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.

# Spider

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

*For the bigger spider, see [Giant Spider](https://spelunky.ai/wiki/giant-spider).*

The Spider is a monster in Spelunky Classic that hangs from ceilings in the Mines, drops when the player walks beneath it, and hops at him, biting for 1 heart.

![A black spider with red eyes, crouched on its legs](https://spelunky.ai/wiki/media/f4b0b515497311e0/sprites/sSpider/anim%404x.png)

| Spider    |                                                   |
| --------- | ------------------------------------------------- |
| Health    | 1 hit point[^1]                                   |
| Damage    | 1 heart[^2]                                       |
| Speed     | 2.5 pixels per step[^3]                           |
| Behaviour | Drops from the ceiling and hops at the player[^4] |
| Objects   | `oSpiderHang`, `oSpider`                          |
| Found in  | The Mines                                         |

Level generation hangs Spiders under blocks in the Mines, where each waits for the player to walk
beneath it; elsewhere, Spiders come out of Jars. Once it has dropped, a Spider hops after the
player in short, high jumps and bites him on contact. With 1 hit point, it dies to any damage,
whether from the Whip, a stomp or a thrown Rock.

## Behaviour

**Clip: Spider drop.** A spider hanging from the ceiling drops when the player walks beneath it and leaps at him. ([video](https://spelunky.ai/wiki/media/f4b0b515497311e0/clips/spider/drop/clip.mp4))

A Spider starts out hanging under a block, still. It drops when the player is below it, within 8 pixels of
its middle across and within 90 pixels of it, or when the block it hangs from is gone[^4]. The clip shows one dropping as the player walks beneath
it and leaping onto him.

Once down, it falls under gravity and moves only by hopping. It waits 5–20 steps (0.17–0.67 seconds), then
jumps up at 2–5 pixels per step and across at 2.5 pixels per step, toward the player[^5][^6]. While the
player is within 90 pixels, it jumps at him again each time it lands, with a 1 in 4
chance each time of stopping to wait again instead[^7]. Farther
away, it makes a single hop toward him after each wait[^8], so it
closes in from any distance, only more slowly.

A Spider that falls into water drowns: it stops, sinks, and is removed 30 steps (1 second) later[^9][^10]. It only acts
while it's on screen or just off it[^11][^12].

## Damage

When the player touches a Spider without stomping it, he loses 1 heart, is knocked away
from it, and blinks, invincible, for 30 steps (1 second)[^13]. This is the touch code most monsters share; the
Spider has no attack of its own, and the clip above shows a leap that lands on the player taking him from
four hearts to three.

## Defeating

A Spider has 1 hit point, hanging or after it drops, so any damage kills it[^14][^15]:

| Way                                                                | Damage                                                                     |       |
| ------------------------------------------------------------------ | -------------------------------------------------------------------------- | ----- |
| Whip                                                               | 1 hit point                                                                | [^16] |
| Machete                                                            | 2 hit points                                                               | [^16] |
| Stomp (landing on it, or jumping up into 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 (once dropped)                               | 2                                                                          | [^21] |
| Falling onto Spikes (once dropped)                                 | Kills it                                                                   | [^22] |
| Standing in Lava (once dropped)                                    | Kills it                                                                   | [^23] |
| Ending up inside solid ground                                      | Kills it                                                                   | [^24] |
| Water                                                              | Drowns it                                                                  | [^9]  |

A hanging Spider runs its own step event in place of the one most monsters share, so the hazards in that
event (Spear Traps, Spikes, Lava) only reach a Spider once it has dropped, when its step event runs the
shared one first[^25].

Spiders killed count toward the player's kills, and the screen between levels draws a Spider icon for each[^26][^27]. One
that Spikes, Lava or a Spear Trap killed doesn't count[^28][^29][^30], nor does one that
drowns, which is removed without dying.

## Locations

Level generation makes Spiders only in the Mines, hanging under blocks that have two blocks of
open space below them (with no water there and no monster right under them), outside the starting room and
shops and above the level's bottom 64 pixels. For each such block there's a 1 in 80 chance of a Spider once
the rolls before it have failed: a [Giant Spider](https://spelunky.ai/wiki/giant-spider), on a dark level a lamp or a
Scarab, and a 1 in 60 chance of a [Bat](https://spelunky.ai/wiki/bat)[^31].

