Gunther

The Convict’s Route[]

Forge

The Convict’s Forge elevator is highly standard. A two leveled platform, with two smaller intermediary platforms to allow for easier ascension.

This elevator is identical to most other character’s initial elevators, save its decoration.

Notes

  • This elevator heavily resembles a prison cell.
  • There is no way to fall in this elevator.

Hollow

The Convict’s Hollow elevator consists of five separate motorized pillars, sporting extra elevated platforms on top of them. These pillars raise and lower at random, changing the landscape of the elevator, and potentially thrusting any player atop them into harm’s way.

Notes

  • The motorized pillars appear to be moved by large wheels, and be overall truck-themed.
  • With certain bosses, instead of spawning a default boss elevator, the motorised pillars will level out and cease moving, and the upper platforms will descend and be replaced by a metallic covering. This causes the elevator to assume a shape identical to that of the default boss elevator.
  • There is no way to fall in this elevator.

Gallery

Black Powder Mine

There is no actual elevator in the Black Powder Mine on the Convict path. Instead, the player must traverse a horizontal shaft, littered with various obstacles and enemies, while a giant worm-like creature chases behind them, forcing them to keep moving.

Notes

  • If the boss of this stage is the Low Priest or the Bolt Python, instead of some default elevator appearing, the worm and all existing obstacles will disappear and be replaced by two elevated platforms near the middle of the screen. The disappearance of the worm disables the autoscroll.
  • If the player enters this stage playing as The Cultist, the giant worm will be replaced by a large sawblade-covered mechanical wall, controlled by a Bullet Kin. It does not function any differently, however.
  • Any that touches the giant worm will be automatically collected by the player, the same as if it were to fall into a pit in a vertical elevator.

Gallery

Gungeon Proper

The Convict’s Gungeon Proper elevator consists of two main levels, with two smaller intermediary platforms, and two small platforms stationed above the highest main level. Periodically a floating skull will appear, shortly before a wave of dagger-shaped projectiles. The area the Skull appears in determines the direction that the daggers will come from, either; directly above, directly below, diagonally from the top left, or diagonally from the top right.

The smaller intermediary platforms and the small raised platforms block these daggers, granting the player safe shelter behind them. They do not block any other kind of bullet. Daggers that stab into these platforms will linger for a short time before vanishing.

Notes

  • This elevator is almost

    The most notable effect of this is that, in the event that daggers come from directly below the platform and stick into the underside of the smaller platforms, the player can safely stand under the smaller platforms without taking damage. In the Cultist’s version the hitbox of the arrows are long enough that they will hit him if he attempts to walk underneath.

    completely identical to the Hollow elevator on the Cultist Route. The only difference is the size of the projectile hitbox. The daggers in the Convict’s version have a slightly smaller hitbox than the Arrows the Cultist is subjected to.

  • The appearance of this elevator resembles some sort of prison yard.
  • There is no way to fall in this elevator.

Gallery

The skull that appears to shoot the daggers.

Keep of the Lead Lord

The elevator is the same on all routes. It is a small rocket-powered free-moving platform in a much larger shaft. It drifts around the shaft, bouncing off the walls.

It has two main levels, and one special intermediary platform. This platform is much longer than its static counterparts, and is pushed in whenever the elevator presses against the shaft walls.

The Pilot’s Route[]

Forge

The Pilot’s Forge elevator is highly standard. A two leveled platform, with two smaller intermediary platforms to allow for easier ascension.

This elevator is identical to most other character’s initial elevators, save its decoration.

Notes

There is no way to fall in this elevator.

Hollow

The Pilot’s Hollow elevator is one of the few with no walls whatsoever. It is a small free-moving rocket-powered elevator in a wide open space.

There are two buttons on the left and right of the elevator’s bottom layer. Pressing either button moves the elevator in that button’s corresponding direction.

Various formations of Mountain Cube will descend from above throughout the whole ascent. If these Mountain Cubes touch the top of the elevator, they will stick to it for a small time before exploding into rings of bullets. The player is intended to use the buttons to maneuver the elevator out of the way of the falling cubes, though it is not necessary.

