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Spelunky Guide – Passive Item List

Part two of the comprehensive item list for Spelunky. This article comprises of items that are supplementary and/or passive for your Spelunker. Usually these items can be physically equipped by your Spelunker, and do not need to be carried, thus providing an analogous and stackable benefit to your Spelunker.

Spectacles

  • Base cost: seven thousand two hundred (7,200).
  • Incremental cost: eight hundred (800).
    • Journal entry: A nice pair of spectacles that lets you see things you normally wouldn’t.

The yellow rimmed spectacles are an odd accessory item, in that their use is overlapped by the udjat eye, making these redundant. If you utilize a shortcut past the mines, or somehow miss the golden chest with the udjat eye, then the spectacles can be of use to your Spelunker. The issue is that the spectacles reveal the same exact things as the udjat eye – all the hidden gemstones and items in the terrain tiles, along with revealing additional gold veins. The spectacles cannot seek out the entrance to the black market, or anything else secret though.

The only thing different about the spectacles, versus the udjat eye, is that they improve visibility in the darkness covered levels. The distance in which you can see in those darkness levels is extended a small amount. Though many traps and enemies are illuminated with torches, some are not, most especially giant spiders and spike traps that can easily mean the death of your Spelunker.

Because of how the udjat eye overlaps with the spectacles, there is little reason to spending the eight thousand treasure to acquire them, unless you will not be able to acquire the udjat eye for the rest of your play through. Even then, unless you are to come into the possession of a mattock, there is not a pressing reason to acquire the spectacles either. You would be better spending your earned treasure on some bombs, ropes, or some other item, if you have a choice in the matter. The spectacles are one of the items that can be found in crates and given to you by Kali, by accruing enough favor – typically sacrificing a living damsel.

Climbing Gloves

  • Base cost: seven thousand two hundred (7,200).
  • Incremental cost: eight hundred (800).
    • Journal entry: They protect your hands and let you to cling to even the most slippery of walls.

Climbing gloves have the model of a large, bright green and open palmed glove. Easily two thirds the size of the Spelunker. Acquiring the climbing gloves makes the item’s icon appear on the scroll, and grants the Spelunker the passive ability to cling to any vertical surface with the press of the jump bound key. If you have ever had difficulty in reaching a higher ledge, then you will find solace in these climbing gloves. Your Spelunker basically acts like he or she is grabbing onto a ledge whenever you activate the climbing glove’s special ability.

With this accessory item, your Spelunker’s ability is limited only by the proximity of a surface’s edge to where you want to go, if a horizontal surface is blocking your Spelunker’s way up too much, and if an area is just entirely closed off by terrain tiles. Your resource of ropes becomes much less stressed, and instead used more appropriately for scaling vertical and narrow openings where there are no edges nearby. You have the recourse to latch onto any edge or wall to prevent your Spelunker from plummeting and hurting himself or herself.

Truthfully, your Spelunker with this item becomes more like a true explorer, like he should have been able to do this all along. Maybe your Spelunker would have if he was properly prepared for the caverns. The climbing gloves are best suited with the cape, as the two of them combined complement each other very well. The two of them together, as well, are close to the price of a jetpack as well. Climbing gloves are not made obsolete with a jetpack however. Instead, the climbing gloves become supplementary. You can cling to a wall to recharge the boosters of a jetpack. And with the two of those together, the jetpack and climbing gloves, your Spelunker’s limitation to flat surfaces is a distant concern. With those two items your Spelunker has the most freedom possible to be attainable, unless you count gratuitous destruction of the level in the form of the plasma cannon. Then those three items together would be the most freedom, presuming you do not kill your Spelunker in the rampage. It has happened. And it will happen.

Spring Shoes

  • Base cost: four thousand five hundred (4,500).
  • Incremental cost: five hundred (500).
    • Journal entry: Puts a spring in your step.

The spring shoes have a similar model to the spike shoes, as they are a large brown boot, with an orange toe and a pair of white metal coils. The spring shoes are a fairly common passive item that boosts the height and speed of your Spelunker’s jumps. Your Spelunker feels lighter and faster as a result. They can be helpful in reaching places that normally would be slightly too high to reach, lessening the strain on your ropes, but the spring shoes become more effective when paired with the cape and the climbing gloves. Either one will do – both are best; though the spring shoes provide a greater boon with the climbing gloves, as that is one half of what you do with the climbing gloves – jump and climb.

