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.

# Skeleton

From the spelunky.ai wiki: <https://spelunky.ai/wiki/skeleton>. Verified against the spelunky.ai port [v0.1.8](https://github.com/851-labs/spelunky/releases/tag/v0.1.8) on 27 October 2026.

The Skeleton is a monster in Spelunky Classic that rises from a pile of bones as the player comes near, then walks at him and hurts him for 1 heart on contact.

![A white skeleton walking with its arms held out](https://spelunky.ai/wiki/media/f4b0b515497311e0/sprites/sSkeletonWalkLeft/anim%404x.png)

| Skeleton  |                                                                   |
| --------- | ----------------------------------------------------------------- |
| Health    | 1 hit point[^1]                                                   |
| Damage    | 1 heart[^2]                                                       |
| Speed     | 1 pixel per step[^3]                                              |
| Behaviour | Rises from bones, then walks at the player[^4]                    |
| Objects   | `oFakeBones`, `oSkeleton`                                         |
| Found in  | The Mines, The Jungle, The Ice Caves, The Temple, Graveyard level |
| Drops     | Skull                                                             |

Level generation scatters piles of bones through every area, and 1 in 8 of them is a Skeleton waiting to
rise. When the player comes level with one, it stands up and walks toward him; it has no attack beyond
touching him. With 1 hit point, it dies to any damage, and falls apart into bones and a
Skull.

## Behaviour

**Clip: Skeleton rising.** A pile of bones in a Jungle cemetery rises into a skeleton as the player runs at it, and he jumps on it as it stands up. ([video](https://spelunky.ai/wiki/media/f4b0b515497311e0/clips/skeleton/rise/clip.mp4))

A Skeleton starts out as a pile of bones on the ground, which falls if the ground under it goes[^5]. When the player is within 8 pixels of the pile's middle
in height and 64 pixels of it across, the bones rise; when the rising animation ends, the pile is a
Skeleton[^4][^6]. The pile only does this while it's on
screen[^7]. The clip shows a pile on a Jungle graveyard level
rising as the player runs at it, and the player jumping on the Skeleton as it stands up.

A new Skeleton faces the player if he's there yet; one from a custom level's tile `K` is made before him,
and faces right[^8][^9][^10]. It stands for
20 steps (0.67 seconds), and then walks the way
it faces at 1 pixel per step (30 per second), turning
around at walls[^11][^12]. It doesn't stop to rest, and it doesn't turn at the edge
of a ledge, so it walks off ([Trivia](https://spelunky.ai/wiki/skeleton#trivia)). It only acts while it's on screen or just off it[^13].

## Damage

When the player touches a Skeleton without stomping it, he loses 1 heart, is knocked
away from it, and blinks, invincible, for 30 steps (1 second)[^14]. This is the touch code most monsters share;
the Skeleton has no attack of its own. A pile of bones that hasn't risen does nothing to him.

## Defeating

A Skeleton has 1 hit point, so any damage kills it[^15]:

| Way                                                                | Damage                                                                     |       |
| ------------------------------------------------------------------ | -------------------------------------------------------------------------- | ----- |
| Whip                                                               | 1 hit point                                                                | [^16] |
| Machete                                                            | 2 hit points                                                               | [^16] |
| Stomp (landing on it)                                              | 1, plus 1 for every 16 steps of falling; three times that with Spike Shoes | [^17] |
| A thrown item moving faster than 2 pixels per step, such as a Rock | 1                                                                          | [^18] |
| A Shotgun or Pistol bullet                                         | 4 hit points                                                               | [^19] |
| A Bomb's explosion                                                 | 30 hit points                                                              | [^20] |
| A Spear Trap's spears                                              | 2                                                                          | [^21] |
| Falling onto Spikes                                                | Kills it                                                                   | [^22] |
| Standing in Lava                                                   | Kills it                                                                   | [^23] |
| Ending up inside solid ground                                      | Kills it                                                                   | [^24] |

A pile of bones that hasn't risen isn't a monster yet, and nothing hurts it.

**Clip: Skeleton whipped apart.** A skeleton walks at the player, who whips it once: it falls apart into three bones and a skull, which shatters as it lands. ([video](https://spelunky.ai/wiki/media/f4b0b515497311e0/clips/skeleton/whip/clip.mp4))

A Skeleton that dies falls apart into three bones and a Skull, thrown upward[^25]. The clip shows the Whip breaking up a Skeleton that walks
at the player; its Skull shatters as it lands. Skeletons killed count toward the player's kills, and the
screen between levels draws a Skeleton icon for each[^26][^27]. One that Spikes, Lava or a Spear Trap killed
doesn't count[^28][^29][^30].

## Locations

Level generation leaves piles of bones in the Mines, the Jungle,
the Ice Caves and the Temple, as one of the things it may put on a block with
open space above it, after the rolls for the things before it have failed. The chance depends on the spot
and on the level number[^31]:

| Spot                                                               | Chance of a pile       |       |
| ------------------------------------------------------------------ | ---------------------- | ----- |
| An alcove: a space one block high with a wall on at least one side | 1 in (40 − 2 × level)  | [^32] |
| A tunnel: a space with a wall on both sides                        | 1 in (80 − level)      | [^33] |
| Open ground                                                        | 1 in (140 − 2 × level) | [^34] |

Each pile has a 1 in 8 chance of being one that rises as a Skeleton; the others are plain bones with a
Skull beside them, and never rise[^35]. On a
graveyard level in the Jungle, each chance is 11 times higher[^36], and the graveyard's rooms have piles of their own, every one of
which rises ([Trivia](https://spelunky.ai/wiki/skeleton#trivia))[^37].