Notes

  • Due to this elevator not having walls, the effectiveness of bouncing weapons is highly decreased in this stage. However, this also renders certain enemies such as and much less dangerous.
  • This elevator bears some similarities to the Gungeon Proper elevator on the Bullet’s Path.
  • No bosses can spawn in this stage. A default boss elevator will always spawn instead.

Gallery

Black Powder Mine

The Pilot’s Black Powder Mine elevator consists of several platforms held aloft by slowly bobbing balloons. These platforms have two layers.

Arrow Kin will periodically fall from above, popping balloons at random and causing them to fall. Balloon platforms will reappear given time, but these Arrow Kin can cause significant portions of the Elevator to become unsafe.

Notes

  • This elevator is functionally identical to the Forge elevator on the Cultist Path.
  • To telegraph that they are about to be destroyed, the balloons will display a panicked expression and wiggle slightly. They will do this before the oncoming Arrowkin even appears on screen.
  • Falling Arrowkin do not deal any sort of contact damage.

Gallery

Gungeon Proper

There is no actual elevator in the Gungeon Proper on the Pilot’s Path. Instead, the player is carried on a rope by Super Space Turtle, and is able to freely move around the empty shaft as they please.

Notes

  • The Killinder is able to spawn in this stage, though all other bosses will require a default boss elevator to spawn instead. However, if the Killinder is fought this way, after it is defeated a special elevator will appear in order to hold its boss drops to prevent them falling away.
  • Due to there being no floor in this stage, all enemies that spawn are capable of flight.
  • The player is blocked from being able to fly off screen in this stage, either above or below. Functionally, this prevents the player from being able to ‘fall’ in this elevator.
  • This stage is functionally identical to the Forge stage on the Robot Path.

Keep of the Lead Lord

The elevator is the same on all routes. It is a small rocket-powered free-moving platform in a much larger shaft. It drifts around the shaft, bouncing off the walls.

It has two main levels, and one special intermediary platform. This platform is much longer than its static counterparts, and is pushed in whenever the elevator presses against the shaft walls.

Notes[]

  • — If the player has Singularity, it spawns a hell portal that sucks enemies in and deals high damage.
  • — If the player has Shotgrub, it fires a wide spread of five bullets, which bounce back and split into waving bullets after hitting a wall, similar to the Shotgrub enemy’s attack.
  • — If the player has Abyssal Tentacle, the Abyssal Tentacle will become gray and yellow, dealing more damage, as well as being able to latch onto two enemies.
  • — If the player also has High Kaliber, the soul spawned by hitting an enemy with High Kaliber initially moves towards the player instead of away.
  • — If the player has Dragunfire, it and its projectiles turn grey, it gains an increased rate of fire, and it gains notable knockback on enemies, but loses the piercing attribute.
  • — If the player has Pitchfork, it fires green fireballs, setting enemies permanently aflame.

Super Space Turtle DX — If the player has Super Space Turtle, Super Space Turtle becomes jammed, firing small rockets with higher damage.

  • The charming effect only occurs upon entering combat; enemies that spawn in waves will not be charmed.
  • Upon completing a room with a charmed enemy, tentacles will appear under the enemy and drag it into the floor.
    • The charmed enemy will have a stunned effect animation while being killed by the tentacles.
    • The tentacles will sometimes not kill the charmed enemy, and it will wander around in the room, trying to kill enemies adjacent to the room it’s in. This is fixed when the tentacles kill a different charmed enemy.
  • Yellow Chamber will not provide any armor to The Robot.
  • Yellow Chamber will not charm or kill Red-Caped Bullet Kin.
  • Occasionally, if a Spent is charmed and the room is cleared, the Spent will be killed by the tentacles and the doors will open despite the next wave of Spent spawning.
  • Projectiles from charmed enemies still do damage to the player.
  • Some companions, like the Owl, Baby Good Shelleton and R2G2 will still attack charmed enemies on sight.
  • If two Yellow Chambers are somehow obtained it can charm a second enemy.
  • Money dropped by charmed enemies killed by the player will be collected as if they weren’t charmed.