Spiders also appear wherever these are:

- **Jars.** A broken Jar makes a Spider with a 1 in 6 chance once its rolls for gold and gems have
  all failed[^32][^33].
- **Olmec's yellow balls**, which turn into a Bat, Spider, [Snake](https://spelunky.ai/wiki/snake), [Frog](https://spelunky.ai/wiki/frog) or [Fire Frog](https://spelunky.ai/wiki/fire-frog)
  when they hit the ground[^34].
- **Kali's altar.** The first time the player destroys one, Kali's head above it releases six Spiders, and
  it does again on a later one if the level is dark and the Ghost is already out[^35][^36][^37].
- **The Stars room**, a bonus room off the high-score room, where a Spider may drop in from the top every
  20 steps, more likely the more Shopkeepers the player has killed there[^38][^39].
- **Custom levels**, as the level editor's tile `s`, a hanging Spider[^40].

## Tips

- A hanging Spider only drops for a player below it and within 8 pixels of its middle across, so one can
  be passed on the ledge above it, or beside it, without it dropping.
- Out of range, a Spider still hops toward the player after every wait of 5–20 steps, so it keeps coming.
- Water kills a Spider that falls in, but the kill isn't counted.

## Trivia

- The Spider's code names a walking state, but nothing ever puts it in it: a Spider only ever waits, hops
  or drowns[^41].
- A commented-out block in its step event would have reversed it at walls[^42], and the Jungle's generation has a commented-out line
  that would have hung Spiders there too[^43].

## FAQ

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

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

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

Hit it once with anything. A Spider has 1 hit point, hanging or not, so a Whip hit, a stomp, a thrown item, a bullet or a Bomb kills it.

### When does a Spider drop in Spelunky Classic?

When the player is below it, within 8 pixels of its middle and 90 pixels of it, or when the block it hangs from is destroyed. It then drops and hops toward him.

### Where do Spiders come from in Spelunky Classic?

Level generation hangs them under blocks in the Mines. Anywhere, one can also come out of a broken Jar or one of Olmec's yellow balls, and six fall from Kali's head the first time the player destroys one of her altars.

### Can Spiders swim in Spelunky Classic?

No. A Spider that falls into water drowns: it stops moving and is gone 30 steps (1 second) later.

## 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/oSpiderHang/create.gml:11`

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

[^3]: `objects/oSpider/step.gml:56`

[^4]: `objects/oSpiderHang/step.gml:17-22`

[^5]: `objects/oSpider/step.gml:40-44`

[^6]: `objects/oSpider/alarm_0.gml:1-13`

[^7]: `objects/oSpider/step.gml:49-64`

[^8]: `objects/oSpider/step.gml:66-70`

[^9]: `objects/oSpider/step.gml:85-94`

[^10]: `objects/oSpider/alarm_1.gml:1`

[^11]: `objects/oSpider/step.gml:3-5`

[^12]: `objects/oSpiderHang/step.gml:1-3`

[^13]: `objects/oEnemy/collision_oCharacter.gml:14-25`

[^14]: `objects/oSpiderHang/step.gml:9-16`

[^15]: `objects/oSpider/step.gml:16-26`

[^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/oSpider/step.gml:11-14`

[^25]: `objects/oSpider/step.gml:1-2`

[^26]: `objects/oSpider/step.gml:19-24`

[^27]: `objects/oTransition/alarm_0.gml:137-141`

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

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

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

[^31]: `scripts/scrEntityGen.gml:45-64`

[^32]: `objects/oJar/destroy.gml:17-22`

[^33]: `objects/oJar/collision_oWhip.gml:9-14`

[^34]: `objects/oYellowBall/step.gml:4-19`

[^35]: `objects/oSacAltarLeft/destroy.gml:11-26`

[^36]: `objects/oSacAltarLeft/destroy.gml:39-47`

[^37]: `objects/oKaliHead/alarm_0.gml:1-8`

[^38]: `objects/oStarsRoom/alarm_11.gml:1-7`

[^39]: `objects/oShopkeeper/step.gml:485`

[^40]: `scripts/scrCreateTileObj.gml:135-138`

[^41]: `objects/oSpider/create.gml:17-22`

[^42]: `objects/oSpider/step.gml:74-79`

[^43]: `scripts/scrEntityGen.gml:273`

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

### Source code

- `objects/oSpiderHang/create.gml`
- `objects/oSpiderHang/step.gml`
- `objects/oSpider/create.gml`
- `objects/oSpider/step.gml`
- `objects/oSpider/alarm_0.gml`
- `objects/oSpider/alarm_1.gml`
- `objects/oEnemy/step.gml`
- `objects/oEnemy/collision_oCharacter.gml`
- `scripts/scrEntityGen.gml`
- `objects/oJar/destroy.gml`
- `objects/oKaliHead/alarm_0.gml`
