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.

# Parachute

From the spelunky.ai wiki: <https://spelunky.ai/wiki/parachute>. Verified against the spelunky.ai port [v0.1.10](https://github.com/851-labs/spelunky/releases/tag/v0.1.10) on 27 October 2026.

The Parachute is an equipment item in Spelunky Classic that opens by itself during a long fall and lowers the player gently; shops sell it from $2,000.

![A brown pack tied with a white cross of straps](https://spelunky.ai/wiki/media/a05103153f8d82b4/sprites/sParaPickup/frames/0%404x.png)

| Parachute  |                                                                |
| ---------- | -------------------------------------------------------------- |
| Kind       | Equipment                                                      |
| Effect     | Opens in a long fall; one use[^1]                              |
| Price      | $2,000[^2]                                                     |
| Objects    | `oParaPickup`, `oParachute`, `oParaUsed`                       |
| Sold in    | General Store                                                  |
| Found in   | The Mines, The Jungle, The Ice Caves, The Temple, Olmec's Lair |
| Dropped by | [Crate](https://spelunky.ai/wiki/crate)                        |

Wearing one, the player doesn't have to do anything: on a fall long enough to hurt, it opens over him, and
he floats down slowly enough to land unhurt. It works once, and then it's gone.
General Stores sell it, and [Crates](https://spelunky.ai/wiki/crate) and buried blocks give it away. It isn't worn for good: the
player carries it from the moment it's picked up or paid for until it opens.

## Effect

**Clip: Parachute opening.** Wearing a parachute, the player runs off a ledge into a deep drop. After half a second of falling it opens over him, and he floats down a pixel a step and lands unhurt; it falls away behind him. ([video](https://spelunky.ai/wiki/media/a05103153f8d82b4/clips/parachute/open/clip.mp4))

Picking up a free parachute, paying for one or carrying one out of a shop takes it: the message "YOU GOT A
PARACHUTE! IT WILL DEPLOY AUTOMATICALLY." shows, the pack disappears, and an icon of it joins the row under
the hearts[^3][^4]. A
new game takes it away if it's still unopened[^5][^6].

It opens when the player has been falling for 15 steps (half a second), isn't stunned, and has nothing solid
32 pixels below him. Opening uses it up: the icon goes, and a new fall needs a new parachute[^7]. A fall that long would otherwise end badly: landing after
more than 16 steps of falling stuns the player and costs him 1 heart, after more than 32 steps 2, and after
more than 48 steps 10[^8].

While it's open, it hangs over the player and follows him[^9],
his falling speed is halved each step[^10], and the count
of steps he's been falling starts again from 0 on every step, so the landing never hurts[^11]. With gravity adding 1 pixel a step and the parachute halving the
total, he settles at 1 pixel a step (30 per second), against up to 10 in a free fall[^12]. The clip shows him running off a ledge at the top of a
deep drop: after 15 steps the parachute opens, he slows from 10 pixels a step to 1, and he lands without
losing a heart[^13].

The parachute comes off when the fall ends: when the player lands, grabs a ledge or a [rope](https://spelunky.ai/wiki/rope), or climbs, and
when he's stunned or killed[^14][^15]. It drops away as a limp canopy, which falls until it
lands[^16].

## Obtaining

| Source                                    | Chance                                                                                                                                                                                                                              |       |
| ----------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----- |
| General Store                             | 1 in 3 for each ware, once the rolls for a [Mattock](https://spelunky.ai/wiki/mattock) (1 in 20), [Climbing Gloves](https://spelunky.ai/wiki/climbing-gloves) and a [Compass](https://spelunky.ai/wiki/compass) (1 in 10 each) fail | [^17] |
| A [Crate](https://spelunky.ai/wiki/crate) | 1 in 10, once the rolls before it, from a [Jetpack](https://spelunky.ai/wiki/jetpack)'s 1 in 500 to a Compass's 1 in 20, fail                                                                                                       | [^18] |
| Buried in a block                         | 1 in 19 of the items buried in blocks                                                                                                                                                                                               | [^19] |

A General Store stocks as many as its rolls give: unlike the rarer wares, the parachute has no check for one
already on the level[^20]. Shops add 10% of the base price
for each level past the second[^21]. Shops are made from level
2 on[^22], and level 16, Olmec's Lair, has none:

| Area          | 1st level | 2nd level | 3rd level | 4th level |
| ------------- | --------- | --------- | --------- | --------- |
| The Mines     | —         | $2,000    | $2,200    | $2,400    |
| The Jungle    | $2,600    | $2,800    | $3,000    | $3,200    |
| The Ice Caves | $3,400    | $3,600    | $3,800    | $4,000    |
| The Temple    | $4,200    | $4,400    | $4,600    | —         |

Every block of rock away from the level's edges that isn't gold and holds no gem has a 1 in 1200 chance of
hiding an item, one of nineteen at random[^23][^19]. Kali never gives one, and the Dice House
never offers one. In custom levels, it's the level editor's tile `` ` ``[^24].

