Enter the dungeon how to open a secret room. Walkthrough Enter the Gungeon. Boss Gatling Seagull

If you have problems with Enter the Gungeon walkthrough, you can always use our tips and information for action. We describe in detail the steps that need to be taken to complete the game. Enter the gungeon... In the most difficult places, we add pictures that can help you. Enter the Gungeon Walkthrough read on our website.

So, first you need to familiarize yourself with the game. You will be taken to an intermediate location - the Breach. From here you can go to the next level by choosing one of the four heroes. Looking ahead, I will note that I played the game only with the help of a paratrooper. Select it and go through the door above.

Halls of Knowledge

Approach the blue man and talk to him by pressing the E key. With the same key, you must switch phrases in the dialogue. After the conversation, go to the tables and press the same E key to overturn them. Tables can be used as cover during firefights. Go to the room further. Use a roll. To do this, click on the right mouse button. Roll is used both as a way to jump over something, and as a way to dodge a bullet.

Roll over the ditches with water. In the end, you will receive your first weapon from your buddy - a regular pistol. Get it out of the chest. Left-click to shoot. You see the crosshair as the mouse cursor.

Kill multiple opponents. When you see a passage that is blocked by several bullets flying one after another at once, then pick up two blue pacifiers. Throw the pacifiers on the Q key. While there are no bullets, run up. After killing enemies, you will need to move to the portal. Press TAB to open the map, and then left-click on the teleport icon on this map. This will move you through the water pit.

Go north and talk to the man. We need to find more powerful weapons. Walk up and you will find yourself in a hall with three aisles. Move to the passage on the right. Kill the enemies, jump over the ditch and go down through the door below. Go to the left and in the room from the chest, get the machine gun. Return to the hall, go left to find a dummy in the library. Return to the hall again and go upstairs. Confirm your agreement to fight. Kill the man who taught you. Just keep moving. It is advisable to shoot from a machine gun. At the same time, when bullets will fly from him, then jump over them with the help of a roll in his direction.

Citadel of the Lead Lord

Once in the Gap, go upstairs. You will have a talk with two guards and they will let you pass. Go to a new location. So what can you find here. First, you will meet new opponents. No, not right away. First, let's talk about the big red bubble. He attacks you exclusively in close combat. He will try to get close as soon as he spots your hero. You have to shoot him. In addition to the damage, the bullets will push the enemy further away from you. After 3-4 hits, the monster will split in two. Each of these two monsters will split in two again. It turns out that you have to kill four more small creatures. Moreover, the smaller the enemies, the more mobile they are. However, their damage decreases in the same way as their movement speed increases.

There is also a square red opponent here. He jumps and shoots. Nothing special. Kill bats as soon as you see, with one cartridge. Frankly, they never attacked me, so I don't even know what they are capable of.

At the top of the map, you will find a room with a merchant. When you kill enemies, you pick up brown bullets after them. For these bullets, you can buy a lot of interesting things from the merchant, including a supply of lives and ammunition. By the way, if you start shooting in his room, he will get angry and may answer you in kind. If you just force him to take a gun in hand, then you may not even try to bargain with him.

At the location, you can find a chest with a Molotov cocktail (to the left of the starting point) and with a 38 mm weapon. The boss fight can be started only after getting into the hall - in the lower right part of the map. That is, you now know the direction of movement.

Oh yes, if you go to the right, go down at certain locations below and turn left, you can find a room with a chest with a camera inside. You can use it as a weapon. But what does he do? Personally, I thought that the camera with its bright flash would dazzle enemies. But in reality everything turned out to be different: the camera takes pictures and that's it.

Boss Gatling Seagull

This enemy attacks you mainly from a machine gun. What do we have to do? Try to stay as far away from him as possible and move around the perimeter of the room. In this case, dodge only as a last resort (I mean rolls to the right mouse button). When the Seagull flies away, red targets will begin to appear on the location - this means that it is at these points that the shells will fall. In general, these are all the secrets of the fight with this boss. You shouldn't experience any special difficulties. In my case, the boss never hit the hero at all.

