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.

# Rope

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

*For the shop's bundle of three, see Rope Pile.*

The Rope is a carryable item in Spelunky Classic that the player throws up, or drops down a ledge, to hang a rope he can climb; he starts with 4.

![A coil of brown rope](https://spelunky.ai/wiki/media/60545f62383bb75b/sprites/sRopeEnd/frames/0%404x.png)

| Rope       |                                                |
| ---------- | ---------------------------------------------- |
| Kind       | Carryable                                      |
| Effect     | Thrown up, unrolls into a rope to climb[^1]    |
| Objects    | `oRopeThrow`, `oRope`, `oRopeTop`, `oRopeBurn` |
| Dropped by | [Monkey](https://spelunky.ai/wiki/monkey)      |

The player carries ropes as a count, shown at the top of the screen beside his bombs, rather than in his
hands, and the rope key uses one[^2]. Thrown up, a rope catches where it
stops rising and unrolls down to the ground; dropped at a ledge, it hangs over the edge. Either way he climbs
it as he would a ladder. More come in Rope Piles, three at a time.

## Usage

### Throwing it up

**Clip: Rope thrown up and climbed.** In the Tutorial, the player throws a rope straight up. It catches near the ceiling and unrolls down to the floor, and he jumps onto it and climbs. ([video](https://spelunky.ai/wiki/media/60545f62383bb75b/clips/rope/climb/clip.mp4))

The rope key throws a rope straight up from the player at 12 pixels per step
(360 per second), unless there's a ceiling right above him, when nothing
happens and no rope is spent[^3][^4]. It rises as any thrown item does, slowing by 0.6 pixels a
step, so in the open it climbs about 126 pixels, nearly eight blocks (12 + 11.4 + … + 0.6)[^5]; on the way up, a ceiling it hits turns it back[^6]. On the step it stops rising, it catches: it moves to the middle
of the block-wide column it's in, away from a wall, puts a hook at the top, and unrolls down 8 pixels a step,
a segment each step, until it reaches the ground or has 16 segments, 128 pixels[^1]. In the clip, the player throws a rope up from the floor,
jumps onto it and climbs[^7].

A rope flying up faster than 2 pixels a step that touches a monster hurts it, as any thrown item does[^8].

### Dropping it down a ledge

**Clip: Rope dropped down a ledge.** In the Tutorial, the player presses the rope key under a low ceiling, which does nothing, then crouches at the edge of a ledge and drops a rope down over it. ([video](https://spelunky.ai/wiki/media/60545f62383bb75b/clips/rope/ledge/clip.mp4))

Holding down, the rope key hangs a rope a block ahead of the player instead, moved half a block to the side
where it finds open air below; it catches at once and unrolls down. With no open air to hang it in, as on flat
floor or against a wall, nothing happens and no rope is spent[^9]. In the clip, the player first presses the rope key under a
low ceiling, which does nothing, then holds down at the edge of a ledge and drops a rope down it[^10][^11].

### Climbing

To the code a rope is a kind of ladder: pressing up at one, standing or in the air, grabs it, and the player
climbs up and down it as he would a ladder[^12].

### In the hands

The item key takes a [Bomb](https://spelunky.ai/wiki/bomb) into the player's hands, and pressing it again swaps the bomb for a rope; a
third press puts the rope back and returns what he held before[^13]. Holding one, the attack key throws it up or, with down,
drops it down a ledge, as the rope key does; dropped where there's no room, it's tossed a little way along the
floor instead, a loose rope to pick up again. Either way, what he held before comes back to his hands[^14]. A rope in his hands when he takes an exit goes back into his
count[^15].

## Locations

- **The player's own.** A new game starts him with 4, the Tunnel Man with none[^16], and the Tutorial with 2[^17]. He can carry 99 at most[^18].
- **Rope Piles**, three ropes each, picked up by touch: in shops, in [Crates](https://spelunky.ai/wiki/crate), and left
  by the [Yeti King](https://spelunky.ai/wiki/yeti-king)[^19].
- **[Monkeys](https://spelunky.ai/wiki/monkey)**: one clinging to the player sometimes takes a rope and throws it out, loose, where he
  can pick it up again[^20].
- **The title screen** has one hanging[^21].
- **Custom levels** start the player with the rope count the level editor gives them, 99 at
  most[^22].

