Zoom out, step back, and turn around.

Focus on the central square of the door. Draw the line reproducing the pattern — the bottom left lamp lights up. Zoom out and turn around.

Zoom in on the drawing projected onto the wall at the bottom right. Note where the green and red arrows point. Zoom out and turn around.

Open the door and go out into the cave.

Focus on the lever on the left. Turn the dials so they match the arrows you saw:

  • Left dial: north-east
  • Right dial: north-west

The lamp at the top lights up.

Pull the lever down to lower the bathyscaphe into the water.

Approach the bathyscaphe, turn the hatch handle, and climb inside.

Part 2: The Bathyscaphe

The white cube

MATCHES are added to your inventory automatically.

Turn around and zoom in on the drop-leaf table on the right. Take the EMPTY INKWELL and the SEASHELL. Focus on the paper on the left and note the coordinates: 3 units left, 2 units to the cube, depth = 40. Look away and turn to the map on the right.

Mark the hotel’s position with the button (3,6). Count 3 units left and mark the point with the button. Count 2 units down and mark that point too. You get the coordinates X-3, Y-5. Zoom out and step back. Look at the navigation mechanism in the centre (the GPS).

Enter the coordinates and depth: X-3, Y-5, D-40 — the screen shows the white cube’s position. Note the distance readout to it on screen: 5 lines up and 4 lines left.

The bathyscaphe’s current position is X-7, Y-10, D-00. So to reach the cube you need to travel 5 units north and 4 units west.

Zoom out and look left.

Go up to the compass below the periscope — the pointer is set to north. Zoom out and zoom in on the unit on the left.

Place the diamond in the diamond-shaped recess and the unit comes to life.

Note. Before heading for the white cube, make a few extra moves to pick up an achievement.

The “To be continued” achievement

Zoom out, look right, and turn to the map.

Use the buttons to mark the positions of the objects shown on the map, and note their coordinates:

  • Hotel: X-6, Y-3
  • Lake house: X-6, Y-6
  • Chapel: X-2, Y-7

All three are above water, so take D=0.

Zoom out and step back. Focus on the navigator.

You will find you cannot change the coordinates, which means you have to travel to these points by eye.

Take the hotel as your first target: from your current position you need to travel one unit west and 7 units north.

Zoom out and look left.

Since the compass is set to north, turn the pointer on the mechanism on the left to five units. Turn the lever to make the first move. Set the indicator to two units and make the second move. Set the compass to west and move one unit.

Once you arrive at the hotel, look through the periscope eyepiece and you see the coordinates X-3, Y-4, D-20. Head for that point.

On arrival, use the red valve above the navigator.

Make two turns — the depth gauge needle reaches the target depth of 20 units. To decrease depth by 10 units, turn the lever on the left. Zoom out and go to the fishing window.

You see part of a coordinate on a fish: Y-5.

Head for the lake house (X-6, Y-6, D-00). Look through the periscope and you see new coordinates (X-3, Y-9, D-50). Head for that point.

Go to the window and you see another part of a coordinate on a fish: X-11.

Head for the chapel (X-2, Y-7, D-00). Look through the periscope and you see new coordinates (X-8, Y-1, D-00). Head for that point.

Go to the window and you see a depth reading: D-30. Travel to X-11, Y-5, D-30.

Go to the window and you see the word RAT on a crate. Zoom out from the window and look right.

Zoom in on the crate with the combination lock and enter the code RAT.

Zoom in on the box that drops out and enter the code 18.12.30 (Dale’s date of birth, from the “Dale’s Birthday” reference on the box).

Take the ENVELOPE and open it.

  • Achievement 8/8 (“To be continued”).

The white cube (continued)

Head for the white cube’s position (X-3, Y-5, D-40).

Move to the manipulator control panel. Use the upper handle to line the claw up with the cube, then use the lever to lower it.

When the manipulator grabs the cube, raise the lever, move the handle right, and use the lever to lower the cube into the tube. Press the red button. Zoom out and focus on the tube on the right, where a green light is flashing.

Push the lever down, zoom out, and look left.

Zoom in on the mechanism with the flashing green light on the left. Raise the lever. Double-click the white cube and you are taken into Laura’s memories.

Move the parts of the backdrop to line the mountains up. Click Harvey the parrot, sitting on the woman’s shoulder.

Zoom out and take the WHITE CUBE. Zoom out and turn around.

The black cube

Zoom in on the fishing window.

Use the two circles to steer the fish into the tube on the right. Each circle can be used once, and the fish turns when it enters the lit area around a circle.

Zoom out and take the fish out of the basin below.

Repeat for the second fish, then again for the third.

For a pair of fish, send the left one to the button on the left and the second one into the tube.

Do the same for the next two pairs.

With the fish collected, move your view to the smokehouse on the left.

Arrange the fish so the hooks balance. Light the fire, close the door, and zoom out. Make a full turn, come back to the door, and open it. Note the word OWL burned into the wall. Zoom out and look right.

Zoom in on the crate with the combination lock and enter the code OWL.

Focus on the crab that falls out.

Give it the seashell and take the PEARL. Zoom out and look right.

Zoom in on the drop-leaf table with the map. Put the pearl into the lid of the casket and open it. Take the TRIANGLE and the PHOTOGRAPH from inside.

