Inside The Cave

If you're looking for the flavor text for this subevent, see Inside The Cave (flavor text).

Inside The Cave is a subevent that can be reached from entering The Cave at The Abandoned Mine or Storm's End.

When Entering The Cave from The Abandoned Mine, it is possible to find a Torch with 1 or 2 charges if you have none of the following vision sources: Torch, Night Vision Goggles, Arcane Vision Buff, or Spelunking feat. Note that finding a Torch isn't possible when you enter The Cave from Storm's End.

Each visit, 3 or 4 (or always 5 with the Spelunking feat) interactable options will appear in the image, along with [Go in blindly.] and [Try to get out!]. You have to scroll over the image with your cursor while having a vision source to find and click an interactable option. Note that gaining or losing a source of vision after already reaching the main page of this event won't change if you can select/reveal interactable options.
 * Sleeping Beast cannot appear as an option if a player has the The Bear! event queued or if the Bear is in a player's Pocket Ball, though it can appear if players have the Pet Bear item.
 * Sleeping Beast and Narrow Passage cannot both appear as options at the same time.
 * Subterranean Stream and the Light Passage leading to The Dragon cannot both appear as options at the same time.
 * Crack In The Wall and Gold Vein cannot both appear as options at the same time.
 * The Bat Sign and Shroom Of Doom cannot both appear as options at the same time.
 * No other combinations are prohibited.

[Go in blindly.]
If you have a vision source when you choose this option, you'll simply go to a random interactable option in the image.

If you do not have a vision source when you choose this option, you'll go to a random option which would have appeared as visible in the image, though some options will be replaced with other subevents. (These changes also occur if you lose your vision source before selecting an interactable option.)
 * Crystal Formation will be replaced with the Sharp Object subevent, which inflicts you with 4 Rounds of the Bleeding Debuff. You won't be able to mine the formation.
 * Shroom Of Doom will be replaced with the Noxious Spores subevent, in which you are killed by a cloud of spores. You won't receive the shroom.
 * Subterranean Stream won't let you fish/fill Bucket/drink water/use Inflatable Crocodiles, though it does still put out Fire. Also, you die unless you have the Drown Protection Buff; in the case you have the Buff, you instead become Incapacitated and move 12-13(?) spaces forward.
 * Sleeping Beast will automatically progress to the The Bear! event without giving a chance to simply leave or use a Pocket Ball on the Bear while it sleeps.
 * Crack In The Wall and Ice are the same as with vision, except that choosing [Leave the Cave] if you don't have a vision source makes you become Incapacitated.
 * Bat Sign subevents, Minecart subevents, Dynamite subevents, Narrow Passage, Treasure, Gold Vein, and Light Passage are the same as with vision.

[Try to get out!]
You leave the event. Even with vision, this option can result in your Incapacitation (though there is a lower chance than without it.) Without vision, you can die from this option.

Bat Sign
You will go to a randomly selected bat-related subevent.

Subevents

 * Bats!- You are knocked 7-9(?) spaces back and are given a chance to capture some Bats with your Pocket Ball.
 * Batcave- 2 out of the 4 following items are shown: Spider Mine, Night Vision Goggles, EMP Generator and Signal Jammer. You must choose 1 of them to steal.
 * Batgirl/Robin- You gain 1 permanent Speed once they show you their moves.
 * Batmobile- You hitch a ride and move 11-15(?) spaces forward.

Minecart
The player will go to a subevent with one of the randomly selected Seven Dwarves: Grumpy, Sleepy, Happy, Dopey, Bashful, Sneezy, or Doc.

Subevents

 * Bashful- You can give Bashful one of the following: Flask of Mojo, Mojo Mead, or Chocolate Salty Balls. If you do, he grants you 2 Speed. You can also simply leave the event.
 * Doc- Doc can give you a random Magic Crystal in exchange for any item (excluding Soulbound and Unremovable ones.) You can also simply leave the event.
 * Dopey- You steal Dopey's Weed.
 * Grumpy- Grumpy chases you back 7-12(?) spaces.
 * Happy- You can give Happy a Happy Crystal in order to receive GHB, Flask of Mojo, Weed, and Crystal Meth. You can also listen to a joke or tell him to "fuck off" instead; if you do, nothing happens effectively.
 * Sleepy- You can give Sleepy Coffee to gain 27-28(?) Rupees, give him Super Coffee to gain 65-74(?) Rupees, or use a Mining Pick to gain 3-5(?) Rupees. If you choose to simply wake him up, he'll either fall back asleep or chase you back 3-6(?) spaces. You can also simply leave the event.
 * Sneezy- Sneezy infects you with ? turns of the Common Cold.

Dynamite
You will go to a randomly selected terrorist-related subevent.