Carrying one out of a shop without paying takes it and angers the Shopkeeper, as with any
ware; whether it's taken at once depends on whether the player or the parachute leaves the shop first[^25][^26].

## Interactions

- A second parachute adds nothing: the player has one or none, and picking up another while he has one
  only sets it again, though shops go on selling them to him[^27][^25].
- An item touching the open parachute while it moves right or down tears it away, and the player falls
  freely again; one moving neither, left or straight up or not at all, passes through it[^28][^25]. So anything falling onto the
  canopy tears it, while an item flying up through it does only if it's moving right: a rock bounced back
  left off a wall crosses it harmlessly, and one bounced back right tears it at once[^29].
- The [Cape](https://spelunky.ai/wiki/cape) slows a fall the same way, halving it each step, but it lasts and is opened by hand[^30].

## Tips

- A parachute only opens with 32 pixels of open air below the player, so it saves him on a deep drop, not
  on a short one onto a ledge.
- Its one use goes on the first long fall, wanted or not: dropping down a shaft spends it.

## Trivia

- Its `type` is "Parachute", and its shop message the plain "A PARACHUTE FOR $2000."[^31].
- The parachute shown open over the player and the spent one that falls away are objects of their own:
  `oParachute`, and `oParaUsed`, which falls a fifth of a pixel a step faster each step[^32].

## FAQ

### How do you open the Parachute in Spelunky Classic?

It opens by itself. Once the player has fallen for 15 steps (half a second) with nothing solid 32 pixels below him, it opens over him; there's no key for it.

### Can the Parachute be used more than once in Spelunky Classic?

No. It's used up the moment it opens: landing cuts it away, and the player needs another one for the next fall.

### Does the Parachute stop fall damage in Spelunky Classic?

Yes, for the fall it opens in. It slows the player to 1 pixel a step, and while it's open the fall counts as starting afresh every step, so the landing never costs a heart.

### Where do you find the Parachute in Spelunky Classic?

In General Stores, for $2,000 on level 2 and more on each level after it. Free ones come out of [Crates](https://spelunky.ai/wiki/crate) (a 1 in 10 roll, once the rolls before it fail) and out of blocks that hide them.

## See also

- **Related:** [Cape](https://spelunky.ai/wiki/cape)

## References

[^1]: `objects/oPlayer1/step.gml:258-266`

[^2]: `objects/oParaPickup/create.gml:7`

[^3]: `scripts/scrStealItem.gml:115-125`

[^4]: `scripts/scrDrawHUD.gml:165-169`

[^5]: `scripts/scrClearGlobals.gml:91`

[^6]: `objects/oTransition/create.gml:20-24`

[^7]: `objects/oPlayer1/step.gml:254-267`

[^8]: `objects/oPlayer1/step.gml:268-289`

[^9]: `objects/oParachute/step.gml:1-5`

[^10]: `scripts/characterStepEvent.gml:867-871`

[^11]: `objects/oPlayer1/step.gml:252`

[^12]: `scripts/characterCreateEvent.gml:59-62`

[^13]: Clip parachute/open

[^14]: `objects/oPlayer1/step.gml:290-298`

[^15]: `objects/oPlayer1/step.gml:1738-1744`

[^16]: `objects/oParaUsed/step.gml:1-10`

[^17]: `scripts/scrShopItemsGen.gml:156-177`

[^18]: `objects/oPlayer1/step.gml:617-634`

[^19]: `scripts/scrGenerateItem.gml:63-89`

[^20]: `scripts/scrShopItemsGen.gml:173-175`

[^21]: `scripts/scrShopItemsGen.gml:179-191`

[^22]: `scripts/scrLevelGen.gml:240`

[^23]: `objects/oBrick/create.gml:7-16`

[^24]: `scripts/scrCreateTileObj.gml:321-326`

[^25]: Quirk 1 (docs/quirks.md)

[^26]: Replay `fidelity/replays/item-seed-26-parachute.txt`

[^27]: `scripts/scrStealItem.gml:115-117`

[^28]: `objects/oParachute/collision_oItem.gml:1-5`

[^29]: Replay `fidelity/replays/item-parachute-torn-moving-right.txt`

[^30]: `scripts/characterStepEvent.gml:867-875`

[^31]: `objects/oParaPickup/create.gml:3-8`

[^32]: `objects/oParaUsed/create.gml:3-4`

### Source code

- `objects/oParaPickup/create.gml`
- `objects/oParachute/step.gml`
- `objects/oParachute/collision_oItem.gml`
- `objects/oParaUsed/step.gml`
- `objects/oPlayer1/step.gml`
- `scripts/characterStepEvent.gml`
- `scripts/scrStealItem.gml`
- `scripts/scrShopItemsGen.gml`
- `scripts/scrGenerateItem.gml`
