Enter the Gungeon
Enter the Gungeon

Walkthrough

Master each chamber of the Gungeon with this strategic walkthrough for Enter the Gungeon. Fine-tune your dodge rolling and blanking while managing valuable Shel.

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Walkthrough

This section provides a comprehensive strategic walkthrough for descending through all five core chambers of the Gungeon, plus secret floors, to ultimately reach the bottom and defeat the past. Success in the Gungeon requires mastering "dodge rolling" and "blanking" while managing your resource economy of Shells, Keys, and blanks.

Chamber 1: Keep of the Lead Lord

As the starting floor, your goal here is to maximize resources. Avoid using Keys on Brown (D-Tier) chests if you have limited supplies; focus on Blue (C-Tier) or better. Search for the fireplace room to unlock the Oubliette. To obtain the "Master Round I," you must defeat bosses like the Gatling Gull, Bullet King, or Trigger Twins without taking a single hit of damage.

Chamber 2: Gungeon Proper

Difficulty spikes here with enemies like Lead Maidens and Ammoconds. Always prioritize targeting "Lead Maidens" as they are vulnerable only when their doors are open. The boss pool includes the Ammoconda (focus on destroying the spawn nodes), Beholster (use rapid-fire weapons for rockets/minions), and the Gorgun (turn away during her petrifaction scream).

Chamber 3: Black Powder Mine

Navigate Minecarts and dark rooms carefully. This floor introduces the Mine Flayer, Cannonbalrog, and the Treadnaught. Tip: Stay at a distance from the Treadnaught to avoid its explosive shells and clear out the infantry soldiers immediately to prevent being flanked.

Chamber 4: Hollow

This ice-themed floor features slippery physics and high-health enemies like Killithids. The bosses—High Priest, Kill Pillars, and Wallmonger—require precise positioning. Against the Wallmonger, stay in the center and use the fire-immunity from dodge-rolling to cross the large horizontal fire lines he creates.

Chamber 5: Forge

The final standard floor. You will encounter Hammer traps and Flame Puffs. You must bring the four components for the "Bullet That Can Kill The Past" to the Blacksmith here. The floor culminates in the fight against the High Dragun. In his second phase, you must perfectly time your rolls through the circular bullet patterns to reach his exposed heart.

The Past

After defeating the Dragun, grab the Gun That Can Kill The Past. Each Gungeoneer (The Marine, Convict, Pilot, Hunter, and secret characters) has a unique scripted boss fight relevant to their lore. Mastery of their starting equipment is essential, as you lose your gathered items for these specific encounters.

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