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Olmec's Lair

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For the boss who waits there, see Olmec.

Olmec's Lair is the last level of Spelunky Classic, level 16: a hall over a sea of lava where Olmec waits, and whose door to the ending opens once he sinks.

The lair is a long hall of temple stone, built by hand in the room editor rather than generated, where Olmec sits asleep in stone with three Cavemen and a Hawkman bowing before him. Below its floor are rock and then a sea of Lava, and the way out is through it: Olmec can only be killed by the lava, and only his death opens the door to the game's ending. Level generation adds the rock and the treasure on the ledges above the hall, but no monsters, traps or shops.

Generation

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Olmec's Lair is level 16, the last [1]. Taking level 15's exit, in the Temple or the City of Gold, leads to the screen between levels and from it to the lair, a room of its own [2]. The first clip shows the Temple's way in: the player crosses level 15 and takes its exit, and the lair loads [3].

From the Temple to Olmec's Lair. The player crosses level 15, past Cavemen and lava, and takes its exit. After the screen between levels, level 16 loads: Olmec's Lair, where Olmec waits with his Cavemen.

The room editor laid out the hall: its two doors, one at each end, on a floor of temple stone two blocks thick; Olmec in the middle with his worshippers; and, far below, lava six blocks deep on a floor of solid lava [4]. The player arrives at the left door and can't move while the view pans right to Olmec and he wakes (Olmec's awakening) [5] [6] [7].

Level generation adds walls of temple stone that can't be destroyed on the left, right and top [8], and fills sixteen rooms of 10 tiles by 8 from the lair's own room script. It picks a room's layout by its height alone, not by a path to an exit, as the areas' scripts do [9]:

RoomsLayout
The twelve above the hall, three rows of fourOpen air with one or two 5-by-3 chunks, each a ledge with treasure on it, or nothing, 2 times in 8[10] [11]
The four under the hall's floor, a rowSolid stone, most with a patch of tiles that are each a block 1 time in 2[12] [13]

Every block is temple stone, or, one time in ten, a stone block [14]. Under the rock is a gap three blocks tall, then the lava [4], so Olmec's slams, each of which breaks the blocks he lands on, dig him down through the floor and the rock until he falls in.

The lair is never a special level: the roll for a dark level is skipped on level 16 [15], and nothing else is rolled for it. The Ghost never comes, however long the player stays [16].

The way out

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The lair has no exit at first. When Olmec dies, the door at the right end of the hall becomes one, with a block of stone that can't be destroyed put under it if the floor there is gone [17]. Walking through it leads to the game's ending rather than to another level [18] [19]. The player keeps what he holds unless it's heavy: a rope or an unlit bomb goes back into his supply, a lit bomb is let go, and anything else goes with him, and the ending draws him holding it if it's one of the items it has a picture for, such as a Rock, a Skull or the Sceptre [20] [21]. In the second clip, Olmec, sunk in the lava, dies, and the door opens; the player climbs out of the shaft his slams dug on four ropes, runs along the hall and goes through the door to the ending [22].

Leaving Olmec's Lair. Olmec, sunk in the lava, dies, and the door at the right end of the lair's hall opens. The player climbs out of the shaft his slams dug on ropes, runs along the hall to the door and goes through it to the ending.

Inhabitants

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Level generation makes no monsters in the lair: its code for monsters, traps and scattered treasure covers the four areas only [23]. The lair's monsters are the room editor's and Olmec's:

MonsterWhereChance
OlmecIn the middle of the hall, asleep in stoneAlways[4]
HawkmanOne, bowing before Olmec; flung away, stunned, as he wakesAlways[4] [24]
CavemanThree, bowing before Olmec; they charge as he first hopsAlways[4] [25]
Bat, Spider, Snake, Frog or Fire FrogWhere one of Olmec's yellow balls landsThree balls, 1 time in 2 after a slam[26] [27]
Magma ManOut of the lava's spurts1 spurt in 8 is a blob of magma[28]

No Shopkeeper waits at the lair for a thief or a murderer, as one does at other levels' exits: he's put at an exit as the level is made, and the lair has none until Olmec dies [29] [4].

Hazards

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  • Olmec, whose only attack is to slam down on the player (Damage).
  • Lava, below the rock. One surface tile in four spurts flames while the player is within 240 pixels, every 100–300 steps, and 1 spurt in 8 throws a blob of magma instead [30] [31] [32].
  • Push blocks. One stone block in four with temple stone under it, and no lava beside it, becomes a push block, as in the Temple [33].

Items and shops

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The lair has no shops: its room script doesn't make them [9]. Nor is treasure scattered over its blocks, as it is in every area [23]. Its treasure is on the ledges above the hall, where each treasure tile of a chunk rolls, each roll made once the ones before it fail [34]:

TreasureChance
Chest1 in 15[35]
Gold Bars1 in 6[36]
Big emerald1 in 6[37]
Big sapphire1 in 8[38]
Big ruby1 in 10[39]
Crate1 in 10[40]
A stone block1 in 10[41]
A block of temple stoneWhen every roll before it fails[42]

The stone holds more, as the Temple's does: about one block in five shows a vein of gold, which breaks into three Gold Chunks, and one in ten a rich vein, which adds a Gold Nugget. Of the rest, 1 in 60 holds a big sapphire, and rarer ones a big emerald, a big ruby, or an item [43] [44]. With seed 1, a Compass is buried in a block by the left wall, and Olmec's slams dig it out [45].

