Sun Room
This page describes a secret.
The Sun Room is a bonus room of Spelunky Classic, opened by $200,000 in a game, where the player keeps himself and a Damsel alive among traps as long as he can.
It's the first of the three secret challenges behind the trophies of the high scores room, the DAMSEL CHALLENGE. One room, built in the room editor, over a pool of Lava, with Arrow Traps, Spear Traps, Smash Traps and Spring Traps that work on their own, and a Damsel who wanders among them. The score is the seconds the player and the Damsel last, and as it climbs the room drops in lit bombs, then Vampires, then the Ghost.
Generation
#Getting there
#A best money score of $200,000 or more puts a gold trophy at the top of the high scores room's column of trophies, and a door to the Sun Room under it [1]. Climbing up to it, the board beside the trophies reads SUN ROOM and the goal, KEEP YOURSELF AND THE DAMSEL ALIVE FOR AS LONG AS POSSIBLE!, or LOCKED. without the score [2]. In the clip, with gold trophies for money, time and kills, the player climbs the column ledge by ledge, the board naming each room, and goes through the top door [3].
The room
#The room editor laid out the whole room, a screen wide, with the player's entrance, the Damsel, the traps and the vines [4]. A carved sun hangs on the back wall. The bricks around its edge can't be broken, "to prevent the Tunnel Man from tearing up the whole level", as the code's comment says [5]. The player starts with 8 hearts, whoever he plays as [6]; his bombs and ropes can't be used outside a level [7] [8] [9]. The music is the boss music, the same in all three bonus rooms [10].
The challenge
#DAMSEL CHALLENGE BEGINS IN 3... counts down at the bottom of the screen as the room starts [11] [12]. From 100 steps in, a point is counted every 30 steps, a second, shown at the top beside the Damsel's head [13] [14]. The count stops at 99, the most the high scores keep for a bonus room, two digits of one number [15].
After 200 to 300 steps, and then every 100 to 200, something comes in, once the top of the room above the player is open: while a block is there, the room tries again each step [16] [17] [18]:
| Points | What comes in | |
|---|---|---|
| Under 50 | A lit Bomb, at the top of the room above the player | [19] |
| 50 to 79 | A Vampire, flying, at the top of the middle | [20] |
| 80 or more | The Ghost, from the side away from the player, unless it's there already | [21] |
The room's bombs are armed, as the player's and a Monkey's are and no other bomb the game lights is (Unarmed lit bombs) [22] [23].
The challenge ends when the player dies, or when the Damsel dies or is gone: the room then takes all his hearts [24]. FINISHED! comes up, then YOU SET A NEW RECORD! if the points beat the room's best, or BETTER LUCK NEXT TIME... [25]. The points are kept as the room's best in the high scores, which count no play, death or win for it [26] [27]. Attack (or start) goes back to the high scores room, in front of the Sun Room's door [28] [29].
In the clip, the player stands still through the countdown while the Damsel walks into the traps: Arrow Traps shoot her and a Spear Trap stabs at her, and a lit bomb drops above the player and kills him at 10 points. YOU SET A NEW RECORD! follows, the room's first score [30] [31].
Inhabitants
#| Monster | Where | |
|---|---|---|
| Damsel | One, placed in the room, walking about as she does in a level | [4] |
| Vampire | Dropping in from the top of the middle, once the player has 50 points | [20] |
| Ghost | Coming in from a side, once the player has 80 points | [21] |
The Damsel can be picked up and carried as anywhere, and her death ends the challenge. Nothing else lives there [4].
Hazards
#| Hazard | ||
|---|---|---|
| Arrow Traps | Four, in the side walls, firing every 100 to 200 steps whatever is in front of them, while the player is alive | [4] [32] |
| Spear Traps | Two, side by side in the middle of the floor | [4] |
| Smash Traps | Four, on the ledges either side | [4] |
| Spring Traps | Four | [4] |
| Lava | The pool under the floor | [4] |
| Bombs, the Vampires and the Ghost | Dropped in as the points climb (The challenge, above) | [33] |
The Arrow Traps here are the only ones that fire again and again; no level has them [34].
Trivia
#- The countdown isn't even: its 3 and its 2 show for about a second each, its 1 for a third of that, as in the other two bonus rooms [11] [35] [36].
FAQ
#- How do you unlock the Sun Room in Spelunky Classic?
Finish a game with $200,000 or more. The high scores room then has a gold trophy for money, and a door beside it into the Sun Room.
- What do you do in the Sun Room in Spelunky Classic?
Stay alive with the Damsel: a point is counted each second, and the challenge ends when the player dies or the Damsel does. Its traps fire on their own, and bombs, then Vampires, then the Ghost drop in.
- What is the best score in the Sun Room in Spelunky Classic?
99 points, about 100 seconds: the count stops there, and the high scores keep two digits for each bonus room.
- Does the Sun Room count as a game in Spelunky Classic?
No. It keeps its own best score, but adds nothing to the plays, deaths or wins.
See also
#- Found here
- Arrow Trap
- Bomb (Dropped in lit)[37]
- Damsel
- Door
- Ghost (From 80 points)[21]
- Lava
- Smash Trap
- Spear Trap
- Spelunker
- Spring Trap
- Vampire (Dropping in, from 50 points)[20]
- Vine
References
#objects/oHighscores/create.gml:32-39objects/oHighscores/draw.gml:14-40- Clip high-scores-room/climb
- Room
rSun, as the room editor placed it objects/oSunRoom/create.gml:10-17objects/oSunRoom/create.gml:1objects/oPlayer1/step.gml:944-948objects/oPlayer1/step.gml:1045objects/oPlayer1/step.gml:1132-1137scripts/startMusic.gml:75-80objects/oSunRoom/alarm_1.gml:1-2objects/oSunRoom/draw.gml:9-17objects/oSunRoom/alarm_11.gml:1-5objects/oSunRoom/draw.gml:7-8scripts/scrUpdateHighscores.gml:117objects/oSunRoom/create.gml:5objects/oSunRoom/alarm_0.gml:1-8objects/oSunRoom/alarm_0.gml:48-51objects/oSunRoom/alarm_0.gml:29-51objects/oSunRoom/alarm_0.gml:15-28objects/oSunRoom/alarm_0.gml:9-14objects/oSunRoom/alarm_0.gml:31-33A bomb lit by anything but the player, a Monkey or the Sun Room isn't armed.
, docs/quirks.md §1objects/oSunRoom/step.gml:1-14objects/oGame/draw.gml:56-75objects/oPlayer1/step.gml:1901-1914scripts/scrUpdateHighscores.gml:78-117objects/oPlayer1/step.gml:907-941objects/oHighscores/create.gml:104-108- Clip sun-room/challenge
- Replay
fidelity/replays/bonus-sun-damsel.txt, which the clips The damsel challenge and Climbing to the Sun Room play objects/oArrowRepeaterL/step.gml:1-9objects/oSunRoom/alarm_0.gml:1-52oThwompTrap is unreachable
, docs/quirks.md §1objects/oSunRoom/alarm_2.gml:1-2objects/oSunRoom/alarm_3.gml:1objects/oSunRoom/alarm_0.gml:29-47