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 Temple

From the spelunky.ai wiki: <https://spelunky.ai/wiki/temple>. Verified against the spelunky.ai port [v0.1.10](https://github.com/851-labs/spelunky/releases/tag/v0.1.10) on 28 October 2026.

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.

![A square of grey-brown temple stone laid in blocks](https://spelunky.ai/wiki/media/197bfc59562320b5/sprites/sTemple/frames/0%404x.png)

| The Temple |           |
| ---------- | --------- |
| Levels     | 13–15[^1] |

The Temple's levels are halls of stone blocks, with pools of [Lava](https://spelunky.ai/wiki/lava). Level generation sets arrow,
spear and smash traps here, and an idol room whose ceiling comes down. [Cavemen](https://spelunky.ai/wiki/caveman) and
[Hawkmen](https://spelunky.ai/wiki/hawkman) walk its floors, level generation tries for a [Tomb Lord](https://spelunky.ai/wiki/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

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].

**Clip: 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. ([video](https://spelunky.ai/wiki/media/197bfc59562320b5/clips/temple/shortcut/clip.mp4))

The level is laid out as [the Mines'](https://spelunky.ai/wiki/mines#generation) 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](https://spelunky.ai/wiki/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]:

| Room                                                                                                                                                        | Chance                                                                                                           |                 |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- | --------------- |
| Kali's altar                                                                                                                                                | 1 in 12, once a level                                                                                            | [^10]           |
| [Golden Idol](https://spelunky.ai/wiki/golden-idol) room: the idol under a row of [Ceiling Traps](https://spelunky.ai/wiki/ceiling-trap), between two doors | 1 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 earth                                                                                                            | 1 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](https://spelunky.ai/wiki/gold-bars) and big gems, with [Chests](https://spelunky.ai/wiki/chest) and
[Crates](https://spelunky.ai/wiki/crate)[^16][^17].

A level may be a special level instead:

| Level         | Chance                                                                                                                                                                  |                 |
| ------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------- |
| Sacrifice pit | 1 in 8                                                                                                                                                                  | [^18][^19]      |
| City of Gold  | Level 15, reached through a door on level 14                                                                                                                            | [^20][^21]      |
| Dark level    | 1 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].

**Clip: 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. ([video](https://spelunky.ai/wiki/media/197bfc59562320b5/clips/temple/to-olmec/clip.mp4))

## Inhabitants

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

| Monster                                         | Where                                                               | Chance                                                                           |            |
| ----------------------------------------------- | ------------------------------------------------------------------- | -------------------------------------------------------------------------------- | ---------- |
| [Scarab](https://spelunky.ai/wiki/scarab)       | Hanging under a block, on a dark level only                         | 1 in 40                                                                          | [^28]      |
| [Tomb Lord](https://spelunky.ai/wiki/tomb-lord) | On a block, with two rows of open space above it, three blocks wide | 1 in 40 for each block, on level 13 and one level in four after it, once a level | [^29][^30] |
| [Caveman](https://spelunky.ai/wiki/caveman)     | On a block                                                          | 1 in 40, once the Tomb Lord's roll fails                                         | [^31]      |
| [Hawkman](https://spelunky.ai/wiki/hawkman)     | On a block                                                          | 1 in 40, once the Caveman's fails                                                | [^32]      |

The monsters on top of blocks keep out of the entrance's room. [Magma Men](https://spelunky.ai/wiki/magma-man) rise out of the
lava, and the [Ghost](https://spelunky.ai/wiki/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

- **[Arrow Traps](https://spelunky.ai/wiki/arrow-trap).** 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](https://spelunky.ai/wiki/spear-trap).** 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](https://spelunky.ai/wiki/smash-trap).** One block in sixty, once the monsters' rolls fail, gets a Smash Trap on
  top[^37].
- **[Lava](https://spelunky.ai/wiki/lava)** pools.
- **The idol room's traps.** Lifting the [Golden Idol](https://spelunky.ai/wiki/golden-idol) brings every
  [Ceiling Trap](https://spelunky.ai/wiki/ceiling-trap) on the level down and drops two doors[^38].

## Items and shops

Shops come as in [the Mines](https://spelunky.ai/wiki/mines#shops): 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](https://spelunky.ai/wiki/mines#treasure). 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

- **The City of Gold**, behind a door on level 14.
- **Kali's altars**, and the sacrifice pit.
- **The [Sceptre](https://spelunky.ai/wiki/sceptre)**, which a Tomb Lord on level 13 leaves when it dies.

