Caveworld Level 3

Caveworld Level 3 is the third level of Caveworld, and the fifteenth in the entire single player game.

It is the same in both PC and Console versions.

Beginning
The Marbleball turns into the Powerball and pushes one of the wooden crates to form a step, then uses the jump ability to jump onto the crate and into the tube, towards the first checkpoint.

Checkpoint #1
The Powerball jumps over a gap, then pushes a wooden crate to push a wooden plank and make a bridge, then jumps over a gap, turns into the Airball and uses a pump to fly to the bridge and use a pump to go to the bridge and use another pump to fly to the top platform. If the Airball falls, there is a Powerball morph on the bottom of the half tube and a jump generator on the center platform. Once the Airball is on the top platform, it changes into the Powerball then uses the dash ability to get to the other side of the half pipe and towards the second checkpoint.

Checkpoint #2
The Powerball turns into the Airball and uses the pump to fly to the next platform, then turn into the Metalball and uses a cannon to fire a cannon ball to the next platform. The Metalball goes to the cannon ball and puts it into another cannon and fire it at a wooden crate to disable a magnet. The Metalball can then go safely to the third checkpoint.

Checkpoint #3
The Metalball turns into the Powerball and uses the magnetic ability to stick to a magnet which is then turned off, then pushes a wooden crate onto a switch to disable another magnet. The Powerball turns into the Metalball and uses the metal box to turn on another magnet, then turns into the Powerball and uses the magnetic ability to stick to the magnet. Then, the Powerball goes onto the floor fan and sticks to a hanging magnet, then waits for a flying platform and once it comes, it disables the magnetic ability to go onto the platform, so it can be transported to the end of the level.

There is a hidden path in this level. The Powerball must go back to the cannon and fire at the first platform, then use the cannon to fire to the next magnet and go up the wooden slope, allowing the level to be exited. If the crate has not been pushed off the hold switch, there is a chance the Powerball will stick to the connected magnet. If that happens, the crate must be pushed off the switch, then the Powerball must go onto the rails, fall onto the platform and go into the cannon to stick to the other magnet.