List of Achievements[]

Icon Name Description How to Obtain
Passing My Test Completed Manuel’s Test, A Great Achievement. Finish the Tutorial. Unlocks «The Rookie» hat.
Win Successfully Exited The Gungeon. Win the game as any character. Unlocks Dragunfire.
Bull In The Heather Mastered The Coltaur. Defeat the Buffammo five times.
Dethroned Mastered His Majesty’s Chancellor. Defeat His Majesty’s Chancellor five times. Unlocks Crown of Guns.
Hollow Victory Mastered The High Priest Past. Defeat the Low Priest five times.
Six Six Six Gun Mastered The Chamber Of Flame. Defeat the Killinder five times.
Smash Brother Mastered The Mecha Bullet. Defeat Mutread Head five times.
Set In Stone Mastered The Medusalier. Defeat Medusalier five times. Unlocks Siren.
Gato Roboto Mastered The Meowitzer. Defeat the Meowitzer five times.
Ouroboros Mastered The Bolt Python. Defeat the Bolt Python five times.
Behold, Again Mastered The Armored Beholster. Defeat the Eyebalrog five times. Unlocks Eye of the Beholster.
Death From Below Mastered The Deathvator. Defeat the Fallmonger five times.
Shrine On Mastered The Kill Shrine. Defeat the Sepulchergeist five times.
Four Guns Mastered Gungamesh. Defeat Gungamesh five times.
The Last Boss Mastered The Lich Dragun. Defeat The Last Dragun five times. Unlocks Riddle of Lead.
Elevated Enlightenment Accessed All Elevator Types.
Breakout Rescued All Npcs From The Cell. 12 in Hello to Arms Update
Green No More Aced Just Dessert Golf. Get a hole in Just Dessert Golf 10 times.
Chester Bester Aced Winchester’s Game. Destroy all targets in Winchester’s Original Game 3 times.
Flawless Beginner Completed Level 1 Boss Without Taking Damage. Unlocks Vulcan Cannon.
Flawless Journeyman Completed Level 2 Boss Without Taking Damage.
Flawless Apprentice Completed Level 3 Boss Without Taking Damage. Unlocks Mine Cutter.
Flawless Master Completed Level 4 Boss Without Taking Damage. Unlocks Particulator
Flawless Victory Completed Level 5 Boss Without Taking Damage.
Man Of Hats Bought All Hats. 34 items in Hello to Arms Update
Skin Trade Bought All Skins. 14 items in Hello to Arms Update
Getting The Band Back Together Unlocked All Characters. Unlock The Bullet, The Robot, and The Cultist.
Big Spender Bought Something From Bello. Buy 50 items from Bello.
Year Of The Ox Bought Something From Cadence And Ox. Buy 20 items from Cadence And Ox.
Sunset Overdrive Exited The Gungeon As The Pilot. Unlocks Disarming Personality and Wingman.
Money, Cash, Woes Exited The Gungeon As The Convict. Unlocks Loot Bag and Enraging Photo.
Soldier Of Fortune Exited The Gungeon As The Marine. Unlocks Galactic Medal of Valor and Military Training.
Hunter Exit Hunter Exited The Gungeon As The Hunter. Unlocks Witch Pistol and Dog.
Blue Screen Exited The Gungeon As The Robot. Unlocks Mutation and Blown Fuse.
Sidekick Story Exited The Gungeon As The Cultist. Unlocks Banana Jam Hands.
Bullet Time Exited The Gungeon As The Bullet. Unlocks Live Ammo and Blasphemy.
Combo Breaker Reached Max Combo. Reach a Combo of 20. Unlocks Ser Junkan for appearance as both an item and a powerup.
Lock Steps Helped Flynt Avoid Embarrassment. You get the quest after talking to Flynt multiple times.