You can often find these spring shoes in crates, and the shops that spawn in the mines. There is no incompatibility or overlapping properties with the spring shoes, so other than a prohibiting strain on your treasure that would stop you from getting something of higher priority, there is not a reason to not get them.

The spring shoes can be used more offensively if you combine them with spike shoes, as you gain greater reach and accuracy with your jumps.

Spike Shoes

  • Base cost: three thousand five hundred (3,500).
  • Incremental cost: five hundred (500).
    • Journal entry: Hiking boots fitted with sharp spikes on their soles.

The spike shoes have a model of a lone boot, facing left, with prominent white spikes on the sole. This accessory item amplifies the damage of the Spelunker’s jump attack, increasing it to three whole damage. The spike shoes have the further effect of breaking through the jump attack immunity some monsters have, like the queen bee or giant frogs. They also grant your Spelunker enough traction on the ice in the ice caverns that your Spelunker will walk and run as if on a normal terrain tile.

With these spike shoes, you are able to accumulate a high degree of damage quickly on high health monsters, so long as you angle your Spelunker back towards the monster you are attacking, as there would be just a brief bounce before your Spelunker’s boots reconnect to the monster’s hide, damaging it once again. You still cannot jump onto a mantrap though, as they will swallow your Spelunker instead…

Spike shoes are fairly common from shops and crates just like the spring shoes. For some reason, spike shoes are priced a little less than spring shoes, despite that spike shoes have a more dramatic bonus. Since spike boots improve another damaging aspect of your Spelunker, they are very useful to have. If you have to choose between the spike shoes and something like the shotgun, then you should obviously choose the shotgun, but when there is not that kind of pressing choice to be made, the spike shoes are an item important to acquire. If you combine the spike shoes and the spring shoes together, your Spelunker will become much more formidable as their bonuses can both apply to the Spelunker.

Pitcher’s Mitt

  • Base cost: three thousand six hundred (3,600).
  • Incremental cost: four hundred (400).
    • Journal entry: It improves your throwing and catching skills!

The pitcher’s mitt has a model a lot like you would expect, a large brown baseball glove – more than half the size of the Spelunker comically enough. This accessory item alters the way the Spelunker throws items. Instead of a slow arc - of hardly variable degrees - the Spelunker now throws items in a straight, swift line, a lot like he or she is launching a baseball. The speed difference is stark with the pitcher’s mitt, with items rocketing out of the Spelunker’s hands. With the pitcher’s mitt, it matters not what the weight of the item your Spelunker is throwing. They will all travel at the same speed and trajectory. If you’ve cared to watch how an arrow launches from the arrow trap, the pitcher’s mitt mimics from the arrow trap the rate and way an object is flung.

Your accuracy with throwing is heightened with the pitcher’s mitt, serving as a complementing passive item to the paste bomb. Though this item serves a benefit to your Spelunker, you can make due in a play through without this item; therefor, the priority of acquiring the pitcher’s mitt is lower. It can even be a detriment to your Spelunker, or rather to you. As you become experienced with the capabilities of your Spelunker, you grow accustomed to the oblique trajectories of what the Spelunker throws, so much so it becomes a habit. You come to expect an object to be thrown in such and such a way that is entirely opposite to what the pitcher’s mitt causes. This learned behavior is lessened the more often you acquire the pitcher’s mitt, but because of the item’s low priority this counteraction has low opportunity. This issue can lead to mistakes, resulting in flustering damage to your Spelunker…

You may however be immune to this conditioning, and thus be able to use the pitcher’s mitt more to its rightful purpose. Beware, thrown items with the pitcher’s mitt travel much farther. They can and will speed off screen, soaring until they strike a solid tile or some other obstruction. Ordinarily this is of little concern. Yet this does have the possibility of triggering a so far unseen arrow trap, or striking a friendly entity. The worst thing that could happen is you throw an object; it rockets across the screen and out of sight, and strikes a shopkeeper. This shopkeeper would then enrage and chase after your Spelunker. This would likely be surprising, as you had not expected a shopkeeper to be there due to your careless throw, and the shopkeeper would have the entirety of the upper hand – both his speed and strength, and then also surprise. The way to routinely defeat a shopkeeper is to have a plan, and absolutely not to be reactionary.