Subevents
If you don't have a Balaclava:
 * Hand Grenade- You steal a Hand Grenade from the terrorist hideout and leave quickly.
 * A Bomb!- In the next page the Bomb! event will start with the turn player in control of the bomb.
 * Terrorists! (hit squad version)- You can choose another player to send the terrorists after or choose nobody. They might kill a chosen player, though they might kill you instead if you choose a player. (Needs verification) If you don't choose one, they will chase you back 10-14(?) spaces.
 * Terrorists! (gun version)- Terrorists begin shooting at you. You can run up to 40 spaces back, with a lower chance of being shot the more spaces you run. After running back, if you are hit, you then move 25% of your spaces back. (rounded down, max. 50) If you aren't hit, you move no further spaces back. Note that being shot won't affect you if you are Bulletproof. Also, you can use your No. skill instead of running backwards any spaces in this subevent.
 * Ayayayayayayaya!!- A terrorist runs at you and blows you to tiny bits, killing you.
 * Burka Durk- You say Burka Durka Durka! to the terrorists. Presumably they might attack you (Needs verification), though if successful you drink a beer with them. (Does not give the Drunk neutral effect.)

If you have a Balaclava (Sneakers don't count):
 * Terrorists!- You can choose another player to send the terrorists after, killing that player. If you don't choose one, they will chase you back 10-14(?) spaces.
 * Disguised- You fool the terrorists into thinking you're one of them, then you grab a Hand Grenade, an ACME Rocket, and Volatile Oil and leave quickly.
 * Burka Durk- You put on your Balaclava and say Burka Durka Durka! to the terrorists and drink a beer with them. (Does not give the Drunk neutral effect.)

Ice
You find some Ice with an item inside.
 * The player can use a (Holy) Hammer or Pyroblast with insufficient Mana at this event, though the item nor Rupees are gained, so this effectively does nothing besides allowing a player without vision to leave without issue.
 * Black Dragonling, Combustible Lemon, Fire Foliot, Flamethrower, Flaming Bow & Arrows, Pyroblast, Red Dragonling, Torch, and Volatile Oil can be used to melt the Ice.
 * If used, Dragonlings are put on cooldown, Combustible Lemon and Fire Foliot consumed, Flamethrower and Volatile Oil are not consumed, Flaming Bow & Arrows has 1 arrow consumed, Pyroblast has the player lose 40 Mana, and Torch has 1 charge consumed.
 * Upon melting the ice, the player gains 4-6 Rupees. The player also gains an item, with the following being confirmed as possible items:
 * Torn Memento: Left Side
 * Boots
 * Soulstone
 * Ring Of Speed
 * Mining Pick
 * Sword
 * Relic
 * Lasso
 * Scrolls with the following spells: Speed Boost, Spell reflect, Mass Energize, Polymorph, Inverted Dice, On Love's Wings, Wormhole, Doom

(Presumably, Scrolls with all spells besides Scare can be found in the Ice.)

Crack In The Wall
You can use an explosive to move an amount of spaces forward:

"blow a hole in the wall"
 * Hand Grenade: 8-12(?) spaces
 * Explosive Sheep: 9-13(?) spaces

"blow a big hole in the wall"
 * ACME Rocket: 12-19(?) spaces
 * Spider Mine: 16-21(?) spaces
 * Holy Hand Grenade: 16-22(?) spaces

"blow a huge hole in the wall"
 * ACME TNT: 25-28(?)

You can also use a Combustible Lemon, though if you do, you'll just set the Cave on fire and won't move forward any spaces.

You can also simply leave the event.

Subterranean Stream
You drink some crystal clear water. Afterward:
 * Fishing Pole and Pet Bear can be used to fish at this location; in addition to generic items, Salmon can be caught.
 * A Bucket can be filled with water at this location.
 * If you have the Fire Debuff, you can jump in the stream to douse the flames and remove it. Oddly, you can't use an Inflatable Crocodile to move forward and go to The Jungle/The Beach after doing this, though you can still fish/fill your Bucket.
 * If you have an Inflatable Crocodile, it can be used (even if it's on cooldown) to move 15-20 spaces forward and randomly go to either The Beach or The Jungle.
 * You can also simply leave the event.

Narrow Passage
You can attempt to [Go through] the Narrow Passage. Possible outcomes of this are: You can also simply leave the event.
 * Die
 * Become Incapacitated
 * Gain a Relic and move 5-7 spaces forward.
 * Gain a Hookshot and move 5-7 spaces forward.
 * Gain a Soulstone and move 5-7 spaces forward.
 * Gain an ACME TNT and move 5-7 spaces forward.

Sleeping Beast
You find a sleeping bear. You can wake it up to go to The Bear! event or you can simply leave it alone and leave the event. You can also throw a Pocket Ball at the Bear for a chance to capture it; if unsuccessful, it will kill you.

Light Passage
You go to the The Dragon subevent.

Crystal Formation
You can use your Mining Pick to mine the formation, gaining 2 items out of the pool of Crystal Meth and all the Magic Crystals. You can also simply leave the event.

Treasure
You receive a random item from a small pool and some Rupees. The following have been confirmed as possible items with an amount of Rupees the player can receive:
 * Any Legendary Ring + 4-9 Rupees
 * Useless Valuable + 16-21 Rupees
 * Shield + 14-22 Rupees
 * Sword + 14-16 Rupees
 * Boots + 14-21 Rupees
 * Roc's Feathers + 14-21 Rupees

(Presumably, Legendary Rings are always accompanied by 4-9 Rupees, and all other items are always accompanied by 14-22 Rupees.)

Shroom Of Doom
You gain the rare Shroom Of Doom item.

Gold Vein
You gain 21-28(?) Rupees if you don't have a Mining Pick. If you do have a Mining Pick, you instead gain 31-39(?) Rupees.