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Damsel

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The Damsel is a character in Spelunky Classic, a woman lost in the caves whom the player can carry to the exit to rescue for a kiss and an extra heart.

The player carries a Damsel like any heavy item, and she can be thrown, sold, hurt and killed like one. The game counts every Damsel saved, and the end-of-game statistics count those bought, saved and killed, and as "grabbed" each one the first time she's knocked off her feet [2]. In a Kissing Parlor the Shopkeeper sells her kisses, and her; on Kali's altar she is a sacrifice worth 8 favor.

Behaviour

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Damsel whipped and thrown. The player cracks the whip at a damsel: she cries out and hops, unhurt, and lies stunned where she lands. He picks her up and throws her; she lies stunned for 120 steps where she lands, then gets up and runs.

Left alone, a Damsel stands still and counts down 200 steps (6.67 seconds), then cries out, a "HELP!" bubble rising over her head, and starts counting again [3] [4]. She doesn't move on her own until something knocks her over.

Thrown, or falling faster than 2 pixels a step, she lies stunned where she lands. Once she's on the ground she counts down her stun, 120 steps (4 seconds) after a throw, then gets up and runs, at 1.5 pixels per step (45 per second), turning back at walls but running off ledges [5] [6] [7]. Caught in a web, she counts down as on the ground.

Cracking the Whip at her doesn't hurt her: she cries out and hops [8]. The hop's fall is fast enough to count as a throw, though, so she lies down stunned where she lands, for whatever her cry-for-help countdown had left rather than a throw's 120 steps, and is counted as "grabbed" [9] [10] [11] [12]. In the clip the player whips a Damsel, who hops and lies stunned without losing a hit point; he picks her up and throws her, and she lies stunned for 120 steps before she gets up and runs.

In water she sinks slowly, at a third of her usual gravity [13].

Interactions

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Rescuing her

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Damsel rescued. The player carries a damsel to the level's exit, and she goes through the door with him. In the screen between levels she kisses him and a heart rises from them; the next level starts with a fifth heart.

The player picks a Damsel up with down and the action key, as any item, and carries her held in front of him; she's heavy, so a throw sends her at half a light item's speed [14] [15]. Touching a level's exit with her in his hands, or pressing up there, takes her through the door: she walks in, and the game counts a save [16] [17]. A dead Damsel carried to the door is dropped there instead [18]. A Damsel running free who runs into an exit rescues herself [19].

In the screen between levels the saved Damsel stands beside the player and kisses him, a heart rising from them, and she is in the level's loot [20] [21]. Leaving that screen adds 1 heart, even when the player skips it [22]. In the clip, the player carries a Damsel to the exit; between levels she kisses him, and level 2 starts with 5 hearts.

The Kissing Parlor

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A Kissing Parlor's Damsel is for sale, beside its Shopkeeper [23]. A kiss costs $10,000 on level 2, and $5,000 more for each level after ($75,000 on level 15): with the money, the pay key beside her buys one, and the player gains a heart ("NOW AIN'T SHE SWEET!") [24] [25]. The Damsel herself sells for three times that: carried and paid for, she's the player's to rescue ("YOU MUST BE IN LOVE!") [26] [27]. Carried out unpaid, she's stolen, as any ware. A thief or a killer of Shopkeepers gets no kiss.

Hurting her angers the Shopkeeper ("HEY, ONLY I CAN DO THAT!"): a crack of the whip, a thrown item, or her death [28] [29] [30].

Hurting her

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A Damsel has 4 hit points [1]. Most hits take some, throw her and stun her; one that leaves her with none kills her when she lands [31].

SourceDamage
WhipNone: she hops[32]
Machete2 hit points, at most once every 10 steps[33]
A thrown item faster than 2 pixels a step1, and a stun of 120 steps[34]
A bullet (Shotgun, Pistol)4[35]
A Tomb Lord's fly2[36]
A UFO's laser, a psychic wave (the Alien Boss's, the Sceptre's)3, and flung up; the hit leaves her state alone, so it's the fall that stuns her[10] [37] [38] [39]
A Spear Trap2 on each step of its strike she's in[40]
A Bomb's explosion100: she dies, burning[41]
Spikes, falling onto them faster than 2 pixels a stepKilled[42]
LavaKilled[43]
A block, inside one while she isn't heldKilled[44]
A MantrapEaten[45]

Sacrificing her

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Damsel sacrificed to Kali. The player carries a damsel onto Kali's altar and throws her down on it. She lies still on the altar for a moment, then bursts into flame: Kali accepts the sacrifice and gives a compass, which the player picks up.