Parachute

  • Base cost: one thousand eight hundred (1,800).
  • Incremental cost: two hundred (200).
    • Journal entry: It will deploy automatically as you’re falling.

There has to be one item that is considered junk, often glanced over and disregarded. The parachute is as close as you can get to that. It is not actually worthless, but it is relatively common, the cheapest item to purchase in the entire game, and the least useful of them all. The parachute’s model is a squarely folded cloth, light brown, with a cross binding of rope. There’s no way to manually trigger the parachute, owing to a portion of its deficient utility to your Spelunker. When your Spelunker falls, and is nearly at where he or she would normally tumble from falling damage after an impact with the ground, the parachute shoots out and expands, greatly slowing your Spelunker’s fall just moments before he or she touches the ground, cancelling out the accumulated momentum that would result in falling damage. This sounds a lot like the drifting effect of the cape, because it is, except only for a couple seconds at most until your Spelunker touches the ground, and then the parachute drops in a heap, useless.

The fact that the parachute is a one time use, consumable item is what truly makes it the most overlooked and inconsequential item in the game. To add insult to injury, your Spelunker can only hold a single parachute at a time. So if you pick up another parachute, it will go to waste just as if your Spelunker picked up a double of any other accessory, passive item. This result is in line with how the game orders things, but is detrimental and antithesis to the properties and benefits of a consumable item.

Though there are those problems with the parachute, there are still some reasons to acquire one. To explain, this requires some elaboration. Shops spawn generally once to twice per zone, and contain within them a randomized selection of goods, the variables in which are set within the parameters of the shop type it is. And that randomized selection of goods is limited to four. One of these slots may be taken up by the parachute. Not including the one time accessible black market, what is available to purchase for your Spelunker is limited and restricted in a play through. That limitation and restriction is because of the irregular load out of goods, the type of shops, and the appearance of them.

Earlier on in the game, even if you are collecting treasure diligently, you need to manage how much you spend in the hopes you can come across an item of higher priority, specifically the jetpack. It is actually possible to never find a jetpack in a shop during a play through, either from a small to no amount of the necessary shop type to find a jetpack appearing, or the jetpack just does not spawn when that shop type appears. It is rare to even find a shop in the temple zone as well.

From that scenario, a few things can happen. You can actually come across your desired items, like a jetpack and a shotgun, and then your growing pool of treasure has more freedom as to where it can be spent. With only four items to choose from in each store, and a limit of that per level, there is little reason to not purchase a parachute when your Spelunker’s treasure has not much elsewhere to go. This is so long as you have purchased anything else from that store that is of use and is not a duplicate of an accessory item your Spelunker is in possession of.

This ballooning effect on your amassing treasure escalates the farther your play through is, modified by the degree of fortune you have in the form of quantity of accessible treasure, possession of a mattock, and how adamant you are in pursuit of treasure.

Or something else could happen. You have not found your highly wanted items in the shops, and it is so late in your play through that it is threateningly possible you will not find them before you will see next to zero shops. Again, there is that limit of four items in a shop, and one of them is a parachute. It becomes increasingly unlikely you will find the item you are holding your treasure for. So, instead of gambling that you will be able to find what you are looking for, you could opt to purchase what is in the shop to give your Spelunker an immediate advantage. The last of those purchases should be the parachute, due to its limited use.

A parachute, in the end, is a failsafe. If you happen to make a mistake and fall too far, it will save you from falling damage, and the sometimes more deadly stun that dazes your Spelunker. This is like a transient one heart of health added to your Spelunker that costs a meager two thousand or so treasure. Yet the cape and the jetpack render this limited consumable item almost completely obsolete, with its only window of use occurring with human error. It would be very unlikely you would receive falling damage with a cape, as that is essentially a triggered parachute with no limitation. If your Spelunker does get thrown off an edge though, paralyzed whilst falling, the parachute would prevent your Spelunker from receiving falling damage.

Bomb Paste

  • Base cost: two thousand seven hundred (2,700).
  • Incremental cost: three hundred (300).
    • Journal entry: Coat your bombs with this and they’ll stick to pretty much anything.