So, first you need to familiarize yourself with the game. You will be taken to an intermediate location - the Breach. From here you can go to the next level by choosing one of the four heroes. Looking ahead, I will note that I played the game only with the help of a paratrooper. Select it and go through the door above.

Halls of knowledge. Hall 0

Approach the blue man and talk to him by pressing the E key. With the same key, you must switch phrases in the dialogue. After the conversation, go to the tables and press the same E key to overturn them. Tables can be used as cover during firefights. Go to the room further. Use a roll. To do this, click on the right mouse button. Roll is used both as a way to jump over something, and as a way to dodge a bullet.

Roll over the ditches with water. In the end, you will receive your first weapon from your buddy - a regular pistol. Get it out of the chest. Left-click to shoot. You see the crosshair as the mouse cursor.

Kill multiple opponents. When you see a passage that is blocked by several bullets flying one after another at once, then pick up two blue pacifiers. Throw the pacifiers on the Q key. While there are no bullets, run up. After killing enemies, you will need to move to the portal. Press TAB to open the map, and then left-click on the teleport icon on this map. This will move you through the water pit.

Go north and talk to the man. We need to find more powerful weapons. Walk up and you will find yourself in a hall with three aisles. Move to the passage on the right. Kill the enemies, jump over the ditch and go down through the door below. Go to the left and in the room from the chest, get the machine gun. Return to the hall, go left to find a dummy in the library. Return to the hall again and go upstairs. Confirm your agreement to fight. Kill the man who taught you. Just keep moving. It is advisable to shoot from a machine gun. At the same time, when bullets will fly from him, then jump over them with the help of a roll in his direction.

Citadel of the Lead Lord. Hall 1

Once in the Gap, go upstairs. You will have a talk with two guards and they will let you pass. Go to a new location. So what can you find here. First, you will meet new opponents. No, not right away. First, let's talk about the big red bubble. He attacks you exclusively in close combat. He will try to get close as soon as he spots your hero. You have to shoot him. In addition to the damage, the bullets will push the enemy further away from you. After 3-4 hits, the monster will split in two. Each of these two monsters will split in two again. It turns out that you have to kill four more small creatures. Moreover, the smaller the enemies, the more mobile they are. However, their damage decreases in the same way as their movement speed increases.

There is also a square red opponent here. He jumps and shoots. Nothing special. Kill bats as soon as you see, with one cartridge. Frankly, they never attacked me, so I don't even know what they are capable of.

At the top of the map, you will find a room with a merchant. When you kill enemies, you pick up brown bullets after them. For these bullets, you can buy a lot of interesting things from the merchant, including a supply of lives and ammunition. By the way, if you start shooting in his room, he will get angry and may answer you in kind. If you just force him to take a gun in hand, then you may not even try to bargain with him.

At the location, you can find a chest with a Molotov cocktail (to the left of the starting point) and with a 38 mm weapon. The boss fight can be started only after getting into the hall - in the lower right part of the map. That is, you now know the direction of movement.

Oh yes, if you go to the right, go down at certain locations below and turn left, you can find a room with a chest with a camera inside. You can use it as a weapon. But what does he do? Personally, I thought that the camera with its bright flash would dazzle enemies. But in reality everything turned out to be different: the camera takes pictures and that's it.

Boss Gatling Seagull

This enemy attacks you mainly from a machine gun. What do we have to do? Try to stay as far away from him as possible and move around the perimeter of the room. In this case, dodge only as a last resort (I mean rolls to the right mouse button). When the Seagull flies away, red targets will begin to appear on the location - this means that it is at these points that the shells will fall. In general, these are all the secrets of the fight with this boss. You shouldn't experience any special difficulties. In my case, the boss never hit the hero at all.

Enter the gungeon does a lot of things right. This is a shooting game. From weapons. In the weapons dungeon. Inhabited by armed bullets dropping shell casings that can buy new weapons. Shooting with cannonballs, letters, bones (did you see Existence?), Paper airplanes or T-shirts, and maybe even bullets. And all in order to find a gun that can ...

There is a pause.

Kill the past.

