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The Temple

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The Temple is the fourth area of Spelunky Classic, levels 13–15: halls of stone and lava guarded by Tomb Lords, Hawkmen and traps, the way to Olmec's Lair.

The Temple's levels are halls of stone blocks, with pools of Lava. Level generation sets arrow, spear and smash traps here, and an idol room whose ceiling comes down. Cavemen and Hawkmen walk its floors, level generation tries for a Tomb Lord on level 13 and, one time in four, on the levels after it, and level 14 hides the way into the City of Gold. Past the Temple lies Olmec's Lair.

Generation

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The Temple is levels 13 to 15 [1], with its own background [2]. Taking level 12's exit leads to the screen between levels, where the Tunnel Man may wait, and on to level 13; once all three shortcuts are paid for, the title screen's Shortcut House has a door to level 13 [3] [4]. In the first clip, the player takes that door, and in the first Temple level a Tomb Lord walks off a ledge into lava and dies [5].

The level 13 shortcut. The player climbs from the title screen to the Shortcut House and enters its level 13 door. In the first Temple level, a Tomb Lord walks off a ledge into a pool of lava and dies.

The level is laid out as the Mines' are, four rooms by four on a path from the top row to the bottom, from the Temple's own layouts [6]. Its blocks are temple stone, with one in ten a stone block and one in a hundred a block of the Jungle's earth; layouts add Lava (the tiles at a pool's edges as likely stone), ladders and push blocks [7] [8]. Three side rooms in four get a side room's layout, and one of those may be [9]:

RoomChance
Kali's altar1 in 12, once a level[10]
Golden Idol room: the idol under a row of Ceiling Traps, between two doors1 in 12, once the altar's roll fails, once a level; never on a sacrifice pit level, which has an idol of its own[11] [12] [13]
A garden: trees on a floor of the Jungle's earth1 in 12, once the altar's roll fails (1 in 11 once the idol room is made)[14] [15]

The City of Gold's side rooms never get an altar or an idol room, and draw from three more layouts: treasure vaults of Gold Bars and big gems, with Chests and Crates [16] [17].

A level may be a special level instead:

LevelChance
Sacrifice pit1 in 8[18] [19]
City of GoldLevel 15, reached through a door on level 14[20] [21]
Dark level1 in 12, at most once in the area, and never the first level after the title screen, nor one after a level finished 20 seconds or less past a whole minute on its clock[22] [23] [24]

Taking level 15's exit leads to level 16, Olmec's Lair, a room of its own [25]. The second clip shows it: the player crosses level 15 and takes its exit, and Olmec's Lair loads [26].

From the Temple to Olmec's Lair. The player crosses level 15, past Cavemen and lava, and takes its exit. After the screen between levels, level 16 loads: Olmec's Lair, where Olmec waits with his Cavemen.

Inhabitants

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Level generation goes over every block outside the shops [27]:

MonsterWhereChance
ScarabHanging under a block, on a dark level only1 in 40[28]
Tomb LordOn a block, with two rows of open space above it, three blocks wide1 in 40 for each block, on level 13 and one level in four after it, once a level[29] [30]
CavemanOn a block1 in 40, once the Tomb Lord's roll fails[31]
HawkmanOn a block1 in 40, once the Caveman's fails[32]

The monsters on top of blocks keep out of the entrance's room. Magma Men rise out of the lava, and the Ghost comes to a level the player stays on too long, as in every area. In the City of Gold, two of the path's layouts hold a Tomb Lord each [33] [34].

Hazards

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  • Arrow Traps. One stone block in three becomes an Arrow Trap (one in four in the Mines), on the same terms: outside a shop, away from the entrance, with a block behind it and open ground in front [35].
  • Spear Traps. One block in twelve on the surface of the ground, more than 64 pixels from the entrance, becomes a Spear Trap, but not where it would block a passage over the lava [36].
  • Smash Traps. One block in sixty, once the monsters' rolls fail, gets a Smash Trap on top [37].
  • Lava pools.
  • The idol room's traps. Lifting the Golden Idol brings every Ceiling Trap on the level down and drops two doors [38].

Items and shops

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Shops come as in the Mines: a level's chance is 2 in its number (2 in 13 on level 13 down to 2 in 15 on level 15), in a side room beside the path, of the same kinds, and none once the Black Market has been made [39] [24]. A Temple shop is never a Kissing Parlor on a sacrifice pit level, which has a Damsel of its own [13] [40].

