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 other rushing water message

From the spelunky.ai wiki: <https://spelunky.ai/wiki/rushing-water-message>. Verified against the spelunky.ai port [v0.1.12](https://github.com/851-labs/spelunky/releases/tag/v0.1.12) on 28 October 2026.

The other rushing water message is a quirk of Spelunky Classic in which a dark, flooded graveyard level words the lake's message YOU HEAR RUSHING WATER.

| Quirk     |                                                                                                                                                                                                                                                                                                                                   |
| --------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Status    | GML + Oracle                                                                                                                                                                                                                                                                                                                      |
| Where     | [`objects/oPlayer1/alarm_4.gml:1-6`](https://spelunky.ai/wiki/source/objects/oPlayer1/alarm_4#L1-L6)                                                                                                                                                                                                                              |
| Pinned by | `fidelity/replays/jungle-seed-10-dark-graveyard-lake.txt`                                                                                                                                                                                                                                                                         |
| Row       | [docs/quirks.md §1, Bugs and leftovers in the 1.1 source](https://github.com/851-labs/spelunky/blob/main/docs/quirks.md#1-bugs-and-leftovers-in-the-11-source): “"YOU HEAR RUSHING WATER..." oPlayer1's alarm 4 shows the lake's message as "YOU HEAR RUSHING WATER...", where alarms 0 and 1 say "I CAN HEAR RUSHING WATER...".” |

A [flooded level](https://spelunky.ai/wiki/flooded-level) says "I CAN HEAR RUSHING WATER...", first, or after a
[graveyard](https://spelunky.ai/wiki/restless-dead)'s or a [dark level](https://spelunky.ai/wiki/dark-level)'s message. A level that's all three shows three
messages, and the lake's, the last, comes from a timer of its own, which words it "YOU HEAR RUSHING WATER..."
instead. Nothing else is different; only the wording gives the mix of levels away.

## What happens

Level 8 of the [Jungle](https://spelunky.ai/wiki/jungle) is dark, a graveyard and flooded at once. After the dark level's message comes
the graveyard's, "THE DEAD ARE RESTLESS!", and then the lake's, as "YOU HEAR RUSHING WATER..."[^1].

**Clip: A dark, flooded graveyard level's third message.** Level 8 of the Jungle is dark, a graveyard and flooded at once. After the dark level's message comes the graveyard's, "THE DEAD ARE RESTLESS!", and then the lake's, which only this mix of levels shows as "YOU HEAR RUSHING WATER..." instead of "I CAN HEAR RUSHING WATER...". ([video](https://spelunky.ai/wiki/media/clips/quirks/dark-graveyard-lake-you-hear/clip.mp4))

## Why

The player's alarms show a level's messages, one after another. Alarm 0 shows the first: on a dark level the
dark level's, which sets alarm 1 for the next[^2], and on a flooded
level that's nothing else, "I CAN HEAR RUSHING WATER..."[^3].
Alarm 1 shows the second, and only its graveyard branch, which needs the level to be dark too, sets a timer for
a third:

```gml objects/oPlayer1/alarm_1.gml:11-23
else if (global.cemetary and global.darkLevel)
{
    global.message = "THE DEAD ARE RESTLESS!";
    global.message2 = "";
    global.messageTimer = 200;
    if (global.lake) alarm[4] = 210;
}
else if (global.lake)
{
    global.message = "I CAN HEAR RUSHING WATER...";
    global.message2 = "";
    global.messageTimer = 200;
}
```

[`objects/oPlayer1/alarm_1.gml:11-23`](https://spelunky.ai/wiki/source/objects/oPlayer1/alarm_1#L11-L23), from `spelunky.gmk`, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC ([Spelunky User License v1.1b](https://spelunky.ai/LICENSE.txt)).

That timer is alarm 4, which has the lake's message in other words:

```gml objects/oPlayer1/alarm_4.gml:1-6
if (global.lake)
{
    global.message = "YOU HEAR RUSHING WATER...";
    global.message2 = "";
    global.messageTimer = 200;
}
```

[`objects/oPlayer1/alarm_4.gml:1-6`](https://spelunky.ai/wiki/source/objects/oPlayer1/alarm_4#L1-L6), from `spelunky.gmk`, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC ([Spelunky User License v1.1b](https://spelunky.ai/LICENSE.txt)).