Well, Enter The Gungeon doesn't let you waste time on anything else. Go on. Shoot. Shoot more. Until you get bored. It can get bored soon enough, but in the first hours it is not at all important.

Cannon, cannon and one more

First things first: if you want your shooting game to feel good, take Enter The Gungeon apart and learn. The weapon gives the necessary recoil, the moment of collision with a bullet is predictable and flawlessly read, the character reacts to commands instantly and always remains under control, and the frame rate does not fall below an acceptable value, no matter how many objects are on the screen.

This is one of the bosses. Everyone here is like that.

And in fact, this is the main thing. Enter The Gungeon is full of weird little details, like her fixation on weapons, ammo, casings and more. There is also the correct humor in the descriptions of objects, with a bunch of puns that already suggested themselves. But gradually the delight fades - you get used to it.

Here, for example, there is no synergy of objects, as in The binding of isaac transforming a little boy into Nurgle's brat. And the weapon ceases to seem so wild and becomes just a working tool. And you finally stop hearing music, the best music in the world, because you are going through the floor with this theme for the forty-fifth and a half times.

This is where the validity of Enter the Gungeon as a game comes to the fore.

Comparison with The Binding of Isaac begs in the first place. You clear one room, then go to another. Find a chest with a new cannon somewhere. Somewhere you meet a boss, hit him and go down to the floor below, where there are new enemies, new guns and everything new in general. Or die along the way and start over, in a newly generated dungeon. Weapons, that is.

The rooms are interactive in places. Somewhere you can overturn a table and use it as a shelter, somewhere - drop a chandelier. And on one of the floors, carts appear, in which enemies like to ride.

In comparison with The Binding of Isaac - in this game, two more variables appeared in battle: rolls and consumable "dummies" that clear the screen from bullets.

Enter the Gungeon almost immediately becomes a serious bullet hell. Enemy shells fly slowly, but there are many of them, and lost health replenishment is always difficult. Therefore, it is more important here not to be able to shoot rivals (there are just no problems with this), but to waltz under fire so that not a single bullet hits. As a result, the movement seems to be incomparably greater here than in Isaac.

But again, it all depends a lot on luck. You start the race with a basic weapon (basic pistols, basic sawed-off shotgun, basic crossbow), and it can take a long time before you accelerate and get something more interesting. There is a chance that for the entire first floor you will not drop a single new cannon and the first boss will have to sadly chop with a "one".

There are many secrets in Enter the Gungeon, but most of them cannot be found without Internet tips (or without a good poke). Although there is some logic in the search for, say, secret floors, there is no doubt.

In other words, in Enter the Gungeon you are faced with a typical post-roguelike problem: early stages games can be excruciatingly slow. You can skip them, but you still need to stumble upon this opportunity (hint: kill the first boss without losing health), and in addition, you need to perform a number of rather inconvenient conditions through force.

And just at this moment, many will interrupt. Someone will reach the final in one fell swoop and continue to play tens of hours, someone will stumble over and over again until there is no longer any strength left to see the first levels. But before that hours will pass ten to twenty. Even if you do not intend to go to the ending (after which the end will not come anyway), this is a great game.

Pleased
Upset

  • guns and everything connected with them;
  • movement, shooting, attacks - everything feels perfect;
  • full of character pixel art;
  • mighty force soundtrack.

  • slow start;
  • an uninteresting race is still possible due to simple bad luck;
  • there is no cannon firing other cannons.

With the released of gunfight dungeon crawler Enter the gungeon, prospective Gungeoneers will soon be facing the terrors found within its many chambers. As someone who has been exploring the depths for a long while now, here are some useful tips, tricks and bits of information that should make your excursions into the depths that little bit easier.

This guide is by no means exhaustive, as dedicated explorers will soon be at work to discover every last little secret found within the walls of the crypt but it should point you in the right direction. For more information about Enter the gungeon as fans crack the game open and discover all its secrets, check out Gungeeoners, the official wiki site for the latest discoveries and information.

