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The message that appears after becoming forgiven.

The player can be forgiven after angering the Shopkeeper's Association, and they will no longer be wanted afterward. This can be achieved by not committing crimes for enough levels. When the player is forgiven, a Level Feeling-style text appears, stating "You feel forgiven."

Sin

When a player commits a crime, they earn Sin. There are two types of crimes; Assault, and Murder, each adding a respective amount of sin when committed.

  • Assault is any offense that player can commit that isn't killing the shopkeeper, such as attacking them, stealing items, or destroying parts of their Shop. Committing assault adds 2 sin, but can only ever be committed once per level.
  • Murder, as the name of the crime implies, is committed by killing a Shopkeeper. Committing Murder adds 4 sin to the counter, and unlike Assault, will continue accruing sin if committed multiple times in a single level.

Sin is reduced by 1 every time the player exits a level, including levels that they commit a crime on. Once 0 sin is achieved, the player is forgiven.

Notes

  • Shopkeepers do not anger when frozen by the Freeze Ray or other sources unless they unfreeze or were angered beforehand. This allows players to freeze a Shopkeeper, steal all of their items, then exit the level without repercussion as long as they leave before the Shopkeeper unfreezes.
  • If Shopkeepers are angry, a player can steal as many items as they want from them without accruing additional sin, provided they do not hurt any shopkeepers or damage their shops in the process.
  • Murder can be committed without also accruing 2 extra sin for initially assaulting a shopkeeper by instantly killing them with a Freeze Ray, Metal Shield, or otherwise.
  • Killing a Mantrap with a not yet angry Shopkeeper inside will not add additional sin, while killing a Mantrap with an angry Shopkeeper inside will.
  • Killing Shopkeepers created with the Clone Gun adds sin.

As long as the player cannot be tied back to something that angers a Shopkeeper, they will not become wanted. Accountability is typically tied to "ownership", where picking up, whipping, or activating most objects gives the player "ownership" of them, thus making them accountable for anything that it does.

  • Setting up a Trap for a Shopkeeper can have varying degrees of accountability.
    • If the player triggered an Arrow Trap or similar functioning trap, they are held accountable for anything that the fired arrow hits.
    • The player has ownership over (and by extension, accountability for) Bear Traps that they have interacted with in any fashion, but otherwise are not held accountable if one that was untouched kills a Shopkeeper.
    • If a Landmine is triggered and affects a Shopkeeper, they won't anger as long as the player wasn't the one who set it off.
    • Shopkeepers dying to static traps such as Spikes, Totem Traps, Spark Traps and Lava does not count as murder, no matter the circumstance.
      • Because of this, Shopkeepers can be lured into these traps in order to deal with them safely without any lasting consequences. It is even possible to stun a Shopkeeper with a Camera or other means before picking them up and throwing them into a static hazard, with the player only being held accountable for initially assaulting them.
    • Sacrificing a Shopkeeper at a Kali Altar does not count as murder.
    • Triggering a Spikeball that ends up killing a Shopkeeper does not count as murder.
  • The Drill in Volcana will always anger Shopkeepers if it drills through the Shop.
    • If the player still wishes to activate the Drill to reach Vlad's Castle, stealing from the Shop and luring the Shopkeeper out of their shop to die to a static hazard only adds 2 sin for Assault, rather than the 6 sin that would normally be accrued from drilling through the shop (Assault) and subsequently killing the Shopkeeper with the drill (Murder).

Examples of Sin/Forgiveness

There are numerous situations that a player can get into to cause the shopkeepers to become angry, and a variety of different outcomes can play out depending on what happens between the player and the Association. Below are a few examples: Example 1: Petty Crime

A Player steals an item from a Shop and runs out the door. They are not blamed for any damage inflicted on the shopkeeper. In the next level, they are also not blamed for any damage inflicted on a shopkeeper.

Sin obtained: 2 sin (Assault)

Final Verdict: 2 Level Clears = 2 sin = Forgiven

Example 2: Petty Crime + Assault in next level

A Player steals an item from a Shop and runs out the door, without being blamed for harming the shopkeeper. In the next level, before leaving for the exit, they jump on the head of an angry shopkeeper, hurting them.

Sin obtained: 4 sin (Assault x2)

Final Verdict: 2 Level Clears ≠ 4 sin = Not Forgiven

Example 3: Assault + Petty Crime in same level

A player steals a Shotgun from a Shop, and shoots the Shopkeeper with it, hurting them. In the next level, they are not blamed for any damage inflicted on a shopkeeper.

As they only hurt a shopkeeper on the same level they stole, they only committed assault once and only gained 2 sin.

Sin obtained: 2 sin (Assault)

Final Verdict: 2 Level Clears = 2 sin = Forgiven

Example 4: Murder

A shopkeeper is instantly killed by a player using a Freeze Ray. They are not blamed for any damage inflicted on a shopkeeper for the next 3 levels.

Sin obtained: 4 sin (Murder)

Final Verdict: 4 Level Clears = 4 sin = Forgiven

Example 5: Mass Murder

A player murders 4 shopkeepers in The Black Market with a Shotgun. They continue on their rampage, killing 2 in the next level.

Sin obtained: 28 sin (Murder x6, Assault x2)

Final Verdict: Absolutely not forgiven, establish Outposts to hunt player

These are only a few examples of the many different situations that may play out in Spelunky 2 when a player is working towards forgiveness, and a wide variety of different scenarios are possible.

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