You can find the items in the minigames from the Resourceful Rat’s balloons.

Lost in Translation Helped Goopton With Something Personal. You get the quest after talking to Professor Goopton multiple times.

You can find the item in the minigames from the Resourceful Rat’s balloons.

Secure Seating Upgraded Bello’s Stools. You get the quest from Bello after the bar is set up.

You can find the stools in the minigames from the Resourceful Rat’s balloons.

Natural and Artificial Flavors Sated Daisuke’s Craving. You get the quest after talking to Daisuke multiple times.

You can find the items in the minigames from the Resourceful Rat’s balloons.

No Link Cable Needed Gave The Old Man Something To Fiddle With. You get the quest after talking to the Old Man multiple times.

You can find the item in the minigames from the Resourceful Rat’s balloons.

Able Reunited Old Red with Daisy. You get the quest after talking to Old Red multiple times.

You can find the item in the minigames from the Resourceful Rat’s balloons.

Beastmaster Achieved Beast Mode Level 2. Talking to the guards in front of the entrance starts Beast Mode discussion. Unlocks «The Beast» hat.
Tentacle Espionage Action Mastered The Glocktopus. Defeat Glocktopus five times.
At The Helm Aced Helmet Kick.
Octo-Rockin’ Carried Eight Weapons At Once. Unlocks Railgun

Bugs[]

  • If either player dies before exiting to the next chamber elevator, the next chamber will have chests that will not turn into revival chests (except for spawned chests). Opening them will cause them to act as a normal revival chest but if both players are alive, they are able to open the unspawned chests without requiring a key.
  • If the player enters co-op as The Paradox and uses the alternative gun skin shrine, the Cultist will start without a gun. Entering a room will spawn a supply drop containing a random starter gun or weak gun, which occurs as a failsafe when any character has no usable guns.
  • If the Cultist picks up an item that the Resourceful Rat is stealing, the rat will soft-lock in his current position. He will remain in this state, unable to steal dropped items, until the players advance to the next level.
  • If the either player dies while Drill is unlocking a chest, the chest will revive the killed player, but will be unable to finish unlocking, trapping the players in the drill room and softlocking the game.
  • Even if holding one of the items used to create The Bullet That Can Kill The Past, the Cultist will be ignored by the Blacksmith. Since none of the items can be dropped, this can result in being unable to give the Blacksmith that bullet part in the run.

How to Unlock[]

As The Paradox, defeat the Lich. This will launch you into a new run as the Gunslinger at the beginning of the first chamber. It is important to note that at this stage, you have not unlocked him, you’ve merely unlocked a single attempt at unlocking him permanently. If you die, quick restart, or exit the game without using save button before finishing his run, you will have to start the process over by beginning another run as The Paradox. To unlock him permanently, you must proceed through the game again, making sure to get The Bullet That Can Kill The Past from the Blacksmith in The Forge (if you don’t get the Bullet before entering the Aimless Void, then firing The Gun That Can Kill The Past will simply send the game straight to the credits, and you will have to begin the process again with another Paradox run) and kill his past (See: Past Kill).

Bugs[]

  • For some unknown reason, for some players The Paradox might not even have the glitching effect when playing them, instead it will just roll through the Gungeoneers and their alternate skins when rolling or interacting with something like usual.
  • While playing as the Paradox, skipping a chamber can sometimes result in the Paradox not starting out with a passive item.
  • In Co-op mode:
    • If the Paradox drops their starter item and then dies, they’ll be given another starter item, the same one they started out with. The Cultist can pick up the duplicated starter items and possibly stack its power.
    • Using the Save Button resets both players’ loadouts. If either dies, they will respawn with a new starter item and weapon and drop their old ones. This enables one player to collect multiple starter guns.
    • If either player dies while Riddle of Lead

      If any of the players die with an item that increases heart containers, the killed player will never be revived. All chests that are opened from the remaining player will play the revival animation on them and recover their health. This can be fixed by saving and exiting to the next floor which will cause the killed player to be revived and drop the item and may cause them to drop their starting gun if killed again. This works if the killed player is the Paradox. (DestructiveUnggoy: This has been patched as far as I’m aware.)

      is in their loadout, their ghost’s health will be restored by its healing effect. This makes them unable to be revived. If the other player dies, both players continue to play as a ghost at the same time. In this state the game cannot be lost but is very prone to becoming softlocked.