Study the photograph. Note that two vertices of the triangle sit on the chapel and the hotel. Turn to the map.

Place the triangle with those two vertices on the chapel and the hotel, and you get new coordinates for the third vertex: X-2, Y-2, D-30. Zoom out, step back, and focus on the navigator.

Enter the new values and you get the black cube’s position: 3 units west and 1 unit north of the bathyscaphe’s current position. Zoom out and look left.

Focus on the movement control mechanism. Put the white cube into the recess on the left and the machine is ready to work.

Go back to the depth control valve and set the depth to 30.

Use the compass and the movement mechanism to travel to X-2, Y-2.

Move to the manipulator control panel. Repeat the same steps as with the white cube to load the black cube into the tube.

Zoom in on the screen and align the parts of the picture — Laura holds a knife to her throat.

Click Laura — she cuts her throat and a dark entity appears. Click the entity and zoom out.

Take the BLACK CUBE. Zoom out and turn around.

The blue cube

Look at the left edge of the porthole. Note the small orange fish and the anglerfish. You have to use Morse code to move the anglerfish and catch the orange fish. Zoom out and look at the sheet with the Morse alphabet. Note the arrows at the bottom.

Study the control buttons at the top left: the two on the left are for Morse code, the two on the right transmit the code to the angler. Click the anglerfish and light bursts from its lure.

Enter the following, confirming each letter by pressing the button at the top right:

Up:

  • U = dot, dot, dash
  • P = dot, dash, dash, dot

Left:

  • L = dot, dash, dot, dot
  • E = dot
  • F = dot, dot, dash, dot
  • T = dash

The anglerfish eats the orange fish.

Click the anglerfish and you receive a message in Morse code. Translate it to get the word INK. Zoom out and turn around. Enter that code on the crate’s combination lock and zoom out. Zoom in on the tentacles hanging out of the crate — you need to make the tentacles extend all of their suckers.

Press:

  • Tentacle 1 — twice
  • Tentacle 2 — once
  • Tentacle 4 — eight times

Click the first tentacle once it curls up — ink runs out of it. Fill the FULL INKWELL, zoom out, and look right.

Zoom in on the map.

Pour the ink onto it — the edge of the ink stops at the point X-4, Y-6, D-00. Zoom out and step back. Focus on the navigator. Enter the new values and you get the blue cube’s position. Zoom out and look left.

Zoom in on the movement control mechanism and insert the black cube into the second recess from the left — the machine is ready to work.

Travel to the target point using the compass, the movement mechanism and the dive valve.

Work the manipulator levers to load the blue cube into the tube, move it into the tube above the screen, and lower it.

Rotate the rings to recreate the patterns on the wallpaper. Click the clock face, zoom out, and take the BLUE CUBE. Zoom out and look left.

The gold cube

Zoom in on the periscope eyepiece. You see a fisherman sitting in a boat with a three-hook rig in it. Zoom out and look left.

Position the circles to steer the fish to the hook.

Position the circles for the second fish — when it takes the hook, a shark appears.

Use the circles to send the third fish to the hook. Zoom out, look right, and look through the periscope.

Click the fisherman — with gestures and his body he spells out the word KIT. Zoom out and turn to the crate with the combination lock.

Enter the code you just saw and zoom out. Turn your attention to the dangling hook and take the FISHING HOOK. Look right.

Zoom in on the ship in a bottle. Pull the cork out and use the hook to pull the ship out — the mast breaks.

Click it and a piece of the mast falls down.

Zoom out and turn to the table with the map. Focus on the piece of mast and take the PHOTOGRAPH out of it. Study the photo and note the values. Turn to the map.

From the chapel, count three units up and one to the right. You get the new point X-3, Y-4, D-50. Move to the navigator.

Enter the new coordinates. Zoom out and look left. Zoom in on the bathyscaphe’s movement control mechanism.

Put the blue cube into the recess that was still empty — the machine is ready to work.

Your current position is X-4, Y-6, D-00, so you need to move one division west, two divisions north, and dive to the 50 mark.

Once you have done that, you are in front of the gold cube.

An accident happens and a fire breaks out. Take the white, black and blue cubes back out of the control mechanism. Zoom out and turn around.

Click the cracked porthole glass and climb out.

Click the dark entities of Mr. Deer, Miss Pheasant, Mr. Boar, Mr. Rabbit and Mrs. Dove, then move right.

Go to the white rectangle and click it. Go through the door that appears.

Approach the dark entity sitting in the chair. Click the helmet above its head and turn the lever on the left — it does not work. Zoom out and turn around.

Approach Dale and lower the helmet onto his head. Turn the lever — it does not work. Zoom out and look right.

Place the three cubes into the recesses at the bottom of the device.

Zoom in on the instrument that looks like an emitter. Lower it and press the green button. Take the GOLD CUBE.

  • Achievement 4/8 (“Gold cube”).

Zoom out and turn around. Focus on Dale and give him the gold cube.

Click Dale — he steps into the lift. Click again — he rises up.

The ninth game in the Collection is complete, and with it the whole Collection.

Note from the author: the most recent game in the series at the time of writing, Cube Escape: Paradox, was covered in an earlier walkthrough.

Parts of this guide

One guide by lenin 17, in 2 parts. They read in order, and the part you are on is marked.

  1. Cube Escape: Seasons
  2. Cube Escape: The Cave