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.

# The Jungle

From the spelunky.ai wiki: <https://spelunky.ai/wiki/jungle>. Verified against the spelunky.ai port [v0.1.10](https://github.com/851-labs/spelunky/releases/tag/v0.1.10) on 28 October 2026.

The Jungle is the second area of Spelunky Classic, levels 5–8: overgrown caves of vines, trees and water, with Mantraps, Frogs, Monkeys and Piranhas.

![A square of green, overgrown earth](https://spelunky.ai/wiki/media/197bfc59562320b5/sprites/sLush/frames/0%404x.png)

| The Jungle |         |
| ---------- | ------- |
| Levels     | 5–8[^1] |

The Jungle's levels are built from earth rather than brick, with ruins of temple stone, pools of water,
vines to climb and trees. [Mantraps](https://spelunky.ai/wiki/mantrap) and [Cavemen](https://spelunky.ai/wiki/caveman) patrol the ground, and the area's traps
are [Spear Traps](https://spelunky.ai/wiki/spear-trap). It holds more special levels than any other area: the
Black Market, flooded levels and graveyard levels.

## Generation

The Jungle is levels 5 to 8[^1]. Taking level 4's exit leads to the
screen between levels, where the Tunnel Man may wait, and from it to level 5[^2][^3].
In the first clip, the player takes level 4's exit, gives the Tunnel Man money for a shortcut, and level 5
loads[^4].

**Clip: From the Mines to the Jungle.** The player takes level 4's exit. In the screen between levels, the Tunnel Man asks for $100,000 for a new shortcut and the player gives him $4,100; then level 5, the first Jungle level, loads, with a tree and webs. ([video](https://spelunky.ai/wiki/media/197bfc59562320b5/clips/jungle/from-mines/clip.mp4))

Once the first shortcut is paid for, the title screen has a ladder up to a door that starts a game on level
5[^5][^6]. The second clip shows it: the player climbs
the ladder, passes the shortcut doors, and enters the level 5 door[^7].

**Clip: The level 5 shortcut.** With the shortcuts built, the player climbs the ladder from the title screen to the Shortcut House, where doors lead to levels 5, 9 and 13, and enters the level 5 door. The first Jungle level loads, with Cavemen and vines. ([video](https://spelunky.ai/wiki/media/197bfc59562320b5/clips/jungle/shortcut/clip.mp4))

A level is laid out as [the Mines'](https://spelunky.ai/wiki/mines#generation) are, four rooms by four on a path from the top row to
the bottom, but from the Jungle's own layouts[^8]. Its blocks are
earth, with temple stone in some layouts[^9], and generation
makes no arrow traps there[^10]. Layouts add pools of water (the
tiles at their edges as likely earth), vines, [Spikes](https://spelunky.ai/wiki/spikes) and trees, a trunk several
blocks tall with branches and leaves[^11][^12]. Two side rooms in three get a side room's layout, and one of
those may be[^13]:

| Room                                                                                                                                 | Chance                                            |            |
| ------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------- | ---------- |
| Kali's altar                                                                                                                         | 1 in 12, once a level                             | [^14]      |
| [Golden Idol](https://spelunky.ai/wiki/golden-idol) room: the idol on [trap blocks](https://spelunky.ai/wiki/trap-block) over a pool | 1 in 9, once the altar's roll fails, once a level | [^15][^16] |
| The [Crystal Skull](https://spelunky.ai/wiki/crystal-skull)'s room, in place of the idol's, on a graveyard level                     | As the idol room                                  | [^17]      |

A level may be a special level instead, each with its own message as it starts:

| Level           | Chance                                                                                                                                                                                                                                                                 |                      |
| --------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------- |
| Black Market    | Once a game, the level after a hidden door on level 5, 6 or 7 is taken                                                                                                                                                                                                 | [^18][^19]           |
| Flooded level   | 1 in 10 for each level reached from the screen between levels, until the player takes the Black Market's door: none after it                                                                                                                                           | [^3][^20][^21][^22]  |
| Graveyard level | 1 in 10                                                                                                                                                                                                                                                                | [^23][^24]           |
| Dark level      | 1 in 12, at most once in the area, and never the first level after the title screen, nor one after a level finished 20 seconds or less past a whole minute on its clock. Never the Black Market, though a roll that comes up there still uses up the area's dark level | [^25][^26][^21][^22] |

A flooded level can also be a graveyard or a dark one: the rolls are separate.