A stunned or dead Damsel lying still on one of Kali's altars for 20 steps is sacrificed: she bursts into flame, Kali accepts her ("KALI ACCEPTS YOUR SACRIFICE!") and the player's favor rises by 8 (a dead Shopkeeper's gives 6); at a favor of −8 or lower, Kali devours her for nothing [46]. The favor can earn a gift, as in the clip, where the player throws a Damsel down on an altar and Kali gives a Compass [47].

Playing as her

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The high scores room keeps the most Damsels saved in one game. A best of 4 earns a bronze trophy, 6 a silver and 8 a gold one, and with the gold a door appears beside it [48]. Going through it switches the player to the Damsel, with 4 hearts, 4 bombs and 4 ropes, and back again [49]. The playable Damsel moves and fights as the Spelunker does, with her own sprites. The Tunnel Man's door needs 8 saves too (playing as him).

Locations

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WhereHow
A nook in the Mines, Jungle, Ice Caves or Temple1 in 8, once the rolls before it (a web, the Udjat Eye's locked chest, a Crate, a Chest) fail; one a level, never in water, and none on a level with a Kissing Parlor or a Sacrifice Pit[50] [51]
A Kissing Parlor, in any area and in the Yeti lairFor sale[52] [53] [54] [55] [56]
The Sacrifice PitFree, beside the Golden Idol at the pit's top[57] [58]
The Sun challenge roomPlaced, the challenge's Damsel[59]
The level editorTile D[60]

Trivia

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  • When the player is the Damsel, the character to rescue is the Spelunker: the same object, drawn with his sprites, and the messages say "him" ("I'LL LET YOU HAVE HIM FOR $...", "NOW AIN'T HE SWEET!") [61] [62].
  • Her sacrifice has a branch for a stunned Damsel worth half as much again, 12, but she's never in the stunned state it tests for, so it never runs [63] [10].
  • A Damsel killed by lava or spikes counts in the end-of-game statistics, but not in the screen between levels' kills or the game's kill total, where one crushed, or one whose wounds kill her as she lands, counts in all three [64] [44] [10]. In a staged scene, one thrown onto spikes adds to the statistics' count and to neither of the others [65].
  • A comment explains why her death checks for a sale itself: "if damsel dies offscreen sometimes it won't trigger shopkeeper" [30].

FAQ

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What does rescuing the Damsel do in Spelunky Classic?

It gives the player a heart. Carried out of a level's exit, she kisses him in the screen between levels, which adds 1 heart, and she counts toward the game's saves, whose best is a high score.

How do you rescue the Damsel in Spelunky Classic?

Pick her up (down and the action key, beside her), carry her to the level's exit and go through it with her. A Damsel who is running free also counts as rescued if she runs into the exit herself.

Can the Damsel die in Spelunky Classic?

Yes. She has 4 hit points, and dies of a thrown item's, a bullet's or a trap's damage, of an explosion, of lava or spikes, or of being crushed. A Mantrap eats her whole.

What happens if you sacrifice the Damsel to Kali?

Kali accepts her and gives the player 8 favor, unless the player's favor is already −8 or lower, when Kali devours her for nothing. The altar takes her once she has lain still on it for 20 steps.

How do you play as the Damsel in Spelunky Classic?

Save 8 Damsels in one game. The high scores room then has a gold trophy for saves and a door beside it, which switches the player to the Damsel and back.

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A whipped Damsel's hop counts as a throw. The player whips a Damsel. She hops, unhurt, but falls back fast enough to count as thrown, and lies stunned where she lands, for as long as her cry for help had left to count down rather than a throw's four seconds. Then she gets up and runs.

