Uploaded October 2025 | Updated September 2026, 2 weeks ago
0:00 Lead-up to Final Boss
1:11 Final Boss, Cutscene
1:56 Final Boss, Phase 1
5:51 Final Boss, Phase 2
13:14 Ending
13:52 Credits
(with cameo from my cursor during cutscenes, courtesy of SOMETHING not removing it - not sure if it was Steam or the game lol)
PIcked this up on a whim at one point - tried it last Sunday and was not too pleased with it. After checking out how LONG it takes to beat the game, I decided to knuckle down and see what it had to offer.
I like bits and pieces of what I saw, but it ultimately fell flat. Story is not really present, and what little context turned up just didn't feed into what was provided. I can't reasonably give this a good recommendation - more like one of those things to examine if you want to see what comes about when a fervent desire to make a good game hits the limitations of development skills.
This video is the final boss and ending of the game. It's worth noting, up until this point, the game is pretty much a simplistic hacky-slashy affair that only gives a ranged option half-way into the game to give the character a ranged option. One of the encounters dabbles in projectile-spam, but also does some big-movement strikes on account of its big body that moves big. This boss feels like it was aiming for a bit of a shmup feel, and the tools offered let you combat this threat handily enough, but it's a bit out-of-nowhere after a few hours of platforming and knife-fighting every sod that turns up.
0:00 Lead-up to Final Boss
1:11 Final Boss, Cutscene
1:56 Final Boss, Phase 1
5:51 Final Boss, Phase 2
13:14 Ending
13:52 Credits
(with cameo from my cursor during cutscenes, courtesy of SOMETHING not removing it - not sure if it was Steam or the game lol)
PIcked this up on a whim at one point - tried it last Sunday and was not too pleased with it. After checking out how LONG it takes to beat the game, I decided to knuckle down and see what it had to offer.
I like bits and pieces of what I saw, but it ultimately fell flat. Story is not really present, and what little context turned up just didn't feed into what was provided. I can't reasonably give this a good recommendation - more like one of those things to examine if you want to see what comes about when a fervent desire to make a good game hits the limitations of development skills.
This video is the final boss and ending of the game. It's worth noting, up until this point, the game is pretty much a simplistic hacky-slashy affair that only gives a ranged option half-way into the game to give the character a ranged option. One of the encounters dabbles in projectile-spam, but also does some big-movement strikes on account of its big body that moves big. This boss feels like it was aiming for a bit of a shmup feel, and the tools offered let you combat this threat handily enough, but it's a bit out-of-nowhere after a few hours of platforming and knife-fighting every sod that turns up.



![Spelunky 2 - Ghost Behaviour
[15/12/2022 EDIT: Seems Youtubes decided this stuff is popular enough that adverts need to be stapled to them. I do not monetise my videos, and have no control over adverts being placed on my videos as per Youtubes whims; I apologise to folks who are unable to circumvent these things for one reason or another. If you have a problem with this, I recommend becoming haunted and then dragging your followers across the advertising board.]
(warning: mild flashing from camera spam, HAS been toned down with in-game options)
So, internet trawls saw me on the Spelunky wiki, and the Ghost entry has some decent info on it. But I feel like it could do with MORE info, since it felt... inadequate. So heres five essentially-unedited minutes of HOT GHOST-TRACKING ACTION! OH YEAH!
The first split is easy enough to work with - the Sad Ghost trails, the Happy Ghost follows and circles. This happens 30s after the ghost spawns, and the ghosts will stay that way for another 30s before splitting again. This second set of splits results in the Happy, Sad, Mad and Shocked Ghosts spawning:
• Mad Ghost is the easiest to understand - she chases you at a constant pace. Easily the slowest of the bunch, acting the same as the Ghost we all know and respect.
• Shocked (or Pog) Ghost is similar in having a constant pace, but is faster than the Mad Ghost and imitates the Happy Ghost from the initial split, circling the Spelunker for as long as they stand still.
• Sad Ghost is the slightly stranger of the four ghosts - rather than acting independently, she moves based on the position of the Mad Ghost. Shell mirror her angry counterpart, using the Spelunker as a central mirroring point, and can be seen trying to rush into the Spelunker most of the time. She has a pretty high speed, easily catching Spelunkers off-guard, but you can out-manoeuvre her and get her to try and properly take up a position where she can mirror the Mad Ghost. This can look strange if you dont know its going to happen, but if you can get between the Sad and Mad Ghosts, you can get a little bit of breathing room, at least until they close in.
• Happy Ghost is interesting. For the most part, shell circle her target, and will move at the same speed as the Mad Ghost. What sets her apart is how she can change her behaviour. This usually results in changing targets - sometimes shell chase and circle the Spelunker; sometimes shell chase and circle one of her ghostly selves (usually the Mad Ghost, but you can see that she spins around the Pog Ghost early on). She can also just come to a complete halt, sometimes swivelling in place, like whoevers controlling her is getting antsy and wants to MOVE. This shifting of behaviours makes the Happy Ghost the most erratic of the four, albeit coming across as what some might call a bit dippy
As they have different methods of operation, you need to treat their approaches with caution, and prioritize them as they approach:
• Top Priority: Sad Ghost
• 2nd Priority: Pog Ghost
• 3rd Priority: Mad Ghost
• ??? Priority: Happy Ghost
The Happy Ghost is rather enigmatic, and whilst shes not usually too dangerous, her unique ability to come to a total freakin halt means she can shift her position regardless of the Spelunkers intentions, and can cause more trouble than one might expect if one is not paying attention. The Sad Ghost is fast, but can appear to overshoot if you position yourself right. The Pog Ghost will hold her distance, and wont ever ram into you, but can block your path if not handled properly. Finally, the Mad Ghost will just pootle along at her own UTTERLY LIVID pace, easy to handle and control like the standard Ghost - not much to worry about, especially compared to her companions. Spelunky 2 - Ghost Behaviour](https://i.ytimg.com/vi/V2TLfxnokhQ/mqdefault.jpg)

![Twitch VOD - Jakebob (might) Repent! [BoI:Repentance]
0:00:00 Set-up
0:07:13 Choosin Lazarus
0:19:26 Laz Run #2
1:02:03 Swappin to Bethany
1:26:39 Bethanys Ascent
1:33:59 VS D
1:40:33 Final Ending (spoke over it a bit, sorry)
1:43:07 Bethany Alt-Path Run
This one starts with some real STINKER Laz runs, but Beth had the luck I was TRULY lookin for, and we get a home run goin! So naturally, there WILL be spoilers.
Check it out every Sunday at https://www.twitch.tv/jakebob - hopefully by then the chat widget will properly work again! For now, the (somewhat slow) chat will be in the Subtitles - Iunno much about how those work so apologies if theyre not super-flashy. Twitch VOD - Jakebob (might) Repent! [BoI:Repentance]](https://i.ytimg.com/vi/W9ln9YOOpU8/mqdefault.jpg)