A fairly economically priced accessory item, the bomb paste, has the model of a large, wide brimmed jar of glass filled with a white substance, like wet glue. Its contents are more likely congealed or concentrated webbing though. The bomb paste is in no way manually triggered. This passive item instead adds an additional attribute onto your Spelunker’s bombs, turning them in a versatile sticky bomb. The time for a bomb to detonate, or how it is thrown and placed is not altered in any way. The appearance of the bombs is however. Instead of the plain black metal shell, the bomb is covered over with a pasty film, which gives them such a conspicuous appearance every time you take out a bomb you will not forget the bomb paste’s added attribute.

To elaborate, the bomb paste causes a bomb to stick to whatever it ends up touching. If you throw it at a wall, it will latch onto the wall right where it would normally ricochet and bounce off. If you lob it at a monster, it will attach to the monster and the fuse will burn until it detonates, right on top of the monster. Normally, the bomb would tumble through the monster, dealing a single damage, and then detonate wherever it rolled to a halt. Without the bomb paste, to be able to land a bomb blast in an out of reach place or a moving monster, you would have to time the explosion of your bomb with utmost precision. A monster that is moving around is more difficult to land a blast on, as the proximity with the monster and your Spelunker is in flux, and if the monster is one capable of some kind of flight, then the y axis also must be taken into calculation. With the bomb paste, you can do all of those things with incredible ease. Keep in mind your Spelunker will still be susceptible to the blast of the bomb, as your Spelunker comes into greater risk when sticking a bomb to a monster. Monsters are typically aggressive and pursue the Spelunker, especially mini bosses. If you stick a bomb onto monster, for example the bee queen, then you need to put a larger distance between your Spelunker and the bee queen for when the bomb detonates. In the process of that, you also need to make sure you do not get trapped between a wall and the bee queen. Normally you would be able to jump on top of the bee queen, and bounce across to get past her, but the time it takes to do that – while bringing your Spelunker in very close proximity to the bee queen whom is a rapidly ticking time bomb – may get your Spelunker caught in the bomb blast and kill your Spelunker.

The damsel is susceptible to having a bomb stuck onto him or her, just like any other living or once living entity in the game. A degree more caution is required with the damsel around. The damsel’s behavior of running aimlessly after getting up can be used a bomb delivery system, if you are so willing to sacrifice a damsel. If it’s between defeating a boss or mini boss without risk of high harm to your Spelunker, then it would be worth it.

There is a less practical and more obscure effect the bomb paste adds to the Spelunker’s bomb. When a bomb is caught in the blast of another bomb, it will not prematurely detonate as per the normal. The bomb paste gives it in some inexplicable immunity to another bomb’s blast. Using this property, you could potentially stagger a series of bombs, by landing them at different and specific intervals from each other. This could be applied for quickly drilling down through the deep flooring of Olmec’s lair.

Though the bomb paste is hardly a costly passive item to acquire, it has great utility and therefor strength for the Spelunker. It can be an integral item to acquire for a serious play through, especially one that is intended to reach and defeat hell. With the bomb paste, there is rarely a bomb that is wasted any longer. Perhaps a reason why the bomb paste is priced so low is because it is easily acquired from a giant spider, a mini boss encountered commonly at least once in the mines. If a random level event spawns for ‘my skin is crawling!’ then there will be a few to several giant spiders scattered throughout that level, perched high, just above their two tiles of web. There is no chance drop for the bomb paste either from the giant spider. Every giant spider you defeat will drop the bomb paste. Of course, if you pick up a bomb paste if you already possess one, then there will be no resulted benefit.

The bomb paste is complemented well by the pitcher’s mitt, as the pitcher’s mitt will send throwable items – including the bombs – in a straight line at a quick pace.

Kapala

  • Base cost: unable to be purchased.
    • Journal entry: A cup made from a human skull. It’s used in bloody rituals.

The kapala is the highly desired accessory item rewarded from building high enough favor with kali, by sacrificing stunned humanoids or monsters on her altar. When you have reached a favor valuing sixteen, the white and shadowy chalice shaped like a human skull will spawn atop the altar, able to be picked up by your Spelunker. You need not scramble around the levels to find bodies to sacrifice to kali, when an altar has fortunately spawned. Sacrificing a total of two damsels is just enough to earn the kapala. Of course this would be trading two hearts of health in exchange for the kapala, and the earlier reward of a random accessory item, but the kapala is that valuable to warrant such a trade.