  • If Macho Brace gets activated by a dodge roll, but a shot is not fired before the time limit, then the glow will not fade away (the actual damage increase will still disappear however). This can be fixed by activating Macho Brace again and firing a shot before the time limit.

Notes[]

  • Picking up Drill increases the chance of finding the other Payday 2 items, Loot Bag and Clown Mask.
  • The amount of enemies and waves is determined by the chest quality, usually having less enemies and waves when used on low-quality chests, and up to 5 waves for S quality chests. D tier (brown) chests will have a single wave, with 2-4 enemies. B tier (green) chests can have anywhere from 2-4 waves. They usually have at least 4-5 enemies per wave, but can occasionally spawn 6.
  • When the drill is used in the Keep of the Lead Lord, there’s a chance for it to spawn Bullet King

    The same applies for Old King’s chancellor when used in the Abbey of the True Gun.

    ‘s chancellor, who will chase the player even if left unharmed.

  • It is possible for pickups to spawn after completing a wave, including other chests. If the player wants to keep them, they must grab them before they finish all the waves; otherwise, when the room returns to its normal size, the pickup may vanish, if the walls close over it. If it is in the center of the room it will remain.
  • The drill cannot be used on any chests that spawn after clearing a wave in the special drill room.
  • The drill cannot be used on the roof of the R&G Department if a chest spawns there after the boss is defeated.
  • Using the Drill on a fused chest will extinguish the fuse. However, the chest will appear without a fuse in the enlarged room.
  • The room will only return to its normal size once the player is inside the radius of the original room.
  • Drill can also be used to pick the locks on the trapdoor to Oubliette and the lock on the trapdoor that leads to the Resourceful Rat’s Lair.
  • The drill cannot be used on the lock that requires the Gnawed Key.
  • When the Drill is used during a Challenge Mode run, each new wave receives its own room modifier(s).
  • In the Switch release, completing the waves of enemies while using the drill may cause a game crash.
  • The drill appears to, on occasion, fail to render a complete arena, leaving some areas black or untextured; however, the collision remains intact.
  • The drill can be used on Brother Albern’s chest. The lock will fall off of it, but it still can’t be opened without speaking to him.
  • Chests opened by the drill are rendered indestructible.
  • If the player attempts to use Trusty Lockpicks on a chest and it fails, the Drill cannot be used on the chest.
  • The drill, if used on a door with a sentient lock, will not spawn any enemies, and will instead instantly vanquish the living lock.
  • If a chest spawns in the Resourceful Rat’s Lair, the drill cannot be used. However, it can be used to unlock the special rat chests after the boss fight.
  • The generated room is considered a different room, so leaving items on the floor before using the drill will result in them being stolen by the Resourceful Rat.
  • The drill does nothing to Mimics.

Hearts[]

Hearts replenish the player’s health upon picking them up. As expected, half hearts will restore half a heart of health, while full hearts heal a full heart.

The Robot cannot pick up hearts as it does not have any heart containers.

If the player has full health, they can interact with health pickups to save them for later. This health may then be picked up at a health dispenser located at the entrance to the next floor and at shops. The amount of health stored in the dispenser will be reset each floor. A drawing at the bottom left of the map (not the mini-map) indicates how many half-hearts are currently stored in the dispenser. In the Forge, hearts stored will appear in the elevator room where you first spawn.
If the player picks up a full heart while missing only half a heart, the second half will not be stored.

Hearts can be stored for later in Bullet Hell, in which case the health dispenser will appear in the entrance of Bullet Hell and the room just before the Lich.