## Inhabitants

Level generation goes over every block outside the shops[^27]:

| Monster                                         | Where                                       | Chance                                                          |            |
| ----------------------------------------------- | ------------------------------------------- | --------------------------------------------------------------- | ---------- |
| [Scarab](https://spelunky.ai/wiki/scarab)       | Hanging under a block, on a dark level only | 1 in 40                                                         | [^28]      |
| [Bat](https://spelunky.ai/wiki/bat)             | Hanging under a block                       | 1 in 80 (1 in 60 on a graveyard level), once the Scarab's fails | [^29]      |
| [Mantrap](https://spelunky.ai/wiki/mantrap)     | On a block, with no water above             | 1 in 60                                                         | [^30]      |
| [Caveman](https://spelunky.ai/wiki/caveman)     | On a block, with no water above             | 1 in 60, once the Mantrap's fails                               | [^31]      |
| [Fire Frog](https://spelunky.ai/wiki/fire-frog) | On a block                                  | 1 in 120, once those fail                                       | [^32][^33] |
| [Frog](https://spelunky.ai/wiki/frog)           | On a block                                  | 1 in 30, once those fail                                        | [^34][^35] |
| [Monkey](https://spelunky.ai/wiki/monkey)       | On a vine                                   | 1 in 15 for each vine tile                                      | [^36]      |
| [Piranha](https://spelunky.ai/wiki/piranha)     | In the water                                | 1 in 30 for each water tile                                     | [^37]      |

As in the Mines, the monsters on top of blocks keep out of the entrance's room, and the hanging ones need
two open tiles below. On a graveyard level, the ground's monsters are [Zombies](https://spelunky.ai/wiki/zombie) (1 in 25) and
[Vampires](https://spelunky.ai/wiki/vampire) (1 in 160) instead, and the water holds [Dead Fish](https://spelunky.ai/wiki/dead-fish) in place of
Piranhas[^38][^39]. A
flooded level's lake holds the [Megamouth](https://spelunky.ai/wiki/megamouth)[^40]. The
[Ghost](https://spelunky.ai/wiki/ghost) comes to a level the player stays on too long, as in every area.

## Hazards

- **[Spear Traps](https://spelunky.ai/wiki/spear-trap).** One block in twelve on the surface of the ground (with two open tiles
  above it, open ground on at least one side and solid ground under it, more than 64 pixels from the
  entrance, outside a few fixed columns) becomes a Spear Trap, two blocks tall[^41]. On a dark level, a tiki
  torch takes one block in twenty of those first[^42].
- **[Spikes](https://spelunky.ai/wiki/spikes)** line some layouts' floors, and come with others one tile in three[^43].
- **Water**, where [Piranhas](https://spelunky.ai/wiki/piranha) swim.
- **The idol room's [trap blocks](https://spelunky.ai/wiki/trap-block)** crumble when the [Golden Idol](https://spelunky.ai/wiki/golden-idol) is lifted.

## Items and shops

Shops come as in the Mines: a level's chance is 2 in its number (2 in 5 on level 5 down to 1 in 4 on level
8\), in a side room beside the path, of the same seven kinds[^44][^45]. But once the
Black Market has been made, no level has a shop for the rest of the game: the roll for one requires that it
hasn't[^46][^21][^22].

Treasure is scattered as in [the Mines](https://spelunky.ai/wiki/mines#treasure), with more bones on a graveyard level, whose graves
hold gold and gems[^47][^48]. The earth hides more gems than the Mines' bricks: 1 in 80
blocks holds a big sapphire, and rarer ones a big emerald, a big ruby or an item[^49].

## Secrets

- **The Black Market**, behind a hidden door on one of levels 5 to 7.
- **Kali's altars.**
- **The [Crystal Skull](https://spelunky.ai/wiki/crystal-skull)**, on a graveyard level.
- **Shortcuts.** In the screen after level 8, the Tunnel Man may ask for money toward the next shortcut[^50].

## Trivia

- The room script's header calls the area "the Lush Jungle"[^51].
- Two of its side room layouts are the same string, so that layout comes up twice as often as the others[^52][^21].
- A commented-out line would have hung [Spiders](https://spelunky.ai/wiki/spider) under the Jungle's blocks too, 1 in 40[^53].