The kapala’s special attribute grants the Spelunker a heart of health at a time when the chalice is filled to the brim with blood, so much so that the eyes and nose weep with the crimson liquid. The splattering of blood droplets from injured and defeated humanoids and monsters has previously served no purpose but for graphical immersion. With the kapala, every droplet of blood fills one eight of the chalice’s capacity. After you have fully filled the kapala chalice, and ‘drunk’ from it to receive the heart of health, the kapala chalice will empty and be able to be filled once again. This means that there is no prohibitive limit on the kapala chalice itself as to how much hearts of health it can grant your Spelunker. Your only restriction is simply how much blood you can gather from the monsters and humanoids in the levels and zones.

The droplets of blood that spray from injured and defeated monsters and humanoids do not automatically seek your Spelunker’s kapala chalice, attributing to one of the two deficiencies of the kapala. Your Spelunker must come into physical contact with the blood droplet before it perceptibly disappears. Due to how the droplets of blood scatter in varied directions, it is infeasible to soak up all the blood droplets after they have dispersed. Contrary to how a serious play through is normally engaged, this scattering of blood encourages you to be as close to your quarry as possible, placing your Spelunker on a knife’s edge. This is because the closer you are to an enemy, the higher the rate is for injury.

The other deficiency of the kapala chalice is that it does not mix well with any kind of ranged attack and weaponry. The blood will scatter and disappear uselessly when a monster or humanoid is struck from afar. You could be quick enough to pick up a single droplet, but this method of blood harvesting is largely ineffective.

There are a couple ways of collecting blood in more ample quantities. When a body is sacrificed to the altar, it erupts in a burst of blood. Do not move from the spot you place the body on the altar, and you will collect most if not all of the sprayed blood, filling the kapala chalice a great amount. This has the encouraging effect of continually sacrificing to kali, whether or not this was intended by Spelunky’s creators. Regardless there still remain benefits to continue to sacrifice to kali, past the kapala chalice, as she will gradually reward you with direct hearts of health independent of the blood filling the kapala chalice.

The other way to collect blood in larger amounts is from the mummies encountered in the temple. When a mummy turns aggressive towards a Spelunker and comes into close enough proximity, the mummy will puke out a swarm of flies. Accompanying these flies is droplets of vomit. Though this is not the color of what the model of the kapala chalice fills with, it does count towards blood collected by it. Exploiting this, you need not injure or kill anything to collect blood. If you can safely stand a tile below a mummy, you can easily gain multiple hearts of health. Just do not forget to give yourself enough time to make it to the exit before the ghost comes, or else be prepared to get past the ghost.

Ankh

  • Base cost: fifty thousand (50,000).
  • Incremental cost: none, this item has a fixed price.
    • Journal entry: A magical artifact that symbolizes eternal life.

The ankh is one of the four Egyptian artifacts featured in the game that are necessary to gain access to the secret level of the city gold, and consequently the secret zone of hell. The ankh’s contribution to the steps necessary to reach the city of gold uses the ankh’s supernatural powers that are given to the Spelunker. The ankh’s power is a full resurrection from any kind of death. The Spelunker keeps any accessory items he or she had with them when the Spelunker perished. The ankh will only resurrect the Spelunker once though. Once it restores the Spelunker’s health to four hearts, the ankh will shatter into multiple pieces and disappear. Because of this, if your play through is meant to reach the city of gold and hell, then you cannot take advantage of the ankh’s powers, as you must purposefully kill your Spelunker in a level of the ice caverns that has the spawned moai statue. It can be somewhat cathartic to leap off the edge and disappear into the abyss, with no death screen for a consequence and instead you are met with a resurrection inside the statue.

Obviously the ankh’s priority for a play through intended to reach the city of gold, and hell, is set to necessary, with not obtaining it resulting in failure. However, if you do not mean to reach the city of gold, then the priority of the ankh is high. If you can, you should purchase it, as it can literally save your play through from being lost, such is the way of the final death mechanic in Spelunky. The ankh’s enormous cost is prohibitive in the factor of obtaining it though. It is actually the most costly item in the entirety of Spelunky, but can only be purchased from the black market, which is another prohibitive factor in obtaining it, as you must find the entrance to the black market in the jungle either from a very low chance or using the hedjet eye to guide you to it.