1. Stop, drop and roll.

The dodge roll is so important to Enter the gungeon, the developers named their studio after it. If you want to survive and get to the final floors, you will have to master the art of precise dodging in order to deal with the storm of bullets coming your way. You become vulnerable as soon as you come out of the roll so try not to dodge into bullets when you are trying to get away from a big shot. Rolling in the right direction is almost as important of timing the actual input, as you could roll into an enemy or into a pit full of spikes. You can actually kill or hurt some enemies, like the Rubber Bullets or the smaller Blobulions by rolling into them so save your ammo against the tiny enemies. Certain pits can be crossed over via rolling and you can roll from minecart to minecart in Floor 3, which is invaluable for getting a certain artefact.

2. If it looks suspicious, it's hiding something.

Just like how you should always look under the waterfall in any adventure game, always check out that suspicious looking altar or wall when exploring the Gungeon. Secret rooms can be exposed through enemy gunfire so if you see a crack suddenly emerge in a wall during a gunfight, you know something’s behind it. Secret walls can be dispelled by firing off a Blank so if you have a hunch about a room hiding something, just let off a shot and listen for the discovery jingle. There are also secret levels which can be discovered by interacting with certain objects. I know of at least two but I can only access one of them consistently, which is on the first floor. To find this secret level, you need to first put out the fireplace that spawns in random locations. You either need to roll a water barrel into the fireplace, fire a liquid based weapon like the Tearjerker or Mega-Douser at the fire or use the goo trail of a Blobulion to put the flame out. Once you have done so, walk into the fireplace and press the interact button at the back of the chamber. You should hear a click and a secret room should appear on your map. Find the room, use two keys to open the grate and voila, you’ve entered the Oubliette. There are way more secrets to find but that’s one to get you started.

3. Never trust a chest.

You are in a dungeon, there are bound to be Mimic chests hidden somewhere in the depths so be wary when opening that chest you’ve just found. Give it a quick shot with a gun of your choice just to check it's safe before you go to unlock it. Just as chests get bigger and contain better loot on their size, Mimics get more powerful based on the chest they are copying so be prepared for a decent fight if you come depending on a red chest Mimic. Chests go from brown to blue to green to red to black, with black chests occasionally containing cursed items which I’ll talk about later. If you are low on keys, you can actually shoot open chests to get the loot inside but this often results in you either getting a piece of junk as the item or the chest exploding in your face. There are also super rare glitch chests which warp you to a special battle area where you fight corrupted bosses. These glitch bosses seem to blend bosses together, with my only glitch encounter seemingly blending the Trigger Twins and the Beholster together to fight Twin Beholsters. I could be wrong but be prepared for a really difficult fight if you open up one of these chests.

4. Demonic shrines and you.

Throughout the Gungeon, you may find shrines which offer you benefits if you offer up a gun, part of your health, some money and so on. You know if a shrine is near by the green flame which appears above the door to these special rooms. So far, I have found eight different shrines but there could be more so keep an eye out if you find shrines which aren’t on this list:

  • Dice Shrine: At this shrine, you roll a big D20 and gain a random buff or debuff based on the number you get. I’ve had all my ammo replenished at the cost of all my money, increased clip size but reduced health and increased run speed but losing all my weapons. This shrine is the wackiest out of all of the ones I have found, as getting a bad dice roll can just kill your run, especially if you lose all of your good weapons to some horrific RNG.
  • Ammo Elemental: This is a fairly normal one, you get full ammo at the cost of some Curse stacks. Curse is similar to Sin in The binding of isaac, with certain weapons and items also giving you stacks of Curse. The main downside of Curse is that it spawn red Devil enemies, which deal double damage and have increased health, similar to Black Phantoms in Dark souls.
  • Challenge Shrine: Like Challenge Rooms in Isaac, you agree to the shrine's challenge and then have to fight about three to four waves of difficult enemies in exchange for a reward.
  • Blood Sacrifice: This is another Curse shrine, where you sacrifice one of your hearts for increased damage.
  • Blank Offering: If you see this shrine, all you have to do is fire off a Blank in front of it and it drops a brown chest for you. This is probably the most benign shrine out of the ones I have found but the chest rewards aren’t usually spectacular. You do have to talk to the shrine first before you fire off a Blank, or else you’ll end up wasting one.
  • Devil Deal: This shrine seems to be a buffed version of the Blood Sacrifice, where losing a heart gets you refilled ammo on your current weapon as well as increased damage, at the cost of more Curse stacks.
  • Gun Offering: This is in line with the Blank Offering, where you can offer your equipped weapon to replenish your health by one heart. It only activates if you have more than one gun and are damaged so maybe visit it after a boss fight as your final stop before reaching the next floor.
  • Gun Godz Shrine: Any Nuclear Throne fans will recognize this shrine as the statue on it looks like Yung Venuz from Vlambeer’s own gun-centric roguelike. This shrine has you donating money to its idol in exchange for firing extra shots equivalent to the amount you donate. If you donate three times, you will randomly shoot three extra shots at certain intervals. This shrine is best if you have money to burn and you want some extra firepower in times of need.