## Interactions

**Clip: Rope burning in lava.** In the Temple, the player drops a rope over a lava pool and climbs onto it. Its foot catches fire in the lava, and the fire climbs the rope, burning it away, until the player's segment goes and he drops. ([video](https://spelunky.ai/wiki/media/60545f62383bb75b/clips/rope/burn/clip.mp4))

- **Lava.** A segment hanging in lava catches fire. The fire climbs the rope a pixel a step, and each segment
  it reaches burns away; a player climbing the rope falls when his segment goes[^23][^24]. In the clip, a
  rope dropped over a Temple lava pool catches fire at its foot, and the player hanging from it drops off as
  the fire reaches him[^25].
- **[Bombs](https://spelunky.ai/wiki/bomb).** An explosion knocks away a rope that's in flight or lying loose, as it does any item,
  but not one that's unrolling, and it leaves a hung rope alone, even when the blocks it hangs from are blown
  away[^26].
- **Webs** don't catch a rope, where they stop other items[^27].
- **Leaving the screen.** Unlike other items, a thrown rope doesn't freeze just past the edge of the screen[^28][^29].

## Tips

- A rope thrown up in the open climbs about 126 pixels and unrolls 128 at most, so it hangs down to about
  where it was thrown from.
- The rope key wastes nothing when it can't be used: under a low ceiling, on flat floor or against a wall, the
  rope stays in the count.

## Trivia

- The code that drops a rope down a ledge has a commented-out line that would toss the rope out along the
  floor when there's no room[^30]; a rope dropped from the hands
  still does that[^31].
- The game has a "rope bag" object whose `type` says "Bomb Bag", which nothing makes[^32][^29].

## FAQ

### How many ropes do you start with in Spelunky Classic?

4, as many as bombs; the Tunnel Man starts with none, and the Tutorial gives the player 2. He can carry 99 at most, and a Rope Pile gives him 3 more.

### How long is a rope in Spelunky Classic?

16 segments of 8 pixels at most, 128 pixels or eight blocks, hanging down from where it caught. It stops short where it reaches the ground.

### How do you throw a rope down a ledge in Spelunky Classic?

Stand at the ledge's edge facing out, hold down and press the rope key. The rope is hung a block ahead, over the drop. On flat floor or against a wall, nothing happens and no rope is spent.

### Can a rope burn in Spelunky Classic?

Yes. A segment that hangs in lava catches fire, and the fire climbs the rope a pixel a step, burning away each segment it reaches; a player climbing it drops when his segment goes.

## See also

- **Related:** Rope Pile, [Bomb](https://spelunky.ai/wiki/bomb)

## References

[^1]: `objects/oRopeThrow/step.gml:1-36`

[^2]: `scripts/scrDrawHUD.gml:40`

[^3]: `objects/oPlayer1/step.gml:1045-1050`

[^4]: `objects/oPlayer1/step.gml:1119-1129`

[^5]: `objects/oItem/step.gml:71-85`

[^6]: `objects/oItem/step.gml:153-158`

[^7]: Clip rope/climb

[^8]: `objects/oItem/step.gml:256-350`

[^9]: `objects/oPlayer1/step.gml:1053-1118`

[^10]: Clip rope/ledge

[^11]: Replay `fidelity/replays/action-rope-tunnel.txt`

[^12]: `scripts/characterStepEvent.gml:606-630`

[^13]: `objects/oPlayer1/step.gml:954-1043`

[^14]: `scripts/scrUseItem.gml:36-119`

[^15]: `objects/oPlayer1/step.gml:835-841`

[^16]: `scripts/scrClearGlobals.gml:103-114`

[^17]: `objects/oPlayer1/other_animation_end.gml:87-94`

[^18]: `objects/oPlayer1/step.gml:11`

[^19]: `objects/oPlayer1/step.gml:2052-2066`

[^20]: `objects/oMonkey/step.gml:244-255`

[^21]: `rTitle`, as the room editor placed it

[^22]: `scripts/scrLoadLevel.gml:146-148`

[^23]: `objects/oRope/step.gml:1-17`

[^24]: `objects/oRopeBurn/step.gml:1-15`

[^25]: Clip rope/burn

[^26]: `objects/oExplosion/collision_oItem.gml:20-29`

[^27]: `objects/oWeb/collision_oItem.gml:1-5`

[^28]: `objects/oItem/step.gml:1-3`

[^29]: Quirk 1 (docs/quirks.md)

[^30]: `objects/oPlayer1/step.gml:1090-1106`

[^31]: `scripts/scrUseItem.gml:89-97`

[^32]: `objects/oRopeBag/create.gml:3`

### Source code

- `objects/oRopeThrow/create.gml`
- `objects/oRopeThrow/step.gml`
- `objects/oRope/step.gml`
- `objects/oRopeBurn/step.gml`
- `objects/oPlayer1/step.gml`
- `scripts/scrUseItem.gml`
- `scripts/characterStepEvent.gml`
- `scripts/scrClearGlobals.gml`
