If one is feeling brave, it is also possible to rob a Shop by either attacking the Shopkeeper or by simply snatching the items and running out of the front door. Shopkeepers are merciless enemies and have zero tolerance for provocation. A successful heist is very difficult to pull off for an inexperienced player, but there are multiple methods that can be performed to successfully them.
Every Shopkeeper carries a Shotgun, and will not hesitate to use it as soon as you put a foot wrong in their store. They are also in surprisingly good health, capable of physically outperforming the Spelunkers in both athletics and toughness.
The Shopkeeper Association covers the entire cave, and committing a crime against any single shopkeeper will make the Spelunker wanted to all Shopkeepers in that run. The Association will even go as far to have one hostile shopkeeper at every level exit when the player is wanted, or even setup stakeout camps to hunt down the worst offending fugitives.
The only way to get the Shopkeepers off of one's back is if they successfully avoid committing crimes for enough levels, causing the Association to forgive them.
Shopkeepers in shops are passive, found manning the cashier and approaching visitors that pick up any of the items they distribute.
They are also sometimes seen inside enclosed Vaults, watching a sub area with two Chests filled with valuable jewels. These Shopkeepers will always anger if the player gets inside the vault or destroys a part of it, regardless of whether the Spelunker is wanted or not, but aren't dangerous unless the vault is broken into.
Shopkeepers are persistent, and won't hesitate to attack anything that attacks them. Some examples of things that can hurt a Shopkeeper that will prompt them to fire their shotgun include rolling Horned Lizards or slowly approaching Magmars.
If a Shopkeeper is eaten by a Mantrap, they will simply break out of it unharmed.
Much like Spelunky HD, Shopkeepers have one name for each letter of the Alphabet: Ali, Bob, Cosmo, Darwin, Earl, Frank, Garth, Hakim, Iggy, Ivan, Jimbo, Kinni, Lou, Micky, Nacho, Omar, Pancho, Quincy, Ron, Sparky, Tarn, Ulf, Vern, Wang, Willy, Xander, Yoshi, and Ziggy.
Before Version 1.19.8c, Shopkeeper Earl's name was originally misspelled as "Ear".
There are two ways that a player can receive a discount at a Shopkeeper's Shop.
If the player wants an even larger discount, wearing the Crown will cause the Association to treat the player as royalty and offer a massive 50% discount.
Having either the "Big Spender" title or the Crown will cause Shopkeepers to refer to the player as "Your Highness".
Angering + Forgiveness System
The Shopkeeper can anger for various reasons:
- Taking any unpaid item out of a Shop (This is considered stealing).
- Attacking the Shopkeeper via any means, including traps that the Shopkeeper can blame the player for triggering.
- Vandalizing the Shop by destroying blocks that are considered part of it, or causing a trap to do so.
- Throwing the dice/taking the dice outside of a dice Shop, or throwing a dice the player already threw as part of the dice game (considered cheating).
- Destroying any unpaid item. This includes opening Mystery Boxes as well.
If the Shopkeeper is angered, they will charge the player down with the Shotgun. Getting near the shopkeeper will cause him to throw you, stunning you in the process and leaving you open to what is likely going to be another throw. Moving intelligently and unpredictably, the Shopkeeper is stronger than the player. With 10 HP, a very small stun window, stun and damage immunity from whips, and the ability to jump three blocks high normally, they are not to be underestimated in the slightest.
When the Shopkeeper Association is mad at the player, not only will every Shopkeeper attack them on sight, but a hostile Shopkeeper will be waiting at every level exit.
However, the player can be forgiven for their actions, allowing them to enjoy the services of the Association and no longer have to worry about Shopkeepers at level exits. This can be achieved by not committing crimes for enough levels. When a player is forgiven by the Shopkeeper Association, they will get the level feeling "You feel forgiven."
When a player commits a crime, they earn sin. Sin is reduced by 1 for every level clear. There are two types of crimes; Assault, and Murder, each adding to the Sin counter when committed.
- Assault is anything offense the player can do that isn't killing the shopkeeper, such as stunning them, stealing items, or destroying parts of the Shop. Committing assault will cause the player to gain 2 sin, and can only be committed once per level.
- Murder, as the name of the crime implies, is obtained by killing a Shopkeeper. Committing Murder will add 4 sin to the counter, and unlike Assault, can be committed multiple times in one level.
Earning enough sin (around 5-8 murders, typically) will cause the Shopkeeper Association to setup Stakeout camps in standard levels. These will typically spawn on the main path of the level, are constructed of wood, and feature 2-3 angry Shopkeepers, all armed with Shotguns.
Shopkeeper aggro rules are inconsistent, and the player can be held accountable for crimes depending on what happens to a shopkeeper. Below is a lists of things the Shopkeeper Association holds the player accountable for.
List of things that can hurt/kill a Shopkeeper the player is held accountable for:
- The player themselves or a friendly Hired Hand attacking the Shopkeeper in any way.
- Any traps the player triggered/armed themselves. This includes arrow traps that a player triggered with a tossed item or rope.
- Pushable blocks, the Drill in Volcana, and Idol Log Traps.
- Magmars that the player whipped (If the player did not whip a Magmar that later attacks a Shopkeeper they will not anger at the player)
- Taking damage and having your body hit a Shopkeeper
If Shopkeepers are angry, a player can steal as many items as they want from them without obtaining additional sin, provided they do not hurt any shopkeepers in the process.
Examples of Sin/Forgiveness
There are numerous situations that a player can get into to cause the shopkeepers to become angry, and different outcomes depending on what happens between the player and the Association.
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 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, however, 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
As they hurt a shopkeeper on the same level they stole, they only committed assault once.
Sin obtained: 2 sin (Assault)
Final Verdict: 2 Level Clears = 2 sin = Forgiven
Example 4: Murder
A shopkeeper is murdered by a player. They are not blamed for any damage inflicted on a shopkeeper for the next 4 levels.
Sin obtained: 4 sin (Murder)
Final Verdict: 4 Level Clears = 4 sin = Forgiven
Example 5: Mass Murder
A player murders 4 shopkeepers in one level. They continue on a killing spree, killing 2 in the next level.
Sin obtained: 24 (Murder x6)
Final Verdict: Absolutely not forgiven, establish Stakeout Camps to hunt player
Note that 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 these are only general examples.
Although most would not question where the Shopkeepers originated from, they are no ordinary human and have an explanation behind them all looking exactly identical and having near super human strength.
As elaborated in the journal entry for the Proto Shopkeeper, the Original Man was stolen by Lahamu during "The First Wars" (Likely a battle fought between the Olmites and Aliens), to be cloned into massive numbers.