5. Buy your friends.

Speaking of money, many of the NPCs you find in Enter the gungeon are all about making fat stacks. Most of these shopkeepers are found after you free them from jail cells which start to appear from Floor 2 onward. The first people you find in a jail cell are Ox and Cadence, who return to the Breach to run the Acquisition Shop and sell you additional items and weapons to go into the item pool. The majority of shopkeepers return to the Breach where they will sell items that get added to the item pool. These shopkeepers trade in Credits, which you get from killing bosses or completing hunts for Frifle and Gray Mauser, who are also trapped in a cell in the Gungeon. Other shopkeepers like the elderly Blank or the talking lock start to appear in the Gungeon by themselves, either in their own rooms or in the Shop on every floor. Do note that apart from Ox and Cadence who you always find first, discovering jail cells is randomized and you may not find another NPC to free for several runs.

6. Guns don’t kill Time, bullets do.

The ultimate goal of Enter the gungeon is to find a gun that will kill the past. In order to fire that gun, you are going to first need a bullet. You find the four pieces of this legendary bullet on every floor past Floor 1, with them appearing either in Shops or in special puzzle rooms that you need to solve. If you can collect these consistent parts and bring them to a special NPC on Floor 5, you can forge this amazing bullet. Don’t worry about getting all the bullet pieces in a single go, the pieces stay with the NPC once you hand them over and you can craft this artefact over multiple playthroughs.

7. Have some trigger discipline.

You wouldn’t go into a kitchen shop, buy a knife and then test it out by stabbing a staff member, so don’t do the same when you buy a new gun. Firing off shots will quite rightly annoy the shopkeeper, who will first double the prices of all of his inventory, before pulling out his own mega shotgun and filling his room with hot lead. If you survive this hail of bullets, the shopkeeper will disappear from the Gungeon and you will not be able to buy stuff from him for the rest of the run. So, be courteous and wait till you get outside before testing out that brand new gun which shoots the word ‘BULLET!’ Instead of actual bullets.

8. Keep your personal belongings on you at all times.

Just as you are looting anything you can get your hands on, there are certain nefarious characters who will loot your stuff if you leave it lying around in the Gungeon. If you leave either a gun, an item or some ammo unattended and leave your current room for long enough, a rat faced crook will warp in, steal your treasure and replace it with a cheeky note. You can interrupt this theft by running back into the room and firing off some warning shots to scare the bugger off, but he’ll always try again if you let him. The only things you can leave to pick up later are keys, armor and hearts so feel free to let them sit for a bit if you are in a hurry to fight the floor boss.

9. Disrespect your surroundings.

Tables are meant to be flipped in Enter the gungeon, so don’t resist the urge to kick over any furniture you find lying around. This includes explosive barrels you can kick into enemies, braziers which can set people on fire or coffins which can spill acid all over the floor. Using the environment to your advantage is incredibly useful, especially when you are in massive firefights between loads of enemies. Be aware of how items react to each other, like the ability to ignite oil with explosive or flame weaponry or how you can cause rocks to drop from the ceiling by shooting a detonator. Use weapon combinations to your benefit as well like the Gungeon Ant's ability to shoot oil puddles from its ass which can then be lit on fire with its face. There are some items which actually buff you upon flipping a table so go nuts and knock over everything in sight.

