Enter the Gungeon

Enter the Gungeon

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A few tips for the early chambers.
By Martini
These few tips help you out in starting out as a successful gungeoneer. Mastering the early chambers will go a long way in successful runs.
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Chamber One
+ Almost all early enemies except the gunjurers (those yellow robed gundead ) will shoot where you are, rather than where you are going to be. As a result against gunjurers, move one direction and quickly reverse ('juke') when they are about to fire.

+If the ammonomicon entry for the gun you're using says 'semiautomatic': SPAM CLICK MOUSE 1. It fires faster and reloads become easier.


+ For explosive gundead like the (red) Nitra, and the (green) pinhead, it's often worth leading them to a packed cluster of enemies and then attacking them. However, DON'T get backed into a corner while doing this.

+ If you ever see a buffed enemy

Look around the room for a gun-singer, these guys don't shoot you but they improve the stats of other enemies. Make him a priority target.

+ Chain gunners (the gundead with the spinning flail) usually only do melee damage, however if you defeat all other enemies in the room, they get a buff and can now throw a projectile from the tip of their flail, they telegraph this with a pink flash and some noise.


+ Some chests are fake, if you enter a room and see a chest move its lid, take a few shots at it (from a safe distance).


+ You can interact with highlighted objects, try pulling a lever or Pushing a barrel (preferably the water kind).


+ You can roll over these tiny blobby bois.


+For Gun-nuts , Rolling perpendicular to their attack never works; roll towards them straight, or diagonally.


+ You can go on a chest destroying spree and get a familiar called Ser junkan who will damage foes.
Hovever some chests blow up upon destruction so maintaining a safe distance is advised.

+ If you find yourself on fire, poisoned, et cetera, repeatedly dodge-roll until the floating indicator above your head disappears.


+ Do not fire your weapon in the shop.







+ Play through the tutorial again if you feel like you're missing something.

+ Look up keybindings in the controls section of options to edit something to your preference or figure out buttons you may not have tried.


+Booklets , must be dodged in two different manners:
If they fire off an R or N, Dodge sideways.
If they shoot in a ring, dodge-roll towards them.
Blue booklets fires a ring that ripples out slowly.


+ The different varieties of bullats lock on to your position and rush at you. They have low health but are invulnerable when they charge at you. Among them the ghostly one (spirat) is the most deadly as it can feint fake charges and rush again and again from different angles.

+ During boss fights, try to look more at your character model rather than at the boss. Instead look at the boss through your peripheral vision and just focus on avoiding damage.

+ Don't dodge-roll too much, learn to sidestep bullets.

+ Have fun.

Chamber Two
New Foes

+ Bullet sharks rush toward the player while spraying bullets to the left and right of their path. Relatively easy to avoid. A few of these bullets will flash and move outwards.


+ Veteran versions of the typical bullet kin and shotgun kin roam chamber two. They have predictive aim and fire faster.


+ Muzzle wisps will dash thrice randomly and then send out a ring of bullets. Roll towards them.

+ Lead maidens: these are the second-hardest chamber two enemy for most new players. They shoot out 3 rings of arrowhead bullets.
They are invulnerable when closed. After firing 3 rings; their bullets attempt to roughly home in on the player, repeated dodging works fine.

+ Sniper shells can be distinguished by the red laser they're pointing to your fore-head. The laser turns gold when about to fire. Tables and architecture can be used as cover. If in an open space try to deal with them one at a time. Dodge the moment you hear the gunshot.


+ Professional Snipers shoot flak rounds, i.e, bullets that explode into smaller bullets (radially).
They have fancy golden lasers and appropriate sunglasses.
Same strategy as regular snipers except when the bullet hits the wall next to you: In this case, you should roll towards the point of impact so as to escape the flak.

+ Chancebulons are the deadliest floor two enemy. They use attacks from random enemies in the game, even from those beyond chamber two. As a result, practice and learning patterns is the only way you're beating this thing. Also if it ever flashes gold:












+ Tazies have ended so many of my runs. These light-blue bois try to predict where you are going, like the yellow gunjurers. Fake out movements and roll like hell. Priority target.

+ Phaser spiders, these, in combination with other fast enemies can make you take two hits if you're not careful. You can sidestep or roll between bullets, but hiding behind pillars is the way to go for newer players.


+ Green booklets may appear, they are like red ones, but Irish.

+ Misfire beasts are very rare in chamber two. The beast attacking you (keep distance) is a puppet. Shoot it and the real beast will appear translucent [Much like bumping a spy in that little-known game Team Fortress 2].
Only by killing the invisible puppeteer will it really die.

General tips

+ Keys are very valuable.

+ If you find a cell key Look around the floor for a trapped NPC.

+ Understand the length (I mean physical length and time duration) of your dodge-roll.

+ Push a (?) table into a pit.

+ Push a guy into a pit.

+ Don't get pushed into a pit (last one i swear).

+ My sense of humour is the pits.


Moving beyond
The enter the gungeon wiki[enterthegungeon.gamepedia.com] is a valuable resource.

There are advanced guides that describe hidden mechanics like curse, coolness, etc. Try reading them when you get ahead in the game (chamber 3 or 4): Just click on these dumb faces:

(<..<)
(-_-)
(-'v'-)



Please rate up if you liked the guide (it gives me validation for the 6 hours I spent making it.) If not, comment why and I'll improve the guide.

Cheers, good luck.
53 Comments
Martini  [author] 21 Jun @ 11:52am 
Happens to the best of us
Carlos Ⅲ 21 Jun @ 11:31am 
i made the mistake of testing my new gun in the shop. Won't be doing that again...
LinkFromZelda 5 Jun @ 5:49am 
thanks. I still suck. But i now suck intelligently
uwultra249 9 May @ 9:45am 
chancebulons only pull attacks from bulon type enemys
default name 13 Nov, 2024 @ 1:13pm 
i got to the 5th chamber. but i didn't get far so can you please do a 5th chamber one
Martini  [author] 8 Aug, 2024 @ 12:24am 
Good note about the traps, I might update this guide at some point, maybe with better visuals too
shrubbery.org 7 Aug, 2024 @ 6:54pm 
this is generaly an amazing guide! but i consider lead maidens deadlier than chancebloins as they have no invincible state, and have less health, and i would have apriciated some tips on the various "deadly traps" aka: rolling pins, turret minecarts, fire trap, trap door, spike trap, ect
El Diablo #FixTF2 6 Mar, 2024 @ 11:53am 
:etgmarine:
Hickory (she/it) 5 Mar, 2024 @ 10:28pm 
Gave this a read while chilling out before bed. 100 hours in and just now found out what triggers chain gunners to do the ranged attack. I should note though that fire and poison work differently from one another. Your advice is accurate for fire, but for poison you don't have to dodgeroll, you just have to leave wherever the poison is spread on the ground. Dodgerolling helps since the poison bar stops going up while you're in the air from one, but it's not required by any means, and continuing to dodgeroll after you leave the poisoned area won't make it go down any faster.
Toesukr 69 31 Jan, 2024 @ 8:13pm 
I have 17 hours of play time and am still in chamber 2