You’re hungry. You’re tired. You’ve probably been chased by a pale, multi-limbed nightmare for the last three miles. All you want to do is progress the story, but the game is gatekeeping you behind a literal pile of dirt. You need the shovel. It’s the single most important tool in Sons of the Forest because without it, you aren't digging up bunkers, you aren't finding keycards, and you definitely aren't finishing the game. But honestly? The "shovel cave" is a massive pain if you go in unprepared.
Most people just run toward the map marker and die. Don't be that guy. This cave, located near the center of the island where three streams meet, is a gauntlet of cramped tunnels and high-tier mutants. It’s not just a "fetch quest." It’s a gear check. If you don’t have the Rebreather and the Rope Gun, you might as well turn around now. The game doesn't explicitly tell you that, but try jumping into that initial pool of water without a tank and see how far you get.
The Gear You Actually Need Before Touching the Shovel Cave
Before you even think about stepping foot near the entrance, you have to do the legwork. I’ve seen so many players reach the back of the cave only to realize they can't cross a gap or dive deep enough. It’s frustrating.
First, get the Rebreather. It’s tucked away in a cave on the north coast. If you don't have it, the underwater tunnels in the shovel cave will drown you in about twenty seconds. Second, you need the Rope Gun (found in the western cave). There is a zipline right at the start of the shovel cave that is physically impossible to cross without it.
👉 See also: Nancy Drew Games for Mac: Why Everyone Thinks They're Broken (and How to Fix It)
Pack explosives too. Seriously. You’re going to run into a "Sluggy"—that giant, fleshy blob stuck in a wall—and unless you want to poke it with a spear for forty minutes, a C4 charge or a couple of grenades is the only way through. Bring food. Bring water. Bring more meds than you think you need. The mutants in here, like the Twins and the Fingers, don't play fair in tight spaces.
Locating the Entrance and Surviving the First Dive
The cave entrance is iconic but easy to miss if you're sprinting. Look for three corpses propped up on stakes in a shallow pond near the mountain's base. It’s morbid, even for this game. Once you break the wooden barricade and slip inside, the atmosphere shifts immediately.
You'll see the zipline rope first. This is where the Rope Gun comes in. Once you zip across, you’ll hit the water. This is the point of no return for your oxygen levels. Dive down, use the Rebreather, and follow the lights. Endnight Games actually did a decent job of lighting the path with submerged glowsticks, so just follow the neon trail.
✨ Don't miss: Magic Thread: What Most People Get Wrong in Fisch
When you surface, you aren't alone. This isn't like the early-game caves where you might find one or two starving cannibals. This is mutant territory. You'll likely run into Fingers—those tall, faceless creeps covered in finger-like appendages. My advice? Aim for the legs. Blow their knees out, then finish them off. If you try to headshot them, you're wasting ammo because they don't really have "heads" in the traditional sense.
Navigating the Tunnels Without Getting Lost
The layout is mostly linear, but the darkness makes it feel like a labyrinth. After the first big swim, you’ll find a slide. It’s a one-way trip. Once you slide down into the pool below, you’re committed.
- The Workshop Area: You’ll eventually stumble into a section that looks like a makeshift work site. There are oxygen tanks here. Grab them. You’ll need the air for the trip out.
- The Sluggy Blockage: You’ll find a massive mutant wedged into a crack. This is the "Sluggy." Don't try to sneak past. Use your explosives here. Once it pops, the path forward opens up.
- The Underwater Trench: There’s a second, much deeper diving section. This one is longer. Stay calm and keep your flashlight pointed forward.
Eventually, you’ll enter a massive cathedral-like cavern. This is the final stretch. You’ll see the shovel sitting on the lap of a dead worker near a light source. It looks peaceful compared to the rest of the cave, which is usually a sign that things are about to get worse.
🔗 Read more: Is the PlayStation 5 Slim Console Digital Edition Actually Worth It?
Why the Shovel Changes Everything
Once you pick up that tool, the game finally opens up. You can go back to those GPS markers that look like they’re in the middle of nowhere and start digging. Usually, you’re looking for those square hatches buried under a few feet of soil.
These bunkers contain the real meat of the story—and the high-end loot. We’re talking about the Maintenance Keycard, the Shotgun, and the Pulse Rifle. Without the shovel, you're basically playing a very stressful camping simulator. With it, you're actually investigating the mystery of the Puffton family.
How to Get Out Alive
Getting the shovel is only half the battle. The game loves to spawn new enemies behind you once you pick up key items. As you head back, keep your ears open for that wet, slapping sound of the Twins.
You can't go back the way you came because of the slide. Look for a new opening that leads to a different exit. You’ll eventually find a crawlspace that brings you back to the surface, usually near a different part of the mountain. When you see sunlight, don't just stop. Run. Cannibals often patrol the exit points, waiting for exhausted players to stumble out.
Actionable Steps for Your Next Session
- Check your inventory: Confirm you have the Rebreather (North Cave) and Rope Gun (West Cave). If you don't, do not enter the shovel cave.
- Stockpile explosives: Craft at least two Time Bombs or find grenades at a military camp. You'll need them for the Sluggy.
- Flashlight over Lighter: The lighter is useless here. Ensure your flashlight is fully charged and you have spare batteries.
- Mark the spot: Once you're out, use a GPS tracker to mark the cave entrance. You might need to return if you missed the tuxedo or other blueprints hidden in the side pockets of the tunnels.
- Go for the Maintenance Bunkers: Your very first stop after exiting should be the "Maintenance A" hatch. It's the one that gives you the Firefighter Axe and the first major keycard.