I hope these tips should help your first excursions into the Gungeon and have you killing the Past in no time at all. You can read, as well as at Dodge Roll Games, way back when Enter the gungeon was first announced.

Fighters with an eye on multiple races through randomly generated levels with the loss of almost all valuables after the death of the protagonist are not intended for everyone, but they are quite popular. Enter the Gungeon is no exception, with intimidating bosses and nice top-down shooter mechanics, among other things.

Enter the Gungeon dispenses with long introductions. Before entering the dungeon, you need to choose one of four characters, if you want to go through training - and you can go down into the labyrinth. Each of the heroes has their own starting weapon and a small set of bonuses at their disposal. Someone carries a master key with them, while others find it easier to find secrets.

From the first minutes the game captivates with vigorous shootings. The hero clears one room after another. Until he kills everyone in one room, they do not let him go further. Often they give him room to maneuver, but from time to time they make him spin under a hail of bullets and dodge explosions. You have to constantly somersault and shoot accurately at funny-looking monsters.

Wounds are the result of the hero's reckless actions, loss of control over the situation due to his own inattention or banal relaxation. Convenient and responsive controls, no problems with the camera and expertly built arenas do not allow outsiders to blame for the problems. In Enter the Gungeon, the dungeon is rebuilt with each subsequent call, but the developers made the rooms manually. Only their number and sequence changes.

The casemates are inhabited not only by a variety of opponents, be it some semblance of death with a scythe, revived grenades or giant bullets. There are also merchants. They offer the traveler to replenish his health stock, purchase armor, and also sell a device that instantly removes all enemy shells from the screen. New weapons and passive bonuses are on store shelves. Useful gadgets and guns are waiting for the owner in the chests, but you need to get keys for them.

Replenishing the arsenal, keeping the protagonist in proper shape, and finding artifacts are essential ingredients for survival. The base weapon comes with endless ammo, but it doesn't shine with destructive power. The battle even with the first boss without proper preparation runs the risk of dragging on, since during the passage you find machine guns, grenade launchers, energy cannons, explosive bananas, deadly water pistols, or some other miracles of engineering. They differ, in particular, in destructive power and reload speed.


However, not all weapons are effective. Some of the guns exist to make you smile. But death here means the loss of almost all values ​​and a return to the beginning of the campaign. The system randomly places weapons on the levels. No one can guarantee that the protagonist will be lucky and strong enough. The lack of firepower or ammunition is especially acute, it is worth getting to the third or fourth bosses.

On the other hand, in such a game you get more pleasure from the process than from the result. Many elements are constantly changing, bumping into unknown enemies and their leaders, collecting useful relics, mastering new guns and discovering the secrets of this world. Even the motives of the main characters do not lie on the surface. It is best to hit the road with a friend. The game provides for a cooperative passage, but only local.

Some awards do not expire after the death of the protagonist. New characters appear at the base, capable of alleviating the fate of the heroes. One of them, for example, opens a shortcut to any floor of the dungeon. True, this requires the fulfillment of not the simplest conditions.

And Enter the Gungeon is one of those representatives of "pixel" games that do not annoy at all with their outdated graphics. The secret lies in working out the little things, up to appearance weapons, and in the original design of opponents. During battles, barrels, boxes and tables are blown to pieces. The aftermath of the fierce battle is hard to miss.




Diagnosis

In Enter the Gungeon, a lot depends on luck. It is extremely difficult to withstand the monsters without good weapons. Reaction, accuracy, as well as the ability to remain unharmed surrounded by bullets and explosions are becoming important, but not the only components of success. However, the project is not designed for the hero, alone or accompanied by a friend, to reach the final the first time. In this regard, I am glad that the game has an abundance of weapons, monsters, bosses and caches. She does not fizzle out quickly. And this is the main point.

  • Exciting shootouts with a variety of monsters
  • Intense boss battles
  • Many types of weapons
  • Enough secrets

Contra:

  • Many races end in failure due to the fact that the hero was not given a powerful enough weapon
  • No online co-op

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