See also

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Related

References

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  1. objects/oDamsel/create.gml:16
  2. objects/oDamsel/step.gml:237-245
  3. objects/oDamsel/step.gml:179-213
  4. objects/oDamsel/other_animation_end.gml:1-5
  5. objects/oDamsel/step.gml:145-150
  6. objects/oDamsel/step.gml:214-308
  7. scripts/scrUseItem.gml:597-603
  8. objects/oDamsel/collision_oWhip.gml:13-23
  9. Clip damsel/throw
  10. Quirk 1 (docs/quirks.md)
  11. Replay fidelity/replays/damsel-whip-hop-thrown.txt
  12. Clip quirks/damsel-whip-hop-thrown
  13. objects/oDamsel/step.gml:34-48
  14. objects/oDamsel/create.gml:11
  15. scripts/scrUseItem.gml:609-635
  16. objects/oPlayer1/step.gml:2068-2110
  17. objects/oPlayer1/step.gml:782-806
  18. objects/oPlayer1/step.gml:807-812
  19. objects/oDamsel/step.gml:3-24
  20. objects/oTransition/create.gml:42-45
  21. objects/oTransition/alarm_0.gml:89-95
  22. objects/oDamselKiss/other_room_end.gml:1
  23. scripts/scrRoomGen.gml:456-461
  24. scripts/getKissValue.gml:1
  25. objects/oPlayer1/step.gml:1422-1457
  26. objects/oDamsel/create.gml:12-14
  27. scripts/scrStealItem.gml:314-324
  28. objects/oDamsel/collision_oWhip.gml:19-22
  29. objects/oItem/step.gml:392-395
  30. objects/oDamsel/step.gml:50-54
  31. objects/oDamsel/step.gml:289-307
  32. objects/oDamsel/collision_oWhip.gml:13-18
  33. objects/oDamsel/collision_oWhip.gml:1-12
  34. objects/oItem/step.gml:365-391
  35. objects/oBullet/collision_oDamsel.gml:1-23
  36. objects/oFly/collision_oDamsel.gml:1-26
  37. objects/oLaser/collision_oDamsel.gml:1-12
  38. objects/oPsychicWave/collision_oDamsel.gml:1-8
  39. objects/oPsychicWaveP/collision_oDamsel.gml:1-8
  40. objects/oDamsel/step.gml:121-142
  41. objects/oExplosion/collision_oDamsel.gml:1-9
  42. objects/oDamsel/step.gml:93-119
  43. objects/oDamsel/step.gml:77-91
  44. objects/oDamsel/step.gml:58-69
  45. objects/oManTrap/collision_oDamsel.gml:1-18
  46. objects/oDamsel/step.gml:311-348
  47. scripts/scrGetFavorMsg.gml:67-96
  48. objects/oHighscores/create.gml:86-102
  49. objects/oPlayer1/other_animation_end.gml:173-191
  50. scripts/scrTreasureGen.gml:48-79
  51. scripts/scrLevelGen.gml:84-86
  52. scripts/scrRoomGen.gml:186
  53. scripts/scrRoomGen2.gml:172
  54. scripts/scrRoomGen3.gml:134
  55. scripts/scrRoomGen4.gml:169
  56. scripts/scrRoomGenYeti.gml:162
  57. scripts/scrRoomGen4.gml:193-196
  58. scripts/scrRoomGen4.gml:399-405
  59. Room rSun, as the room editor placed it
  60. scripts/scrCreateTileObj.gml:293-296
  61. objects/oDamsel/create.gml:13-14
  62. objects/oPlayer1/step.gml:1445-1446
  63. objects/oDamsel/step.gml:331
  64. objects/oDamsel/step.gml:77-119
  65. Replay fidelity/replays/damsel-spikes-not-a-kill.txt
  66. objects/oItem/step.gml:365-396

Source code

  • objects/oDamsel/create.gml
  • objects/oDamsel/step.gml
  • objects/oDamsel/collision_oWhip.gml
  • objects/oDamsel/other_animation_end.gml
  • objects/oDamselKiss/other_room_end.gml
  • objects/oPlayer1/step.gml
  • scripts/scrUseItem.gml
  • scripts/scrTreasureGen.gml
  • scripts/getKissValue.gml
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