A cave with a low and a high entrance breathes by itself: the temperature difference between the cave air and the outside sets up a pressure difference, and air flows through the chambers and squeezes. Change the weather, the height, the squeeze and the cave volume, or let the seasons run. Schematic cut-away, not a real cave survey.
Continuity: the same volume flow Q passes every section, so the air speed is Q / A, high in the squeeze and slow in the big rooms.
The science
Stack (chimney) effect. Air is an ideal gas, ρ = p / (R T). Two entrances at heights differing by H are joined by the cave. In hydrostatic equilibrium the pressure at the top is p(H) = p₀ exp(−g H / (R T)) for each air column, so the pressure the cave air exerts at the upper entrance minus the outside pressure there is ΔP = p₀ [ e−gH/(R Tin) − e−gH/(R Tout) ] ≈ (ρout − ρin) g H. Warmer, lighter cave air (winter) gives ΔP > 0 and the flow leaves at the top; colder, denser cave air (summer) reverses it. At Tout = Tin the flow stops.
Flow through the path. The flow passes through sections in series (entrance, rooms, squeeze, climb, shaft), each with a loss coefficient Ki and cross-section Ai: ΔP = ½ ρ Q² Σ Ki / Ai², so Q ∝ √ΔP, and the speed in section i is vi = Q / Ai.
The cave warms and cools. Cave-air temperature relaxes toward the rock temperature with a wall time constant τ and is replaced by outside air at the rate Q/V: dTin/dt = (Q/V)(Tout − Tin) + (Trock − Tin)/τ. A strong winter draught therefore cools the cave and weakens itself (negative feedback).
Barometric breathing. Independently, a falling outside pressure makes a closed cave of volume V exhale Q = −(V/p) dp/dt.
Simplifications and model values. Steady flow in a one-dimensional path, isothermal air columns, dry air, no humidity or CO₂, no wind pressure on the entrances, lumped cave-air temperature, and round-number loss coefficients, section areas, volume and wall time constant. The drawing is schematic and its scale is set by the height slider. Mist at the exit is a visual hint, not a computed cloud. Models built with Blender, scene by Three.js.