Compass

  • Base cost: two thousand seven hundred (2,700).
  • Incremental cost: three hundred (300).
    • Journal entry: This compass always points the way to the exit.

The compass is a moderately common accessory item to find. Its model is that of a large disc, fringed with green, with a red arrow and a black arrow facing the opposite directions of north and west over a white background.

The compass has a unique effect of guiding you not towards treasure, damsel, item, nor shop, but the exit of each and every level your Spelunker steps into. A red arrow, like the one inside the compass’s model, appears at the corner of your game’s screen, pointing towards the direction of the level’s exit. The arrow will slide and move around to adjust to the most direct place that accurately relays the position of the exit door.

With a fair amount of experience playing Spelunky, and learning from this guide, you will come to know that the location of the exit door per zone is located in a general area. Usually, the door is somewhere on the bottom elevation of the level. This can plot your course as to where to head to for progressing through a level and heading towards the exit. However, the position is never exact.

This broad estimation forces you to guess which side of the level you climb down from, and often times you will end up on the far side of the level from the exit door. From that location, there may be hazards in the form of traps and monsters for you to trek through. This would be considered unnecessary if you had the knowledge of where precisely the exit door was located. The compass provides you with that knowledge. Knowing where the exit of the level is helps to ease the strain of time spent, as it eliminates the guesswork involved seeking the exit. This grants you more freedom in scrounging up treasure, finding damsels, maybe even a couple more rolls at the chance wheel. The compass does give the greatest benefit in two places – the ice caverns and the random level event of darkness.

The ice caverns has the constant issue of becoming inadvertently stranded by progressing down the level too quickly, and on the side that lacks the exit. With the compass, you will not have to leap platform to platform with caution, looking down often for the exit or else a platform that will not strand your Spelunker undesirably. Sure, you can get back up with a rope sometimes, but that expends a rope.

The random level event of darkness is considered to be amongst the most dangerous levels. Much of the game of Spelunky is about being aware of what dangers and risk there are ahead of the Spelunker. The darkness random level events greatly diminish that ability to a miniscule range. With the compass, you do not wander blind in the darkness. It even provides you with a direct and quick way out, lessening the great risks this random level event has.

When there are multiple exits within a level, the compass will always and only point to the primary exit. Any exit that is considered a secret or alternate exit will not have an arrow pointing towards.

Vlad’s Amulet

  • Base cost: unable to be purchased.
    • Journal entry: A magical amulet that protects its owner from fire.

Vlad’s amulet is a rounded, golden pendant with a blood-like ruby set into the center. Despite belonging to vlad, the pendant is actually not dropped from the mini boss. This amulet is hidden within a stone tile of vlad’s tower, visible only to a Spelunker with the udjat eye or the spectacle accessory items.

The special powers granted by the vlad’s amulet are unique to the game in not only effect but also in style. The vlad’s amulet grants the Spelunker the immunity to the element of fire. With the amulet, neither magma men nor lava can harm the Spelunker. Lava then acts just the same as water, and your Spelunker is free to swim through it without repercussion. Though, any items that fall into lava will still burn up after a brief period, but with the amulet your Spelunker at least has the ability to retrieve the item before it is too late.

Vlad’s amulet flourishes really only in the secret zone of hell, but you cannot acquire this accessory item in any other zone anyway. Since you cannot purchase it, the choice to acquire it becomes whether or not you’re willing to confront and defeat vlad the vampire to get it. Since you very likely have the udjat eye from making it to the city of gold, then you should be able to see the vlad’s amulet in the tower’s tile. The vlad’s amulet could save your Spelunker’s life from a simple mistake, or else allowing you another avenue of escape through lava. At this point in the game, in the secret zone of hell, your Spelunker’s life has become very precious, and so the risk of defeating vlad the vampire is worth it.

Ball and Chain

  • Base cost: unable to be purchased.

The ball and chain is not an item you should wish to be burdened with. If you damage two altars of kali in one play through, the ball and chain will clasp to your Spelunker’s leg. The iron ball trailing from the chain will drag behind your Spelunker as he or she moves. Your Spelunker’s movement speed will be sluggish, less than that of walking while trying to sprint. Your Spelunker also loses the ability to hold onto ledges and the ability to swim, as your Spelunker weighs too much to be buoyant. The ball and chain renders an equipped jetpack useless, or nearly so, as attempting to fly with the jetpack will only go as far as the chain extends, with the iron ball remaining on the ground.

