Walkthrough

Deeper Caves Walkthrough

Part 3 underground — trapdoor to ravine escape

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Scarlet Deer Inn Deeper Caves Walkthrough

Part 3 opens beneath Karel’s beekeeper house: a larger underground than the first labyrinth, with elevators, pipe braziers, collapsing platforms, worms, bone spiders, pressure plates, and a second chase before ghost Rozarka sends you to bury Philip and escape the ravine. This guide follows route logic in readable sections — not a button-by-button dump.

Previous: Return & Search. Earlier underground: Underground Labyrinth. Hub: Walkthrough. Systems: Torch, Chase, Toys.

Patch notes before you descend

  • Patch 1.008: Fixed trap-door ladder bug in the beekeeper’s house — update before assuming a softlock at the hidden floor. Known Issues
  • Patch 1.011: Fixed broken elevator at the end of the second chase — critical if pursuit rooms strand you. Updates
  • Patch 1.017: Fixed game freeze when interacting with torch and fire — update if brazier lighting hard-locks your client. Pair with torch guide

Beekeeper trapdoor

After Return & Search sends you back to Karel’s house:

  1. Move the carpet when the story allows — the hidden trapdoor is the Part 3 gate
  2. Interact with the floor opening; on 1.008+ the ladder should behave reliably
  3. Raise the torch before dropping — first rooms teach that this layer is wider and less forgiving than the early labyrinth
  4. Mental checkpoint: you are not replaying the apiary cellar tutorial; shortcuts and brazier discipline from chapter 4 still apply

If the ladder loops on an old build, update Steam first. Route backup: Karel’s Apiary.

Elevator and grave watch

Early Part 3 uses elevators as vertical punctuation between puzzle hubs.

Safe approach:

  • Light the landing you are leaving before calling the elevator
  • Watch for grave-watch staging — audio and composition tighten around burial imagery; slow down for interact prompts
  • Do not ride an elevator into an unlit pocket unless the story forces it
  • If the second-chase elevator fails after pursuit, confirm Patch 1.011 — that was an official softlock fix

Elevators here are route memory tests: note which hub connects to pipe rooms, flooded crawls, and later chase exits.

Pipe braziers and key

A major gating thread runs through pipe-connected braziers and a key tied to that network.

Method:

  1. Map which pipes carry flame versus which gates they open
  2. Light braziers in an order that keeps a retreat path — same rule as labyrinth Phase 1
  3. When a key appears, treat it as a hub unlock, not a side collectible
  4. If torch-and-fire interaction freezes the game, update to 1.017 before retrying the same node

Deep technique: How to Use the Torch. Shortcut mindset: Find Shortcuts.

Wooden Stick Horse (toy)

The Wooden Stick Horse is a headline toy find in Part 3. Hunt it in a search window: puzzle state stable, braziers lit, no chase audio.

  • Log it immediately in the collectible tracker
  • Cross-check naming on toys list and All Toys
  • Do not delay the key route forever for shelves — but do not skip obvious alcoves on the main line either

Stick Horse sits alongside labyrinth toys (rag doll, shepherd’s flute) for All Together hunters.

Flooded crawls

Flooded sections force low torch lines and slower pacing.

Tips:

  • Read the waterline before committing — some crawls are one-way until a lever drains elsewhere
  • Keep the torch angled for visibility without panicking the camera
  • If worms stir in adjacent rooms, finish the crawl goal first, then deal with pest pressure
  • Pre-light a brazier on the dry side before entering long flooded chains

Beekeeper confrontation and collapse

Part 3 culminates a beekeeper confrontation that triggers structural collapse. This is scripted pressure, not a skill check you can grind differently.

During the beat:

  • Keep moving through staging when the floor fails
  • Do not backtrack for toys once collapse audio starts
  • After the collapse, chase routing becomes the immediate priority — see next section

Story context stays medium-spoiler here; finale meaning lives on Complete Ending.

Worms and vines

Worms and vine rooms add environmental hazard on top of darkness.

