Spelunky is © 2008, 2009 Derek Yu and Mossmouth, LLC, and is used under the [Spelunky User License v1.1b](https://spelunky.ai/LICENSE.txt). spelunky.ai is an unofficial fan project, not affiliated with or endorsed by Mossmouth. The game and its assets may not be sold.

Music by George Buzinkai and Jonathan Perry; sound effects made in SFXR. From Spelunky Classic 1.1, © 2008, 2009 Derek Yu and Mossmouth, LLC.

# Caveman

From the spelunky.ai wiki: <https://spelunky.ai/wiki/caveman>. Verified against the spelunky.ai port [v0.1.8](https://github.com/851-labs/spelunky/releases/tag/v0.1.8) on 27 October 2026.

The Caveman is a monster in Spelunky Classic that wanders the ground, charges when it sees the player, and is stunned rather than killed by most single hits.

![A bearded caveman in a loincloth, running](https://spelunky.ai/wiki/media/f4b0b515497311e0/sprites/sCavemanRunLeft/anim%404x.png)

| Caveman   |                                                               |
| --------- | ------------------------------------------------------------- |
| Health    | 3 hit points[^1]                                              |
| Damage    | 1 heart[^2]                                                   |
| Speed     | 3 pixels per step[^3]                                         |
| Behaviour | Wanders, then charges straight ahead on seeing the player[^4] |
| Object    | `oCaveman`                                                    |
| Found in  | The Mines, The Jungle, The Temple                             |

Level generation puts Cavemen on the ground in the Mines, where they're rare, and in
the Jungle and the Temple. A Caveman wanders until it sees the player, then charges in
a straight line. With 3 hit points, it survives most single hits, which stun it instead: a
stunned or dead Caveman can be picked up, thrown at other monsters, or sacrificed to Kali.

## Behaviour

A Caveman sets off walking in a random direction as soon as it's made, turning around at walls[^5][^6][^7]. Its code sets its speed to 1.5 pixels per step,
but it covers 4 pixels every 3 steps (40 per second): friction takes 0.1 off before it moves, and the game
moves it in whole pixels, 1 a step and 1 more every third step[^8][^9]. It stops to stand
for 20–50 steps (0.67–1.67 seconds), and then sets off again in a random direction, with a 1 in 100 chance
each step and when it reaches the edge of a ledge[^10]. At a ledge, though, it keeps its walking speed
for that step and slows down over the next few, so it slides about 10 pixels on, over the edge but not
yet off it; the next time it sets off that way it stops at once and slides again, off the edge this time[^8][^11]. Standing beside a wall, it
hops[^12].

**Clip: Caveman off a ledge.** A caveman walking along a platform stops at its edge, but slides on over it and drops to the floor below. ([video](https://spelunky.ai/wiki/media/f4b0b515497311e0/clips/caveman/ledge/clip.mp4))

The clip shows a Caveman stopping at the end of a platform and sliding over the edge, then stopping there
again, sliding off and dropping to the floor below.

**Clip: Caveman charge.** A caveman spots the player across the cave, charges at him and knocks him down. ([video](https://spelunky.ai/wiki/media/f4b0b515497311e0/clips/caveman/charge/clip.mp4))

Every 6 steps while it stands or walks, a Caveman sends an invisible sight check flying ahead of it at 10
pixels per step, which stops at the first block in its way[^13][^14][^15].
When one reaches the player, every Caveman within
100 pixels of him that isn't stunned starts charging, whichever Caveman sent it and whichever way it faces[^16]. The clip shows a Caveman spotting the
player across the cave and charging into him.

A charging Caveman runs at 3 pixels per step (90 per second) the way it faces, turning only at walls: it doesn't turn toward a player behind it,
doesn't stop at ledges, and keeps charging until something stuns it[^17].

A Caveman only acts while it's on screen or just off it[^18][^19].

## Damage

When the player touches a Caveman that isn't stunned, without stomping it, he loses
1 heart, is knocked away from it (and upward, if he's above it), and blinks,
invincible, for 30 steps (1 second)[^20]. A
stunned or dead Caveman does nothing to him.