In custom levels, the level editor's tile `K` is a Skeleton, ready to walk, and its tile
`k` is plain bones with a Skull, which never rise[^38][^39].

## Tips

- A pile that will rise has its skull in the pile. A pile that won't has no skull in it, and a separate
  Skull lies beside it.
- A pile only rises for a player at about its own height, so passing above or below it leaves it be.
- A Skeleton walks off ledges, so one on a platform doesn't stay there.

## Trivia

- The Skeleton's step event has two blocks commented out that would have turned it around at the edge of
  a ledge and stopped it at random, the latter the same lines as the [Caveman](https://spelunky.ai/wiki/caveman)'s[^40][^41][^42].
- For each bone tile in the graveyard's rooms, the code chooses between rising bones and a Jar
  with `if (rand(1,2))`, but `rand(1,2)` is 1 or 2, and both count as true, so it always makes bones[^43]:

  ```gml scripts/scrRoomGen2.gml:490-494
  else if (tile == "p")
  {
      if (rand(1,2)) instance_create(xpos, ypos, oFakeBones);
      else instance_create(xpos+8, ypos+10, oJar);
  }
  ```

  `scripts/scrRoomGen2.gml:490-494`, 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)).

## FAQ

### How much damage does a Skeleton do in Spelunky Classic?

1 heart per touch. Touching a Skeleton costs the player 1 heart, knocks him back and makes him invincible for 30 steps (1 second).

### How do you kill a Skeleton in Spelunky Classic?

Hit it once with anything. A Skeleton has 1 hit point, so a Whip hit, a stomp, a thrown item, a bullet or a Bomb kills it, and it falls apart into bones and a Skull.

### How do you tell which bones will rise in Spelunky Classic?

By the skull. A pile that will rise as a Skeleton has its skull in the pile; a pile that won't has no skull in it, and a separate Skull lying beside it.

### Where do Skeletons appear in Spelunky Classic?

In every area: 1 in 8 of the piles of bones level generation leaves in the Mines, the Jungle, the Ice Caves and the Temple rise as Skeletons. Graveyard levels have many more.

## See also

- **Damaged by:** Whip, Machete, Spikes, Stomping[^17], Throwing[^18], Shotgun[^19], Pistol[^19], Bomb[^20], Spear Trap[^21], Lava[^44]

## References

[^1]: `objects/oSkeleton/create.gml:10`

[^2]: `objects/oEnemy/collision_oCharacter.gml:25`

[^3]: `objects/oSkeleton/step.gml:75`

[^4]: `objects/oFakeBones/step.gml:15-18`

[^5]: `objects/oFakeBones/step.gml:4-13`

[^6]: `objects/oFakeBones/other_animation_end.gml:1-5`

[^7]: `objects/oFakeBones/step.gml:1-3`

[^8]: `objects/oSkeleton/create.gml:27-31`

[^9]: `scripts/scrLoadLevel.gml:100`

[^10]: `scripts/scrLoadLevel.gml:162-173`

[^11]: `objects/oSkeleton/step.gml:37-61`

[^12]: `objects/oSkeleton/step.gml:75-76`

[^13]: `objects/oSkeleton/step.gml:3-5`

[^14]: `objects/oEnemy/collision_oCharacter.gml:14-25`

[^15]: `objects/oSkeleton/step.gml:16-32`

[^16]: `objects/oEnemy/collision_oWhip.gml:1`

[^17]: `objects/oEnemy/collision_oCharacter.gml:6-10`

[^18]: `objects/oItem/step.gml:256-348`

[^19]: `objects/oBullet/collision_oEnemy.gml:16`

[^20]: `objects/oExplosion/collision_oEnemy.gml:14`

[^21]: `objects/oEnemy/step.gml:76-106`

[^22]: `objects/oEnemy/step.gml:108-128`

[^23]: `objects/oEnemy/step.gml:65-74`

[^24]: `objects/oSkeleton/step.gml:11-14`

[^25]: `objects/oSkeleton/step.gml:16-24`

[^26]: `objects/oSkeleton/step.gml:25-30`

[^27]: `objects/oTransition/alarm_0.gml:155-159`

[^28]: `objects/oEnemy/step.gml:68`

[^29]: `objects/oEnemy/step.gml:101`

[^30]: `objects/oEnemy/step.gml:120`

[^31]: `scripts/scrTreasureGen.gml:47-133`

[^32]: `scripts/scrTreasureGen.gml:80`

[^33]: `scripts/scrTreasureGen.gml:103`

[^34]: `scripts/scrTreasureGen.gml:124`

[^35]: `scripts/scrTreasureGen.gml:82-87`

[^36]: `scripts/scrEntityGen.gml:257`

[^37]: `scripts/scrRoomGen2.gml:490-494`

[^38]: `scripts/scrCreateTileObj.gml:122-126`

[^39]: `scripts/scrCreateTileObj.gml:143-146`

[^40]: `objects/oSkeleton/step.gml:62-73`

[^41]: `objects/oSkeleton/step.gml:78-85`

[^42]: `objects/oCaveman/step.gml:109-114`

[^43]: `scripts/rand.gml:1-2`

[^44]: `objects/oEnemy/step.gml:63-74`

### Source code

- `objects/oFakeBones/step.gml`
- `objects/oFakeBones/other_animation_end.gml`
- `objects/oSkeleton/create.gml`
- `objects/oSkeleton/step.gml`
- `objects/oEnemy/step.gml`
- `objects/oEnemy/collision_oCharacter.gml`
- `scripts/scrTreasureGen.gml`
- `scripts/scrRoomGen2.gml`
