Door
For the title screen's doors, see Title screen; for the Temple's doors that slam shut, see Ceiling Trap.
A Door is terrain in Spelunky Classic: a level's entrance, where the player starts, or its exit, which he takes by pressing up to go on to the next level.
Every level has two doors: the entrance, where the player starts it, and the exit, his way on to the next level. A few levels have a third, the way to a special level: the hidden door to the Black Market and the gold door to the City of Gold. Doors are part of the background, not blocks: nothing destroys one.
How it works
#The entrance
#When a level is built, the player is put in its entrance's doorway [2]. The entrance does nothing more: it's not a way back. The Ankh brings a player back to life at it, but inside the Moai or at the left end of Olmec's Lair [3].
Taking the exit
#Pressing up in front of the exit while standing on the ground, not dead, stunned or whipping, takes it [4]. The player walks in through the door, out of reach of anything [5], and when he's through, the screen between levels comes, then the next level [6]. The clip shows it: the player walks to the exit, presses up, and walks in [7]. As he goes:
- What he holds goes with him in his hands to the next level, but a heavy item, which he puts down; a Bomb or Rope, which goes back into his count (a lit bomb is dropped); the Golden Idol, which is cashed in; and a Damsel, who walks in with him and is rescued [8].
- The money he picked up on the level is added to his total [9].
- A thief has one level fewer to fear the Shopkeepers [10].
- Monkeys holding on to him are thrown off [11].
Carrying the idol or a Damsel into the exit's doorway is enough, even without pressing up: the idol is cashed in and the Damsel walks in [12].
Special doors
#- The Black Market's door is an exit hidden inside a block on one of the Jungle's levels. Taken, it leads to the Black Market as the next level [13] [14].
- The gold door, which level generation stands on a block that can't be destroyed on one Temple level [15] [16], opens when the player carries the Sceptre into it wearing the Hedjet: the Sceptre is used up, and the door becomes an exit to the City of Gold. Without the Hedjet, it only says "THE SCEPTRE FITS... BUT NOTHING IS HAPPENING!" [17] [18]. Where it can end up is The City of Gold's door anywhere.
Locations
#The room templates have one tile for both doors, with a block under it: in the room the level starts in, it
makes the entrance, and in any other, the room the level's path ends in, the exit, whose block can't be
destroyed [19]. The Moai has an exit of its own, in its chamber
[20]. The Tutorial, Olmec's Lair, the
screens between levels and the bonus rooms, the Sun, Moon and
Stars Rooms, have doors the room editor placed [21] [22]
[23]. In custom levels they're the level editor's tiles @ (the entrance)
and X (an exit) [24], and an exit can lead to another custom
level [25].
Interactions
#- Bombs pass doors by: a door isn't solid, and the blast only breaks what is [26].
- Damsels running free leave by an exit by themselves, and count as rescued [27].
Trivia
#- The entrance is set up with the type "Exit", the same as the exit's [28] [29].
- Both doors keep a name of the custom level they lead to, which only the level editor draws, over the door [30] [31].
FAQ
#- How do you leave a level in Spelunky Classic?
By pressing up in front of the exit while standing on the ground, not stunned or whipping. The player walks in through the door, and the next level begins.
- What happens to the item you're holding when you take the exit in Spelunky Classic?
Most go with the player to the next level, in his hands. A heavy one is put down; a Bomb or Rope goes back into his count; the Golden Idol is cashed in, and a Damsel is rescued.
- Can you destroy the exit in Spelunky Classic?
No. A door isn't a block, so a bomb's blast passes it by, and the block a level's exit stands on can't be destroyed either.
- How do you open the gold door in Spelunky Classic?
By carrying the Sceptre into it while wearing the Hedjet. Then it becomes an exit to the City of Gold. Without the Hedjet, the game only says "THE SCEPTRE FITS... BUT NOTHING IS HAPPENING!".
See also
#References
#objects/oPlayer1/step.gml:759-902scripts/scrInitLevel.gml:200-204objects/oPlayer1/step.gml:1856-1872objects/oPlayer1/step.gml:759-765objects/oPlayer1/step.gml:855-878objects/oPlayer1/other_animation_end.gml:44-70- Clip door/exit
objects/oPlayer1/step.gml:767-853objects/oPlayer1/step.gml:862-865objects/oPlayer1/step.gml:874objects/oPlayer1/step.gml:890-901objects/oPlayer1/step.gml:2068-2113objects/oXMarket/create.gml:3objects/oPlayer1/step.gml:879scripts/scrEntityGen.gml:400-406scripts/scrEntityGen.gml:483-490objects/oGoldDoor/collision_oSceptre.gml:1-23objects/oPlayer1/step.gml:880scripts/scrRoomGen.gml:345-357scripts/scrRoomGen3.gml:496-497- Room
rTutorial, as the room editor placed it - Room
rOlmec, as the room editor placed it - Room
rSun, as the room editor placed it scripts/scrCreateTileObj.gml:24-31objects/oPlayer1/step.gml:881-888objects/oExplosion/collision_oSolid.gml:1-31objects/oDamsel/step.gml:3-24objects/oEntrance/create.gml:1objects/oExit/create.gml:1objects/oExit/create.gml:2objects/oExit/draw.gml:1-7