If your Spelunker picks up the iron ball, as it is a carriable and throwable item, then the encumbering weight is negated and your Spelunker can move as normal again. The issue becomes then that you cannot pick up anything else without at least temporarily dropping the iron ball, your Spelunker crippled for that duration.

You can destroy the ball and chain in limited ways. By dropping it into lava as it is not immune to the effects of lava the iron ball will be destroyed. Luring a crusher trap to slam into the iron ball, but not your Spelunker, will destroy the iron ball as well. There is also a theoretical possibility for a third option, functioning similarly to the crush trap strategy. You could try to crush the iron ball with the black knight’s shield.

However when your Spelunker progresses into the next level, the ball and chain will be there again on your Spelunker’s ankle. You can never truly be free of the ball and chain once your Spelunker has been cursed with it, as it will just reappear at the start of every level no matter how many times you destroy it; the ways in which you can destroy it are a hassle as well. Thus, the ball and chain is the deterrent from careless and wanton damage of kali’s altars. Because of this item, kali’s wrath is more to be feared than the shopkeeper’s wrath.

If you are looking for a challenge, or perhaps are feeling a tad masochistic, you could try to make it through the game with the ball and chain. Worse would be trying to complete the game by defeating king yama with the ball and chain.

Udjat Eye

  • Base cost: unable to be purchased.
    • Journal entry: The Eye is an ancient symbol of royal power. Does it have any other purpose?

The udjat eye is the first of several Egyptian artifacts in the game of Spelunky that have the purpose of gaining access to the secret level of the city of gold, and the secret zone of hell. The udjat eye is found in only the mines, from within a golden locked chest. Any level past the first level of the mines can have this golden locked chest spawn. To open the chest, your Spelunker must first find and pick up the golden key and bring it to the golden locked chest.

The udjat eye grants your Spelunker the sight of any hidden gemstones, items, and gold veins throughout the terrain tiles of levels. It has the further ability to seek out the entrance to the black market, located in the jungle. It glows blue in quicker succession and dings as you get closer to the hidden entrance.

Book of the Dead

  • Base cost: unable to be purchased.
    • Journal entry: Guarded by Anubis II in the city of Gold. It opens the entrance to the underworld.

The book of the dead is a passive item found only in the city of gold, the secret level requiring several Egyptian artifacts to enter. It has the model of a decaying, dark brown leather book with a ghastly, mutated face on the front, with a grimace as if it is agony – or is just feeling particularly evil. The purpose of the book of the dead is to be able to find the entrance to the secret zone of hell, giving this book a similar function to that of the udjat eye, except that its purpose is enacted much later in the game.

The book of the dead hones in on the entrance of the secret zone of hell by becoming aggravated. The closer you come to that secret entrance, the more and quicker the face on the book of the dead will contort and twist.

Picking up the book of the dead will spawn the second incarnation of anubis, a formidable boss of the city of gold that follows you through levels and zones if you do not defeat him.

Hedjet

  • Base cost: unable to be purchased.
    • Journal entry: The white crown of pharaohs. It grants its wearer access to secret areas.

The hedjet is one of the several golden Egyptian artifacts necessary to gain access to the city of gold. The hedjet is one of the later Egyptian artifacts in this chaining ‘quest’. To be able to acquire the hedjet, you must have previously acquired the ankh in the black market secret level, which is found either by very great luck or sought out by the udjat eye. The hedjet can only be found within the moai statue, except there is no way to enter inside of the moai statue without breaking the game in some way. If you get inside of the moai statue in a not legitimate way, then the hedjet will not be there for you to find.

The moai statue appears in the levels past the first level of the ice caverns, usually the second and third levels – and more often the second. Once you have ascertained that the moai statue is present in that level, kill your Spelunker. It does not matter the way in which your Spelunker dies; he just needs to on that specific level. The ankh artifact will resurrect your Spelunker right inside of the moai statue. Inside of the statue, your Spelunker will automatically find and pick up the hedjet artifact. Do not leave through this secret door too quickly before your Spelunker picks up the hedjet artifact though, or else you will miss the only opportunity in that play through to acquire it.

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