  • Treat vines as lane blockers until cut or routed around with levers
  • Worms punish standing water and idle torch posture — keep moving along lit nodes
  • Collapsing platforms often pair with these rooms: test weight on edges with torch up, commit only when landing is visible
  • Pressure plates nearby may need a box or body weight — solve calmly before worm patrol timing tightens

Small Clay Whistle (toy)

The Small Clay Whistle is the other named Part 3 toy called out in community completion routes. Same hunting rules as Stick Horse:

  • Search after the room’s lever state is stable
  • Never loot during active chase audio
  • Track on toys list for Sweet Memory / All Together progress

Musical toys echo the shepherd’s flute from the labyrinth — folklore texture, not fluff.

Bone spiders

Bone spiders are Part 3’s hostile set-piece between puzzle hubs and the second pursuit.

Survival pattern:

  1. Torch aimed to suppress approach vectors
  2. Retreat through already-lit brazier nodes
  3. Do not break unfamiliar floors while kiting
  4. Open any shortcut gate you pass even if escape feels far away — the chase may start immediately after

If you die repeatedly, prep the room: pre-light two braziers, clear vine blockers, then retrigger.

Pressure boxes

Pressure boxes (plates) gate doors, bridges, and elevator calls.

  • Identify whether the plate wants sustained weight, a timed tap, or a crate
  • Move crates during calm beats, not during spider or worm pressure
  • When multiple plates exist, observe the destination door first, then pull levers in an order that leaves you a walk-out
  • Logging plate states mentally beats random hopping — same vocabulary as labyrinth crates

Chase (second pursuit)

The second chase reuses light-creature logic with tighter verticality and elevator exits.

Pre-chase checklist (non-negotiable):

  1. Two braziers lit on your escape line
  2. Shortcut doors open back toward the last hub
  3. Torch bindings comfortable — see Survive Chase
  4. Toys either banked or consciously abandoned for this run
  5. Game updated past 1.011 if the prior elevator softlocked you

During chase: torch suppresses, eyes on known doors, no new experiments. After chase: verify elevator trigger before celebrating.

Rozarka and Philip — ravine escape

Medium–high spoilers.

After pursuit pressure eases, you meet ghost Rozarka, who points Elise toward Philip and proper burial duty before the ravine exit.

Objectives:

  1. Follow Rozarka’s staging without skipping dialogue that moves the burial beat
  2. Locate Philip and complete the burial interaction the scene demands
  3. Navigate the ravine escape as scripted route — torch still matters on dark ledges
  4. Treat this as emotional payoff for Part 3, not a optional side room

For labeled finale discussion: Ending Explained, Characters.

Spoiler pause.

Completion after Part 3

  • Reconcile toys: Horace, rag doll, flute, Stick Horse, Clay Whistle, and remaining shelves via All Toys
  • Tick achievement checklist when Steam confirms unlocks
  • If braziers or elevators still misbehave after updating, match symptoms on Known Issues

Optional video companion (spoilers)

Full-game footage reveals late rooms including Part 3. Use after your own run or when stuck — not as a blind first play.

Part 3 proves Scarlet Deer Inn was never only about escaping once. The deeper caves ask you to bury the dead, name the witch’s cost, and carry Horace through one more dark vertical mile.

FAQ

Frequently Asked Questions

Quick answers tied to this page.

How do I open the beekeeper trapdoor?

Finish Return & Search beats, return to Karel's house, move the carpet when prompted, and use the hidden floor. Patch 1.008 fixes ladder bugs.

Where is the Wooden Stick Horse?

In Part 3 side alcoves along the main pipe-and-elevator route. Search calm rooms and log it in the collectible tracker.

The second-chase elevator will not move. Fix?

Update to Patch 1.011 or newer on Steam — official fix for that softlock. Prep braziers before retriggering chase.

Game freezes when lighting pipe braziers.

Update to Patch 1.017 for the torch-and-fire interaction freeze fix, then retry once after relaunch.

Do I need both Stick Horse and Clay Whistle for the story?

No for main progression. Yes if you want All Together and full toy completion — see All Toys guide.

Who is Rozarka and what is the Philip beat?

Rozarka is a ghost who directs Elise to bury Philip before ravine escape — medium spoilers; play the scene for exact staging.