SpelunkyWiki

Lamp

The Lamp is a carryable item in Spelunky Classic, a hanging lamp brought down by breaking its block, that lights the dark 96 pixels around it.

Every shop has a lamp hanging from its ceiling, and a dark level in the Mines hangs more of them under its blocks. Hanging, a lamp is part of the scenery; when the block it hangs from is destroyed, it falls as a Lamp, a heavy item the player can carry and throw. On a dark level, carried or not, a plain Lamp lights the cave around it, as a Flare does. The Kissing Parlor's lamp is red, and falls as a red Lamp, which, unlike the plain one, lights nothing once it's down.

Usage

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Replays it in the game, where you can take over.Replays it in the game, to pause and scrub.
A shop's lamp brought down. In a Weapon shop whose shopkeeper is dead, the player throws a lit bomb up toward the lamp. It goes off under the ceiling and breaks the block the lamp hangs from, and the lamp falls to the floor, a Lamp he can carry.

Bringing it down

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A hanging lamp isn't an item: it can't be picked up, and it flickers where it hangs [8]. When the block above it is destroyed, the block's last act is to replace it with a Lamp, red if the hanging lamp was, which then falls [9]. A shop's lamp hangs from the shop's ceiling, out of reach of a Bomb on the floor, and a lit bomb in a shop within 96 pixels of the Shopkeeper angers him [10] [11]. In the clip, in a Weapon shop whose shopkeeper is dead, the player throws a lit bomb up toward the lamp; it goes off under the ceiling, the block the lamp hangs from breaks, and the lamp drops to the floor [12].

Carrying it

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A Lamp is picked up and thrown as any item is (Throwing), but it's heavy, like a Golden Idol: the player carries it in front of him at his own height, and throws it at 4 pixels a step plus his own speed, rising at 2, or at 4 upward [13] [14] [15]. He sets it down when he takes an exit, so it stays on its level [16]. Thrown faster than 2 pixels a step into a monster, it takes 1 hit point from the monster nearest it, as any thrown item does [17].

Light

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On a lit level a Lamp gives no light: there's no darkness for it to cut. On a dark level:

LampIts own lightThe player's light
Hanging, plain or redWithin 96 pixels of itWidens as he nears it, within 200 pixels[18] [19]
A plain Lamp, carried or lyingWithin 96 pixels of itWidens as he nears it, within 200 pixels[1] [20]
A red Lamp, carried or lyingNoneUnchanged[21] [22]

While the player is within 96 pixels of a red lamp, hanging or down, every light on the screen is tinted red [23]. The hanging red lamp is a kind of the plain one in the game's objects, so the code that lights the hanging lamps lights it too; the red Lamp isn't a kind of the plain Lamp, and the code that lights a Lamp's circle and widens the player's light names only the plain one [1] [20]. So a red Lamp carried through a dark level lights nothing but its tint.

Locations

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LampWhere
Plain, hangingIn every shop, from the ceiling, in the Mines, the Jungle, the Ice Caves (and the Yeti Lair) and the Temple, and in each of the Black Market's shops[24] [25] [26] [27] [28] [29]
Red, hangingIn the Kissing Parlor, in place of the plain one: the Temple's has its own red lamp tile, and the other areas' room scripts hang the red lamp on a level whose shop is the Kissing Parlor[30] [31] [32] [33] [34] [35] [36]
Plain, hangingOn a dark level in the Mines: 1 in 60 under a block with two open tiles below, once the Giant Spider's roll fails[37]

The Lamp itself, the item, only ever comes from a hanging lamp's block: level generation makes none, and the level editor has no tile for either. In the second clip, the player throws a lit bomb up under the Kissing Parlor's ceiling, and its red lamp falls into the crater below, a red Lamp [38] [39].

Replays it in the game, where you can take over.Replays it in the game, to pause and scrub.
The red lamp brought down. In a Kissing Parlor, its shopkeeper dead, the player jumps and throws a lit bomb up under the ceiling. The blast breaks the block the shop's red lamp hangs from, and the lamp falls into the crater below, a red Lamp he can carry.