Trivia

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  • The room script's header calls the lair "the final boss level (which is only partially randomized)" [46].
  • The room script has code, like the Temple's, for tiles none of its layouts or chunks has: an entrance or exit, vines, Spikes, push blocks, a chest, an idol, ceiling traps, doors, water, and a Thwomp trap, which no other code makes, so the game never has one [47] [48] [49].
  • The lair's exit is a different kind of door from a level's exit, the kind the title screen's doors are, which is why the player's step has a branch for what he holds there, as its comment explains: "oXEnd is the child of oXStart, for some reason, that's why this is here" [50].
  • Any crush in the lair is counted against Olmec, even one by the block put under the exit [49] [51].

FAQ

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What level is Olmec's Lair in Spelunky Classic?

Level 16, the last. Taking the exit of level 15, in the Temple or the City of Gold, leads there.

How do you get out of Olmec's Lair in Spelunky Classic?

By getting Olmec into the lava below the lair. The lair has no exit until he dies; then the door at the right end of its hall opens, and it leads to the game's ending.

Are there shops or a Ghost in Olmec's Lair in Spelunky Classic?

No. The lair has no shops, Kali's altars or traps, it's never dark, and the Ghost never comes, however long the player stays.

Is there treasure in Olmec's Lair in Spelunky Classic?

Yes. The ledges above the hall hold Chests, Crates, Gold Bars and big gems, and the stone has gold veins and buried gems, as in the Temple.

See also

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Related

References

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  1. scripts/scrInitLevel.gml:29
  2. objects/oTransition/step.gml:26
  3. Clip temple/to-olmec
  4. Room rOlmec, as the room editor placed it
  5. objects/oPlayer1/create.gml:102
  6. objects/oOlmec/step.gml:51-62
  7. objects/oOlmec/alarm_5.gml:1-8
  8. scripts/scrInitLevel.gml:95-105
  9. scripts/scrRoomGen5.gml:48-72
  10. scripts/scrRoomGen5.gml:49-60
  11. scripts/scrRoomGen5.gml:106-117
  12. scripts/scrRoomGen5.gml:61-72
  13. scripts/scrRoomGen5.gml:148-155
  14. scripts/scrRoomGen5.gml:140-155
  15. scripts/scrInitLevel.gml:167-174
  16. objects/oGame/step.gml:23-47
  17. objects/oFinalBoss/step.gml:1-19
  18. objects/oPlayer1/step.gml:741
  19. objects/oPlayer1/other_animation_end.gml:132-136
  20. objects/oPlayer1/step.gml:682-725
  21. objects/oPDummy/draw.gml:18-38
  22. Clip olmecs-lair/exit
  23. scripts/scrEntityGen.gml:30-525
  24. objects/oOlmec/alarm_1.gml:9-21
  25. objects/oOlmec/alarm_6.gml:1-7
  26. objects/oOlmec/step.gml:167-176
  27. objects/oYellowBall/step.gml:4-20
  28. objects/oLava/step.gml:6-15
  29. scripts/scrInitLevel.gml:245-257
  30. scripts/scrSetupWalls.gml:398-414
  31. objects/oLava/create.gml:1-5
  32. objects/oLava/step.gml:1-16
  33. scripts/scrSetupWalls.gml:457-471
  34. scripts/scrRoomGen5.gml:177-190
  35. scripts/scrRoomGen5.gml:179
  36. scripts/scrRoomGen5.gml:180
  37. scripts/scrRoomGen5.gml:181
  38. scripts/scrRoomGen5.gml:182
  39. scripts/scrRoomGen5.gml:183
  40. scripts/scrRoomGen5.gml:184
  41. scripts/scrRoomGen5.gml:185
  42. scripts/scrRoomGen5.gml:186-189
  43. objects/oTemple/create.gml:5-16
  44. objects/oTemple/destroy.gml:12-32
  45. Replay fidelity/replays/item-seed-1-compass-olmec-lair.txt
  46. scripts/scrRoomGen5.gml:1-5
  47. scripts/scrRoomGen5.gml:156-176
  48. scripts/scrRoomGen5.gml:191-212
  49. Quirk 1 (docs/quirks.md)
  50. objects/oPlayer1/step.gml:682
  51. Replay fidelity/replays/olmec-door-block-crush-seed-1.txt

Source code

  • scripts/scrInitLevel.gml
  • scripts/scrRoomGen5.gml
  • scripts/scrSetupWalls.gml
  • objects/oFinalBoss/step.gml
  • objects/oTemple/create.gml
  • objects/oLava/step.gml
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