SpelunkyFan wiki

Arrow

Verified against the spelunky.ai port v0.1.10 on .

For the trap that shoots them, see Arrow Trap.

The Arrow is an item in Spelunky Classic, shot by arrow traps and the Bow, that takes 2 hearts from the player when it hits him fast.

Most arrows come from Arrow Traps, which shoot one along their row when something moves into it; the Bow shoots them too. Once an arrow has stopped, it's an item like any other, and can be picked up and thrown.

Usage

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Arrow trap. The player climbs a ladder into an arrow trap's line of fire. The trap shoots an arrow that hits him with his last heart, and he dies.

An arrow trap shoots its arrow at 8 pixels a step [10]. In the clip, the player climbs a ladder into a trap's row; it shoots, and the arrow takes his last heart and kills him [11]. An arrow faster than 3 pixels a step across that hits the player takes 2 hearts, knocks him its way and stuns him for 20 steps, and is destroyed, unless it's one he shot or threw in the last 10 steps [12] [13].

It moves by the code all items share: its own lighter gravity, 0.2, lasts its first step, and then it falls 0.6 pixels a step faster each step as items do [14] [15]. It turns to point the way it's flying [16]. While it moves faster than 2 pixels a step, it takes 1 hit point from the monster nearest it, a Vampire that isn't stunned 3 more, and is destroyed, unless that monster is invincible or a Magma Man, when it flies on; a Damsel it hits loses 1 hit point, and the arrow is destroyed too [17] [18] [19].

Stuck in walls

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An arrow that hits a wall faster than 6 pixels a step across sticks in it, 2 pixels deep: it stops, and no longer falls [20] [1]. A player falling past a stuck arrow, when it's 5 or 6 pixels above his middle, catches it and hangs from it, as he does from a ledge [21].

By hand

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At rest, an arrow is picked up and thrown as any item is, at 8 pixels a step plus the player's speed: fast enough to hurt, and to stick in a wall [22] [23]. Holding a Bow, the player takes back an arrow at rest that isn't stuck in a wall by touching it, adding it to his count [24].

Locations

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Level generation makes no arrows lying about; they come from:

  • Arrow Traps, one each: a trap shoots once, and a trap destroyed before it shoots leaves its arrow [25] [26] [27].
  • The Bow, which shoots the player's arrows [28].

Interactions

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  • Bombs. An explosion destroys an arrow [29].
  • Exits. Carried through a level's exit, it's in the player's hands on the next level [30] [31].

Tips

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  • An arrow trap shoots only once, so the arrow it leaves is the end of it.
  • An arrow stuck in a wall is a handhold: a player falling past it can stop there.

Trivia

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  • The arrow's code keeps an arrow from flying through the target in the Moon challenge room, as its comment says [32].

FAQ

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How much damage does an arrow do in Spelunky Classic?

2 hearts to the player, from one flying faster than 3 pixels a step across, and it stuns him. To a monster, 1 hit point, and a Vampire takes 3 more.

Can you pick up arrows in Spelunky Classic?

Yes. An arrow is an item like a Rock: crouching over it with empty hands, the attack key picks it up, and it can be thrown. Holding a Bow, the player takes back an arrow at rest that isn't stuck in a wall by touching it.

Can you climb on arrows in Spelunky Classic?

An arrow that hits a wall faster than 6 pixels a step sticks in it, and a player falling past one catches hold of it and hangs there, as from a ledge.

Does an arrow break when it hits something in Spelunky Classic?

When it hurts a monster, a Damsel or the player, yes: it's destroyed. It flies on through a Magma Man or an invincible monster, which it can't hurt, and against walls and floors it bounces, or sticks, and stays.

See also

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Related

References

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  1. objects/oItem/step.gml:122-137
  2. objects/oItem/step.gml:282
  3. objects/oItem/step.gml:294
  4. objects/oItem/step.gml:305
  5. objects/oItem/step.gml:315
  6. objects/oItem/step.gml:325
  7. objects/oItem/step.gml:344
  8. objects/oArrowTrapTest/collision_oCharacter.gml:14-23
  9. objects/oSpearTrapTop/alarm_0.gml:1-2
  10. objects/oArrowTrapTest/collision_oItem.gml:5-26
  11. Clip arrow/trap
  12. objects/oPlayer1/step.gml:1513-1535
  13. objects/oArrow/alarm_2.gml:1
  14. objects/oArrow/create.gml:6
  15. objects/oItem/step.gml:160-170
  16. objects/oArrow/step.gml:3-22
  17. objects/oItem/step.gml:256-363
  18. objects/oItem/step.gml:365-398
  19. Quirk 1 (docs/quirks.md)
  20. objects/oItem/step.gml:82-84
  21. scripts/characterStepEvent.gml:462-475
  22. objects/oPlayer1/step.gml:1203-1214
  23. scripts/scrUseItem.gml:605-646
  24. objects/oPlayer1/step.gml:1973-1988
  25. objects/oArrowTrapLeft/step.gml:1-2
  26. objects/oArrowTrapTest/collision_oItem.gml:9-21
  27. objects/oArrowTrapLeft/destroy.gml:1-10
  28. scripts/scrFireBow.gml:24-50
  29. objects/oExplosion/collision_oItem.gml:1-5
  30. objects/oPlayer1/step.gml:842-850
  31. scripts/scrHoldItem.gml:38
  32. objects/oArrow/step.gml:24-37

Source code

  • objects/oArrow/create.gml
  • objects/oArrow/step.gml
  • objects/oItem/step.gml
  • objects/oPlayer1/step.gml
  • scripts/characterStepEvent.gml
  • objects/oArrowTrapTest/collision_oItem.gml
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