## FAQ

### What levels are the Jungle in Spelunky Classic?

Levels 5 to 8, after [the Mines](https://spelunky.ai/wiki/mines). Taking level 8's exit leads to [the Ice Caves](https://spelunky.ai/wiki/ice-caves).

### What monsters live in the Jungle in Spelunky Classic?

[Mantraps](https://spelunky.ai/wiki/mantrap), [Cavemen](https://spelunky.ai/wiki/caveman), [Frogs](https://spelunky.ai/wiki/frog), [Fire Frogs](https://spelunky.ai/wiki/fire-frog) and [Bats](https://spelunky.ai/wiki/bat) on the ground and ceilings, [Monkeys](https://spelunky.ai/wiki/monkey) on the vines and [Piranhas](https://spelunky.ai/wiki/piranha) in the water. A graveyard level has [Zombies](https://spelunky.ai/wiki/zombie) and [Vampires](https://spelunky.ai/wiki/vampire) instead, and a flooded level the [Megamouth](https://spelunky.ai/wiki/megamouth).

### How do you get to the Jungle in Spelunky Classic?

By taking level 4's exit, or, once the Tunnel Man's first shortcut is paid for, through the title screen's level 5 door.

### Are there arrow traps in the Jungle in Spelunky Classic?

No. Level generation makes no arrow traps in the Jungle; its traps are [Spear Traps](https://spelunky.ai/wiki/spear-trap) and [Spikes](https://spelunky.ai/wiki/spikes).

## See also

- **Found here:** [Ankh](https://spelunky.ai/wiki/ankh), [Bat](https://spelunky.ai/wiki/bat), [Bow](https://spelunky.ai/wiki/bow), [Cape](https://spelunky.ai/wiki/cape), [Caveman](https://spelunky.ai/wiki/caveman), [Chest](https://spelunky.ai/wiki/chest), [Climbing Gloves](https://spelunky.ai/wiki/climbing-gloves), [Compass](https://spelunky.ai/wiki/compass), [Crate](https://spelunky.ai/wiki/crate), [Crystal Skull](https://spelunky.ai/wiki/crystal-skull), [Dead Fish](https://spelunky.ai/wiki/dead-fish), [Fire Frog](https://spelunky.ai/wiki/fire-frog), [Frog](https://spelunky.ai/wiki/frog), [Ghost](https://spelunky.ai/wiki/ghost), [Gold Bar](https://spelunky.ai/wiki/gold-bar), [Gold Bars](https://spelunky.ai/wiki/gold-bars), [Gold Chunk](https://spelunky.ai/wiki/gold-chunk) (In the rock's gold veins)[^54], [Gold Nugget](https://spelunky.ai/wiki/gold-nugget), [Golden Idol](https://spelunky.ai/wiki/golden-idol), [Jar](https://spelunky.ai/wiki/jar), [Jetpack](https://spelunky.ai/wiki/jetpack), [Kapala](https://spelunky.ai/wiki/kapala) (Kali's gift, at her altar)[^55], [Machete](https://spelunky.ai/wiki/machete), [Mantrap](https://spelunky.ai/wiki/mantrap), [Mattock](https://spelunky.ai/wiki/mattock), [Megamouth](https://spelunky.ai/wiki/megamouth), [Monkey](https://spelunky.ai/wiki/monkey), [Parachute](https://spelunky.ai/wiki/parachute), [Paste](https://spelunky.ai/wiki/paste), [Piranha](https://spelunky.ai/wiki/piranha), [Pistol](https://spelunky.ai/wiki/pistol), [Pitcher's Mitt](https://spelunky.ai/wiki/pitchers-mitt), [Rock](https://spelunky.ai/wiki/rock), [Scarab](https://spelunky.ai/wiki/scarab), [Shotgun](https://spelunky.ai/wiki/shotgun), [Skeleton](https://spelunky.ai/wiki/skeleton), [Skull](https://spelunky.ai/wiki/skull), [Spear Trap](https://spelunky.ai/wiki/spear-trap), [Spectacles](https://spelunky.ai/wiki/spectacles), [Spike Shoes](https://spelunky.ai/wiki/spike-shoes), [Spikes](https://spelunky.ai/wiki/spikes), [Spring Shoes](https://spelunky.ai/wiki/spring-shoes), [Teleporter](https://spelunky.ai/wiki/teleporter), [Trap Block](https://spelunky.ai/wiki/trap-block), [Vampire](https://spelunky.ai/wiki/vampire), [Web](https://spelunky.ai/wiki/web), [Web Cannon](https://spelunky.ai/wiki/web-cannon), [Zombie](https://spelunky.ai/wiki/zombie)

