Caveworld Level 5

Caveworld Level 5 is the fifth level in Caveworld, and the seventeenth in the entire single player game.

It is completely different between the PC and Console versions, and is different with a PhysX PPU.

Beginning
The Marbleball pushes two wooden crates to the lower platform and pushes them onto hold switches to stop two magnets. There is a Powerball morph here, but that is optional. Then the ball turns into the Metalball and goes to the platform on the right, and changes into the Powerball, pushes a wooden crate and a plank to form a bridge, and pushes two crates over the bridge and onto hold switches to disable the other magnets. Once the magnets are off, the Powerball turns into the Metalball and goes past the fans and through the first checkpoint.

In the PhysX version, the Marbleball turns into the Powerball, charges into the jump ability, pushes past the fluid, and goes up a slope to push the lever and stop the fluid flowing. The Powerball goes back, changes into the Airball, goes through the tube and flies to the next platform and the checkpoint.

Checkpoint #1
The ball turns into the Powerball (optional with the non-PhysX version) and pushes a cannon ball to the edge, then transforms into the Airball and goes to the next platform using the rope rails. The Airball turns the magnet on, then off, and turns into the Metalball, pushes the cannon ball to the cannon, and fires to push four wooden crates out of the way. Once that is done, the Metalball turns into the Airball and heads to the second checkpoint.

Checkpoint #2
The Airball goes left, up the slope and waits to push the wooden crate onto the flying platform, then it turns into the Powerball and uses a cannonball to fire the crate off the platform. It then pushes the crate to the platform to make a step and uses the jump ability to jump on the crate and the platform towards the third checkpoint.

In the PhysX version, the Airball turns into the Marbleball and enters the fluid cannon to spray fluid at cannon balls, pushing them to make a bridge. Then the Marbleball goes over the bridge and heads towards the checkpoint.

Checkpoint #3
The ball pushes two wooden crates on a floor fan, then pushes one of them onto the right fan and uses the other to power it on. The crate is then used to power the front fan, where the ball goes on and pushes another crate onto the left floor fan. The other crate is moved to power the left floor fan and the crate on the floor fan is pushed to power the top floor fan, which the ball goes on towards the fourth checkpoint.

Checkpoint #4
The ball goes onto a set of long, turning rails and heads to the exit.

Beginning
The Marbleball goes up a slope and turns into the Metalball to push three wooden crates which have three hanging crates below them, then turns into the Airball and goes onto some planks and platforms, disabling a fan in the process letting it go to the first checkpoint.

Checkpoint #1
The Airball turns into the Powerball and uses the jump ability to jump on five hanging platforms and towards the second checkpoint.

Checkpoint #2
The Powerball waits for a hanging magnet, then uses the magnetic ability to stick to the magnet and get carried towards the third checkpoint.

Checkpoint #3
The Powerball uses the dash ability to jump over gaps of a half pipe and go up a slope to the fourth checkpoint.

Checkpoint #4
The Powerball turns on a magnet, then uses the magnetic ability to stick to the magnet. Then, it changes into the Metalball and aligns two spinning platforms so it can turn into the Powerball, go onto the platforms and towards the exit.