Bugs[]

  • If the player dies immediately after killing the first form of the Lich, the hand will still grab the player and take them underground. However, this does not take the player to the second form of the Lich. Instead, it softlocks the game.
  • If the player dies at the same time as the second form of the Lich, the fade-to-white screen transition will play after respawning and softlock the game.
  • If the player dies to fire, they will still be on fire when they respawn.
  • If in co-op and the player with Clone dies first, Clone will be lost and cannot be picked up by the other player
  • If the player kills a boss right after dying, when they respawn, they will be unable to do anything except open and use the pause menu.
  • If the player pauses the game at the exact moment they die, the game will freeze on the black screen.
  • If the player is knocked into a pit after dying with Clone, they will take damage upon respawning and also be unable to do anything except open and use the pause menu on a black screen.
  • If the player dies while holding an empty weapon, there is a chance that the weapon will no longer be in their possession upon revival.

Items sold in The Breach[]

Icon Name Quote Type Notes Cost
Devolver Degenerates Semiautomatic Has a chance to devolve enemies into simpler enemies. 10
Casey Batting 0.50 Charged Damages enemies and reflects bullets when swung. Increases curse by 2. 12
Starpew Reap And Sow Charged Fires water droplets. Can be charged to increase the number of droplets fired. 20
Dueling Laser More interesting this way! Charged Fires a large, high-damage laser. Needs to recharge after each shot. 20
Vorpal Gun .50 Criticaliber Semiautomatic Has a small chance to fire a critical shot which deals increased damage. 20
Hyper Light Blaster Skill Honed Sharp Semiautomatic Has very low maximum ammo, but regenerates 1 ammo upon hitting an enemy. 22
Mourning Star Satellite Rain Beam Calls down an orbital laser cannon onto the targeted enemy. 22
Strafe Gun Bleeding Edge Gameplay Automatic Fires nails that explode. 26
Stone Dome Big Head Mode Automatic Sits on the player’s head and rapidly fires homing bullets. While held, inflicts fear on nearby enemies. Increases curse. 26
The Exotic Pack of Wolves Semiautomatic Fires a rocket that splits into several smaller homing rockets upon impact. Grants a ghost companion that follows the player and reveals the contents of nearby chests. 26
Big Shotgun A Shotgun That’s Big Semiautomatic Fires a burst of three extremely large exploding projectiles. 26
Combined Rifle Halve Lives Automatic Reloading alternates between a rapid-fire rifle and a bouncing, piercing energy ball. Enemies killed by the energy ball disintegrate. 26
3rd Party Controller Assuming Direct Control Automatic Upon hitting an enemy, they will move in the same direction the player moves, and shoot towards the crosshair if the player shoots 28
GuNNER Backpack Not Included Semiautomatic Taking damage while GuNNER is held drains 40 ammo and drops a skull that heals the player upon pickup. 28
Tetrominator LINE PIECE! Semiautomatic Fires random tetrominoes that stick to enemies. Line pieces explode, dealing more damage the more tetrominoes are stuck to an enemy. 28
Triple Gun Bullet the Stampede Varies Changes form based on how much ammo it has left. 28
Void Core Cannon Critical Strike Burst Fires bursts of four large energy balls, which home in on enemies and explode upon impact. 28
Really Special Lute Purple Prose Automatic Fires a spread of 7 bullets that have a chance to charm enemies. Buffs nearby companions. 28
Kruller Glaive Studied the Blade Charged Throws a boomerang-like projectile that homes in on multiple enemies, damaging and sometimes stunning them. 28
Knight’s Gun Plowshare Semiautomatic Fires 5 bullets in an arrow formation. Reloading an empty magazine has a chance to dig up a pickup or specific items from the ground. 28
The Predator High-tech $#!* Semiautomatic Locks onto enemies and shoots a high-speed laser. 28
Gunderfury Gun of Guncraft Semiautomatic Gains experience with kills and does not lose it between runs. Changes every 10 levels. 28
Icon Name Type Quote Effect Cost
Silver Bullets Passive Blessed Metal Increases damage against jammed enemies and bosses. 8
Stout Bullets Passive Up Close And Personal Increases damage at close range. 12
Roll Bomb Passive Power Charge Drops a bomb upon dodge rolling. 12
Charming Rounds Passive Made With Love Bullets have a chance to charm enemies. 14
Helix Bullets Passive Praise Be Doubles fired bullets and makes them move in a helix pattern, but slightly decreases damage. 16
Teleporter Prototype Active Teleport?! Teleports the player to a random room. 22
Flak Bullets Passive Catch some! Whenever a bullet hits an enemy or wall, it splits into several smaller, lower-damage bullets. 28
Magic Bullets Passive Sufficiently Advanced Grants all of the player’s bullets a small chance to transmogrify enemies into chickens. 18
Vorpal Bullets Passive Through and Through Occasionally fires a special high-damage bullet. 26
Snowballets Passive Powder Power Bullets increase in size and damage as they travel. 26
Bumbullets Passive Bumblecore Upon firing, adds a chance to fire a bee, which homes in on and damages enemies. 26
Devolver Rounds Passive Two Steps Back Bullets have a chance to devolve enemies into simple enemies. 26
Scouter Passive Quality Assured Shows enemy health and damage dealt to them. Increases accuracy and damage. Increases curse by 1. 26
Orbital Bullets Passive Deadly Revolution Upon missed bullets hitting a wall, an identical bullet will start orbiting the player. 28
Blank Bullets Passive The Best Defense… Bullets have a chance of triggering a short-range blank when they hit obstacles. Increases curse by 1.5. 28