## References

[^1]: `scripts/scrInitLevel.gml:26`

[^2]: `objects/oPlayer1/other_animation_end.gml:63`

[^3]: `objects/oTransition/step.gml:20-24`

[^4]: Clip jungle/from-mines

[^5]: `objects/oTitle/create.gml:27-47`

[^6]: `objects/oPlayer1/other_animation_end.gml:137-143`

[^7]: Clip jungle/shortcut

[^8]: `scripts/scrRoomGen2.gml:52-243`

[^9]: `scripts/scrRoomGen2.gml:327-343`

[^10]: `scripts/scrEntityGen.gml:173-337`

[^11]: `scripts/scrRoomGen2.gml:344-379`

[^12]: `scripts/scrRoomGen2.gml:495-541`

[^13]: `scripts/scrRoomGen2.gml:79-117`

[^14]: `scripts/scrRoomGen2.gml:81-85`

[^15]: `scripts/scrRoomGen2.gml:86-94`

[^16]: `scripts/scrRoomGen2.gml:112`

[^17]: `scripts/scrRoomGen2.gml:109-113`

[^18]: `scripts/scrInitLevel.gml:186-192`

[^19]: `scripts/scrLevelGen.gml:44-69`

[^20]: `scripts/scrClearGlobals.gml:57`

[^21]: Quirk 1 (docs/quirks.md)

[^22]: Replay `fidelity/replays/jungle-seed-9-market-dark-roll.txt`

[^23]: `scripts/scrInitLevel.gml:147-148`

[^24]: `scripts/scrClearGlobals.gml:56`

[^25]: `scripts/scrInitLevel.gml:167-176`

[^26]: `scripts/scrClearGlobals.gml:54`

[^27]: `scripts/scrEntityGen.gml:207-301`

[^28]: `scripts/scrEntityGen.gml:271`

[^29]: `scripts/scrEntityGen.gml:268-272`

[^30]: `scripts/scrEntityGen.gml:285-289`

[^31]: `scripts/scrEntityGen.gml:290`

[^32]: `scripts/scrEntityGen.gml:291`

[^33]: `scripts/scrEntityGen.gml:294`

[^34]: `scripts/scrEntityGen.gml:292`

[^35]: `scripts/scrEntityGen.gml:295`

[^36]: `scripts/scrEntityGen.gml:321-324`

[^37]: `scripts/scrEntityGen.gml:326-336`

[^38]: `scripts/scrEntityGen.gml:280-284`

[^39]: `scripts/scrEntityGen.gml:332`

[^40]: `scripts/scrRoomGen2.gml:222-228`

[^41]: `scripts/scrEntityGen.gml:226-253`

[^42]: `scripts/scrEntityGen.gml:235-238`

[^43]: `scripts/scrRoomGen2.gml:351-352`

[^44]: `scripts/scrLevelGen.gml:239-297`

[^45]: `scripts/scrRoomGen2.gml:160-189`

[^46]: `scripts/scrLevelGen.gml:240`

[^47]: `scripts/scrEntityGen.gml:175-205`

[^48]: `scripts/scrEntityGen.gml:255-259`

[^49]: `objects/oLush/create.gml:5-15`

[^50]: `objects/oTransition/create.gml:52-56`

[^51]: `scripts/scrRoomGen2.gml:1-5`

[^52]: `scripts/scrRoomGen2.gml:103-104`

[^53]: `scripts/scrEntityGen.gml:273`

[^54]: `objects/oLush/destroy.gml:12-32`

[^55]: `scripts/scrRoomGen2.gml:483-489`

### Source code

- `scripts/scrInitLevel.gml`
- `scripts/scrLevelGen.gml`
- `scripts/scrRoomGen2.gml`
- `scripts/scrEntityGen.gml`
- `objects/oTransition/step.gml`
- `objects/oLush/create.gml`