## Trivia

- The room script makes [Spikes](https://spelunky.ai/wiki/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

### What levels are the Temple in Spelunky Classic?

Levels 13 to 15, after [the Ice Caves](https://spelunky.ai/wiki/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](https://spelunky.ai/wiki/caveman), [Hawkmen](https://spelunky.ai/wiki/hawkman) and, as a rule, a [Tomb Lord](https://spelunky.ai/wiki/tomb-lord) on level 13: level generation tries for one there and on one level in four after it. [Magma Men](https://spelunky.ai/wiki/magma-man) rise from the lava, and a dark level has [Scarabs](https://spelunky.ai/wiki/scarab).

### What traps are in the Temple in Spelunky Classic?

[Arrow Traps](https://spelunky.ai/wiki/arrow-trap), [Spear Traps](https://spelunky.ai/wiki/spear-trap), [Smash Traps](https://spelunky.ai/wiki/smash-trap), [Lava](https://spelunky.ai/wiki/lava), and the [Ceiling Traps](https://spelunky.ai/wiki/ceiling-trap) and doors of its idol room. It has no [Spikes](https://spelunky.ai/wiki/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

- **Found here:** [Arrow Trap](https://spelunky.ai/wiki/arrow-trap), [Bow](https://spelunky.ai/wiki/bow), [Cape](https://spelunky.ai/wiki/cape), [Caveman](https://spelunky.ai/wiki/caveman), [Ceiling Trap](https://spelunky.ai/wiki/ceiling-trap), [Chest](https://spelunky.ai/wiki/chest), [Climbing Gloves](https://spelunky.ai/wiki/climbing-gloves), [Compass](https://spelunky.ai/wiki/compass), [Crate](https://spelunky.ai/wiki/crate), [Ghost](https://spelunky.ai/wiki/ghost), [Gold Bar](https://spelunky.ai/wiki/gold-bar), [Gold Bars](https://spelunky.ai/wiki/gold-bars), [Gold Chunk](https://spelunky.ai/wiki/gold-chunk) (In the rock's gold veins)[^44], [Gold Nugget](https://spelunky.ai/wiki/gold-nugget) (In the rock's rich gold veins)[^45], [Golden Idol](https://spelunky.ai/wiki/golden-idol), [Hawkman](https://spelunky.ai/wiki/hawkman), [Jar](https://spelunky.ai/wiki/jar), [Jetpack](https://spelunky.ai/wiki/jetpack), [Kapala](https://spelunky.ai/wiki/kapala) (Kali's gift, at her altar)[^46], [Lava](https://spelunky.ai/wiki/lava), [Machete](https://spelunky.ai/wiki/machete), [Magma Man](https://spelunky.ai/wiki/magma-man)[^47], [Mattock](https://spelunky.ai/wiki/mattock), [Parachute](https://spelunky.ai/wiki/parachute), [Paste](https://spelunky.ai/wiki/paste), [Pistol](https://spelunky.ai/wiki/pistol), [Pitcher's Mitt](https://spelunky.ai/wiki/pitchers-mitt), [Rock](https://spelunky.ai/wiki/rock), [Scarab](https://spelunky.ai/wiki/scarab), [Sceptre](https://spelunky.ai/wiki/sceptre) (Level 13, from its Tomb Lord)[^48], [Shotgun](https://spelunky.ai/wiki/shotgun), [Skeleton](https://spelunky.ai/wiki/skeleton), [Skull](https://spelunky.ai/wiki/skull), [Smash Trap](https://spelunky.ai/wiki/smash-trap), [Spear Trap](https://spelunky.ai/wiki/spear-trap), [Spectacles](https://spelunky.ai/wiki/spectacles), [Spike Shoes](https://spelunky.ai/wiki/spike-shoes), [Spring Shoes](https://spelunky.ai/wiki/spring-shoes), [Teleporter](https://spelunky.ai/wiki/teleporter), [Tomb Lord](https://spelunky.ai/wiki/tomb-lord), [Trap Block](https://spelunky.ai/wiki/trap-block), [Web](https://spelunky.ai/wiki/web), [Web Cannon](https://spelunky.ai/wiki/web-cannon)

## References

[^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`