A dark flooded level without the graveyard gets the lake's message from alarm 1, and a lit flooded graveyard,
whose message alarm 0 shows, gets it from alarm 1 too[^4]: both
say "I CAN HEAR". Only a level that's all three reaches alarm 4[^5].

## Reproducing it

It takes a Jungle level that wins three separate rolls. The lake is 1 in 10, rolled for levels 5 to 8 entered
from the screen between levels, and never again once the player has gone through the
[Black Market](https://spelunky.ai/wiki/black-market)'s door[^6]; the graveyard is 1 in 10, and the dark level 1 in 12, but only
while the area has had none and the level before's clock read more than 20 seconds past the minute[^7]. So at most 1 such level in 1,200 says it, and fewer for the dark
roll's conditions[^5]. The replay, with seed 10, waits at level 7's exit until level 8 comes up all
three: the dark level's message shows, then the graveyard's 209 steps later, then "YOU HEAR RUSHING WATER..."
another 209 steps later, and "I CAN HEAR RUSHING WATER..." never does[^8].

## In the port

The spelunky.ai port reproduces it exactly: it's in docs/quirks.md's list of the 1.1 source's bugs[^5], and the oracle's fingerprint of the replay pins each message and the step it shows on. No
option turns it off.

## FAQ

### Why does Spelunky Classic sometimes say "YOU HEAR RUSHING WATER..."?

It's the lake's message on a level that's dark, a graveyard and flooded at once. Every other [flooded level](https://spelunky.ai/wiki/flooded-level) says "I CAN HEAR RUSHING WATER...": only that mix of levels shows the message from a third timer, which has its own wording.

### How rare is "YOU HEAR RUSHING WATER..."?

At most 1 Jungle level in 1,200: the lake, the graveyard and the dark level are each rolled separately, 1 in 10, 1 in 10 and 1 in 12, and the dark level's roll is only made on some levels.

### What are the three messages on a dark, flooded graveyard level?

"I CAN'T SEE A THING!", then "THE DEAD ARE RESTLESS!", then "YOU HEAR RUSHING WATER...", each about 209 steps after the one before.

## See also

- **Related:** [Flooded level](https://spelunky.ai/wiki/flooded-level), [Dark level](https://spelunky.ai/wiki/dark-level), [Graveyard level](https://spelunky.ai/wiki/restless-dead), [The Jungle](https://spelunky.ai/wiki/jungle)

## References

[^1]: Clip quirks/dark-graveyard-lake-you-hear

[^2]: [`objects/oPlayer1/alarm_0.gml:5-13`](https://spelunky.ai/wiki/source/objects/oPlayer1/alarm_0#L5-L13)

[^3]: [`objects/oPlayer1/alarm_0.gml:34-39`](https://spelunky.ai/wiki/source/objects/oPlayer1/alarm_0#L34-L39)

[^4]: [`objects/oPlayer1/alarm_0.gml:27-33`](https://spelunky.ai/wiki/source/objects/oPlayer1/alarm_0#L27-L33)

[^5]: Quirk 1 (docs/quirks.md)

[^6]: [`objects/oTransition/step.gml:18-24`](https://spelunky.ai/wiki/source/objects/oTransition/step#L18-L24)

[^7]: [`scripts/scrInitLevel.gml:147-176`](https://spelunky.ai/wiki/source/scripts/scrInitLevel#L147-L176)

[^8]: Replay `fidelity/replays/jungle-seed-10-dark-graveyard-lake.txt`

### Source code

- [`objects/oPlayer1/alarm_0.gml`](https://spelunky.ai/wiki/source/objects/oPlayer1/alarm_0)
- [`objects/oPlayer1/alarm_1.gml`](https://spelunky.ai/wiki/source/objects/oPlayer1/alarm_1)
- [`objects/oPlayer1/alarm_4.gml`](https://spelunky.ai/wiki/source/objects/oPlayer1/alarm_4)
- [`objects/oTransition/step.gml`](https://spelunky.ai/wiki/source/objects/oTransition/step)
- [`scripts/scrInitLevel.gml`](https://spelunky.ai/wiki/source/scripts/scrInitLevel)