## Defeating

**Clip: Caveman stunned.** The player whips a charging caveman, which falls stunned. About eight seconds later it gets up, spots him again and charges back into him. ([video](https://spelunky.ai/wiki/media/f4b0b515497311e0/clips/caveman/stun/clip.mp4))

Most hits stun a Caveman as well as hurting it: it's knocked back and lies on the ground for
200 steps (6.67 seconds), counted down while it's on
the ground or carried, and then gets up if it has hit points left[^21]. The clip shows the Whip stunning a charging Caveman, which
gets up about eight seconds later and charges again. The Whip, a stomp and thrown items can't hurt a
Caveman that's already stunned:

| Way                                                                       | Damage                                                                                                               |       |
| ------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------- | ----- |
| Whip                                                                      | 1 hit point, and stuns it; nothing while it's stunned                                                                | [^22] |
| Machete                                                                   | 2 hit points, and stuns it, even while it's stunned                                                                  | [^22] |
| Stomp (landing on it)                                                     | 1, plus 1 for every 16 steps of falling, three times that with Spike Shoes, and stuns it; nothing while it's stunned | [^23] |
| A thrown item moving faster than 2 pixels per step, such as a Rock        | 1, and stuns it; nothing while it's stunned                                                                          | [^24] |
| A stunned monster thrown into it                                          | 1, and stuns it                                                                                                      | [^25] |
| A Shotgun or Pistol bullet                                                | 4 hit points                                                                                                         | [^26] |
| A Bomb's explosion                                                        | 30 hit points                                                                                                        | [^27] |
| A Spear Trap's spears                                                     | 2, and stuns it                                                                                                      | [^28] |
| A [Piranha](https://spelunky.ai/wiki/piranha)'s bite, while it's swimming | 1, at most once every 10 steps, and sets it charging                                                                 | [^29] |
| Falling onto Spikes                                                       | Kills it                                                                                                             | [^30] |
| Standing in Lava                                                          | Kills it                                                                                                             | [^31] |
| Ending up inside solid ground                                             | Removes it                                                                                                           | [^32] |

When its hit points run out, a Caveman dies and leaves its body, which, like a stunned Caveman, can be
picked up and thrown[^33][^34][^35]. Cavemen killed
count toward the player's kills, and the screen between levels draws a Caveman icon for each[^36][^37].
One that Spikes, Lava or a Spear Trap killed doesn't count[^38][^39][^40].

A stunned or dead Caveman left lying still on Kali's altar for 20 steps is sacrificed to her, adding
2 to her favour if it's stunned and half that if it's dead, unless her favour is
already −8 or less[^41].

## Locations

Level generation makes Cavemen on top of blocks with open space above them, outside the starting room and
shops:

- **The Mines**: a 1 in 800 chance for each such block, once the 1 in 60 roll for a
  [Snake](https://spelunky.ai/wiki/snake) has failed[^42].
- **The Jungle**: a 1 in 60 chance for each, once the roll for a [Mantrap](https://spelunky.ai/wiki/mantrap) has failed, but not on
  water or on a graveyard level[^43].
- **The Temple**: a 1 in 40 chance for each, once the roll for a Tomb Lord has failed[^44].

Cavemen also come from:

- **The Ice Caves' frozen cavemen.** Breaking the ice around one frees a stunned Caveman[^45].
- **Olmec's Lair.** The Cavemen bowing to Olmec get up and charge when he starts
  to move[^46][^47].
- **Custom levels**, as the level editor's tile `h`[^48].

## Tips

- A charging Caveman only turns at walls, so getting behind it, or over it, leaves it running the other
  way.
- One Caveman seeing the player sets off every Caveman within 100 pixels of him, even those facing away.
- The Whip can't hurt a stunned Caveman, so with the Whip alone it takes three hits, each after it gets
  back up. One bullet kills it.
- A stunned Caveman can be carried and thrown at another monster, or sacrificed for twice a dead one's
  favour.

## Trivia

- The same sight check sets off the Temple's Hawkmen, by the same rule[^49].
- The Caveman's touch event replaces the one most monsters share, whose first line names it:

  ```gml objects/oEnemy/collision_oCharacter.gml:1
  // jumped on - oCaveman, oManTrap replaces this script with its own
  ```

  `objects/oEnemy/collision_oCharacter.gml:1`, from `spelunky.gmk`, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC ([Spelunky User License v1.1b](https://spelunky.ai/LICENSE.txt)).

## FAQ

### How much damage does a Caveman do in Spelunky Classic?

1 heart per touch. A Caveman that isn't stunned costs the player 1 heart when he touches it, knocks him back and makes him invincible for 30 steps (1 second); a stunned one is harmless.

### How do you kill a Caveman in Spelunky Classic?

It has 3 hit points. A Whip hit, a stomp or a thrown item takes 1 and stuns it, but can't hurt it again until it gets up, so the Whip takes three rounds. A Machete keeps cutting while it's stunned, and one bullet or a Bomb kills it outright.

### Why does a Caveman suddenly run at the player in Spelunky Classic?

It has seen him. Every 6 steps a Caveman sends an invisible sight check ahead of it, and when one reaches the player, every Caveman within 100 pixels of him charges, whichever sent it.