Blanks[]

Blank
Statistics
Type: Active
Ammonomicon Entry
Banish Bullets
Erases all enemy projectiles in the room. Pushes enemies back, and deals a small amount of damage.

Upon use, blanks clear the entire room of bullets, prevent bullets from spawning for a short time afterwards, deal 10 damage to enemies, and knock enemies away from players.

If blanks are used in rooms connected to secret rooms, the paths will open up.

If the player has less than 2 blanks, they are replenished to 2 upon entering the next chamber. The White Guon Stone, Chaos Ammolet, Uranium Ammolet, Copper Ammolet, Lodestone Ammolet, Gold Ammolet, and Frost Ammolet each increase the number of blanks replenished by 1, to a maximum of 11 blanks.

Blanks are carried over to the past, except for the past of the Pilot.

Notes[]

  • If Blasphemy is acquired as Robot, it will not fire projectiles as The Robot is technically never at full health.
  • The Robot deals 1 more damage with the Flame Hand than other characters, implying he has a higher intelligence modifier and therefore, higher intelligence.
  • Due to all non-rainbow chests being impossible to open in Rainbow Mode, it makes sense to destroy them instead. Besides the occasional pickup, this ends up giving you a lot of Junk. Consequently, the Robot excels in completing rainbow mode, as the 5% damage boosts will build up over the entirety of your junking spree. Its relatively strong starter weapon also means the player can pick an item instead of a weapon on the first floor.
  • The Robot can’t sell its health to the Vampire. As it technically has zero hearts, the Vampire will refuse to trade and say the Robot hungers as much as she does, a quote she tells other Gungeoneers at low health.
  • Patches and Mendy are unable to heal the Robot, and to compensate will give it a Bottle, Armor, or Junk, for free.
  • Using a Peace Shrine as the Robot consumes the active gun with no benefit.
  • As of A Farewell to Arms update, the Robot can use shrines that consume a heart container by losing two Armor.
  • Some effects from the Dice Shrine which affect health, like Bolstered, don’t affect The Robot.
  • The Robot cannot access the Hall of Knowledge because it is boarded off.
  • Unlike the other Gungeoneers, the robot falls into the Gungeon rather than descending down the staircase. If wearing its alternate costume, however, it enters normally.
  • Spice won’t take any armor from The Robot, only giving curse and lower accuracy, making it a very powerful item.
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