Treasure is scattered as in the Mines. One block of stone in 60 that isn't a gold vein holds a big sapphire, and rarer ones a big emerald, a big ruby or an item [41].

Secrets

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  • The City of Gold, behind a door on level 14.
  • Kali's altars, and the sacrifice pit.
  • The Sceptre, which a Tomb Lord on level 13 leaves when it dies.

Trivia

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  • The room script makes Spikes for a 7 tile, one time in three, but none of the Temple's layouts has one, so the Temple has none [42] [24].
  • The garden's comment calls it a "sun room", and its layout is chosen by a roll whose two outcomes are the same string [14] [24].
  • A spear trap that would plug a passage over the lava isn't made, as the code's comment explains: "to keep the spear trap from plugging up lava passage" [43].

FAQ

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What levels are the Temple in Spelunky Classic?

Levels 13 to 15, after the Ice Caves. Taking level 15's exit leads to Olmec's Lair, level 16, the last.

What monsters live in the Temple in Spelunky Classic?

Cavemen, Hawkmen and, as a rule, a Tomb Lord on level 13: level generation tries for one there and on one level in four after it. Magma Men rise from the lava, and a dark level has Scarabs.

What traps are in the Temple in Spelunky Classic?

Arrow Traps, Spear Traps, Smash Traps, Lava, and the Ceiling Traps and doors of its idol room. It has no Spikes.

Where is the City of Gold in Spelunky Classic?

In the Temple: the City of Gold is a secret level 15, reached through a door on level 14.

See also

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References

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  1. scripts/scrInitLevel.gml:28
  2. scripts/scrInitLevel.gml:139-142
  3. objects/oPlayer1/other_animation_end.gml:63-65
  4. objects/oPlayer1/other_animation_end.gml:151-157
  5. Clip temple/shortcut
  6. scripts/scrRoomGen4.gml:48-218
  7. scripts/scrRoomGen4.gml:317-341
  8. scripts/scrRoomGen4.gml:497-500
  9. scripts/scrRoomGen4.gml:68-118
  10. scripts/scrRoomGen4.gml:75-79
  11. scripts/scrRoomGen4.gml:80-88
  12. scripts/scrRoomGen4.gml:111
  13. scripts/scrLevelGen.gml:84-86
  14. scripts/scrRoomGen4.gml:103-108
  15. scripts/scrRoomGen4.gml:505-559
  16. scripts/scrRoomGen4.gml:70-74
  17. scripts/scrRoomGen4.gml:112-115
  18. scripts/scrLevelGen.gml:71-87
  19. scripts/scrClearGlobals.gml:60
  20. scripts/scrEntityGen.gml:387-389
  21. objects/oPlayer1/step.gml:880
  22. scripts/scrInitLevel.gml:167-174
  23. scripts/scrClearGlobals.gml:54
  24. Quirk 1 (docs/quirks.md)
  25. objects/oTransition/step.gml:26
  26. Clip temple/to-olmec
  27. scripts/scrEntityGen.gml:391-480
  28. scripts/scrEntityGen.gml:445-450
  29. scripts/scrEntityGen.gml:382-385
  30. scripts/scrEntityGen.gml:457-464
  31. scripts/scrEntityGen.gml:465
  32. scripts/scrEntityGen.gml:466
  33. scripts/scrRoomGen4.gml:122-140
  34. scripts/scrRoomGen4.gml:426-429
  35. scripts/scrEntityGen.gml:497-524
  36. scripts/scrEntityGen.gml:410-442
  37. scripts/scrEntityGen.gml:467-471
  38. objects/oPlayer1/step.gml:1252-1266
  39. scripts/scrLevelGen.gml:239-297
  40. scripts/scrRoomGen4.gml:155-188
  41. objects/oTemple/create.gml:5-16
  42. scripts/scrRoomGen4.gml:340
  43. scripts/scrEntityGen.gml:422-427
  44. objects/oTemple/destroy.gml:12-32
  45. objects/oTemple/destroy.gml:21-32
  46. scripts/scrRoomGen4.gml:371-377
  47. objects/oLava/step.gml:6-15
  48. objects/oTombLord/step.gml:23

Source code

  • scripts/scrInitLevel.gml
  • scripts/scrLevelGen.gml
  • scripts/scrRoomGen4.gml
  • scripts/scrEntityGen.gml
  • objects/oTransition/step.gml
  • objects/oTemple/create.gml
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