Interactions

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  • Bombs. An explosion breaks the block a lamp hangs from, which brings it down, and throws a Lamp away from it without breaking it [40] [41].
  • Lava. A Lamp that touches lava stops and sinks, and is destroyed once it's under the surface [42].
  • Water does nothing to a Lamp: the check that puts a Flare out is in the Flare's own code, and the Lamp has none [43].

Tips

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  • A plain Lamp is a light that water can't put out and that never runs out, but it can't leave its level: on a dark level, it's for lighting the way to the exit.
  • A red Lamp is no use as a light: down, it lights nothing.

Trivia

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  • The Lamp's create event is the Golden Idol's, its name and value changed: it's heavy, carried at the player's height as the idol is, and keeps a value, $1,000, and the idol's trigger, which only the idol's code reads, so picking a Lamp up sets off no trap, and an exit takes it from his hands rather than paying for it [13] [44] [45] [46].
  • The red Lamp's create event is the same as the plain one's, name and all: both are "Lamp" [47].

FAQ

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How do you get a Lamp in Spelunky Classic?

By breaking the block a lamp hangs from. Every shop has a lamp hanging from its ceiling, and a dark level in the Mines hangs more under its blocks; the block's destruction brings the lamp down as a Lamp the player can carry.

What does a Lamp do in Spelunky Classic?

It lights the dark. On a dark level, a plain Lamp lights 96 pixels around it, carried or lying on the ground, and widens the player's own light as he nears it. On a lit level it does nothing but be carried and thrown.

Does the red Lamp light the dark in Spelunky Classic?

No. Hanging in the Kissing Parlor, the red lamp lights its circle as any lamp does, but once it's down, the code lights circles for the plain Lamp only: the red one only tints the light near it red.

Can you take a Lamp to the next level in Spelunky Classic?

No. A Lamp is heavy, and the player sets a heavy item down when he takes an exit, so it stays on its level.

See also

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Damages

References

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  1. objects/oScreen/step_begin.gml:191-194
  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/oLamp/create.gml:1
  9. objects/oSolid/destroy.gml:24-33
  10. objects/oBomb/step.gml:6-17
  11. The rare items' only sources, docs/quirks.md §1
  12. Clip lamp/fall
  13. objects/oLampItem/create.gml:3-8
  14. objects/oItem/step.gml:44-50
  15. scripts/scrUseItem.gml:609-635
  16. objects/oPlayer1/step.gml:815-820
  17. objects/oItem/step.gml:256-350
  18. objects/oScreen/step_begin.gml:187-190
  19. objects/oPlayer1/step.gml:89-94
  20. objects/oPlayer1/step.gml:95-100
  21. objects/oScreen/step_begin.gml:167-194
  22. objects/oPlayer1/step.gml:73-136
  23. objects/oScreen/step_begin.gml:156-177
  24. scripts/scrRoomGen.gml:427-431
  25. scripts/scrRoomGen2.gml:442-446
  26. scripts/scrRoomGen3.gml:369-373
  27. scripts/scrRoomGenYeti.gml:388-392
  28. scripts/scrRoomGen4.gml:468-471
  29. scripts/scrRoomGenMarket.gml:338-341
  30. scripts/scrRoomGen.gml:186
  31. scripts/scrRoomGen.gml:429
  32. scripts/scrRoomGen2.gml:444
  33. scripts/scrRoomGen3.gml:371
  34. scripts/scrRoomGenYeti.gml:390
  35. scripts/scrRoomGen4.gml:169
  36. scripts/scrRoomGen4.gml:472-475
  37. scripts/scrEntityGen.gml:52-61
  38. Clip lamp/red
  39. Replay fidelity/replays/item-seed-22-red-lamp.txt, which the clip The red lamp brought down plays
  40. objects/oExplosion/collision_oSolid.gml:1-14
  41. objects/oExplosion/collision_oItem.gml:30-36
  42. objects/oItem/step.gml:160-185
  43. objects/oFlare/step.gml:6-20
  44. objects/oGoldIdol/create.gml:3-8
  45. objects/oPlayer1/step.gml:771-781
  46. objects/oPlayer1/step.gml:1222
  47. objects/oLampRedItem/create.gml:3-8

Source code

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