### How long does a stunned Caveman stay down in Spelunky Classic?

200 steps (6.67 seconds), counted while it lies on the ground or is carried. Then it gets up and wanders again.

### Where do Cavemen appear in Spelunky Classic?

Level generation puts them on the ground in the Mines (rarely), the Jungle and the Temple. In the Ice Caves they're frozen in ice, and in Olmec's Lair they bow to Olmec until he moves.

## See also

- **Damaged by:** Whip, Machete, Spikes, Stomping[^23], Throwing[^24], Shotgun[^26], Pistol[^26], Bomb[^27], Spear Trap[^28], Lava[^50], [Piranha](https://spelunky.ai/wiki/piranha)
- **Related:** [Yeti](https://spelunky.ai/wiki/yeti)

## References

[^1]: `objects/oCaveman/create.gml:11`

[^2]: `objects/oCaveman/collision_oCharacter.gml:40`

[^3]: `objects/oCaveman/step.gml:135`

[^4]: `objects/oCaveman/step.gml:46-137`

[^5]: `objects/oCaveman/create.gml:24`

[^6]: `objects/oCaveman/step.gml:63-68`

[^7]: `objects/oCaveman/step.gml:80-107`

[^8]: `objects/oCaveman/step.gml:198-200`

[^9]: `scripts/moveTo.gml:20-31`

[^10]: `objects/oCaveman/step.gml:88-114`

[^11]: Clip caveman/ledge

[^12]: `objects/oCaveman/step.gml:49-56`

[^13]: `objects/oCaveman/step.gml:69-78`

[^14]: `objects/oCaveman/step.gml:116-125`

[^15]: `objects/oEnemySight/collision_oSolid.gml:1`

[^16]: `objects/oEnemySight/collision_oCharacter.gml:1-8`

[^17]: `objects/oCaveman/step.gml:127-137`

[^18]: `objects/oEnemy/step.gml:7-11`

[^19]: `objects/oCaveman/step.gml:3`

[^20]: `objects/oCaveman/collision_oCharacter.gml:24-44`

[^21]: `objects/oCaveman/step.gml:138-171`

[^22]: `objects/oCaveman/collision_oWhip.gml:1-17`

[^23]: `objects/oCaveman/collision_oCharacter.gml:6-22`

[^24]: `objects/oItem/step.gml:270-288`

[^25]: `objects/oEnemy/step.gml:169-199`

[^26]: `objects/oBullet/collision_oEnemy.gml:16-25`

[^27]: `objects/oExplosion/collision_oEnemy.gml:14`

[^28]: `objects/oEnemy/step.gml:76-97`

[^29]: `objects/oPiranha/step.gml:77-121`

[^30]: `objects/oEnemy/step.gml:108-124`

[^31]: `objects/oEnemy/step.gml:65-74`

[^32]: `objects/oCaveman/step.gml:19-36`

[^33]: `objects/oCaveman/step.gml:38-41`

[^34]: `objects/oCaveman/step.gml:172-196`

[^35]: `objects/oPlayer1/step.gml:1300-1303`

[^36]: `objects/oCaveman/step.gml:174-184`

[^37]: `objects/oTransition/alarm_0.gml:221-225`

[^38]: `objects/oEnemy/step.gml:68`

[^39]: `objects/oEnemy/step.gml:87`

[^40]: `objects/oEnemy/step.gml:120`

[^41]: `objects/oEnemy/step.gml:130-167`

[^42]: `scripts/scrEntityGen.gml:67-71`

[^43]: `scripts/scrEntityGen.gml:276-290`

[^44]: `scripts/scrEntityGen.gml:452-465`

[^45]: `objects/oFrozenCaveman/destroy.gml:1-7`

[^46]: `objects/oOlmec/alarm_4.gml:1-5`

[^47]: `objects/oOlmec/alarm_6.gml:1-7`

[^48]: `scripts/scrCreateTileObj.gml:147-150`

[^49]: `objects/oEnemySight/collision_oCharacter.gml:10-17`

[^50]: `objects/oEnemy/step.gml:63-74`

### Source code

- `objects/oCaveman/create.gml`
- `objects/oCaveman/step.gml`
- `objects/oCaveman/collision_oCharacter.gml`
- `objects/oCaveman/collision_oWhip.gml`
- `objects/oEnemySight/collision_oCharacter.gml`
- `objects/oEnemy/create.gml`
- `objects/oEnemy/step.gml`
- `scripts/scrEntityGen.gml`
- `objects/oFrozenCaveman/destroy.gml`
- `objects/oOlmec/alarm_6.gml`
