Doug
Содержание:
The Bullet’s Route[]
Forge
The Bullet’s Forge elevator is largely standard. A two leveled platform, with two smaller intermediary platforms to allow for easier ascension. Its one major deviation comes in the form of a large hole in the center of the lower level, posing a significant falling risk, and restricting the player’s movement options.
Notes
This elevator is functionally identical to the Hollow elevators of the Hunter and Robot paths.
Hollow
The Bullet’s Hollow elevator consists of five separate pillars, each sporting an extra raised platform atop them. These pillars are each adorned with a switch (possibly intended to be the hammer of a gun). At random, these switches will move to a downwards position, causing their respective pillars to lower. The switch will stay in this position for a short time before flicking back to an upwards position, causing the platform to return to a neutral state.
Notes
- This elevator is highly similar (but not identical) to the Hollow elevator on the Convict path.
- Thanks to the way the switches on the pillars work, it is very simple to predict when a pillar is going to raise back to a neutral state.
- It is not as simple, however, to predict when the pillars will lower.
- With certain bosses, instead of spawning a default boss elevator, the 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
The Bullet’s Mines elevator is horizontal rather than vertical, travelling at great speeds to the right on rails. The player is allowed to step down onto the tracks here without consequence, but if they linger long enough to go off screen they will take damage.
Notes
- This elevator appears to be some sort of tank, possibly the remains of the Treadnaught.
- The player also takes damage if they go off screen to the left, though this is significantly harder to do accidentally.
- This elevator is functionally identical to the Mines elevator on the Bullet Route.
- Occasionally a Tanker will poke its head out of the hatch on the right side of the elevator. This is purely aesthetic, and has no actual effect.
Gallery
The appearance of the Tanker peeking out.
Gungeon Proper
The Bullet’s Gungeon Proper elevator is a small, free-moving rocket-powered elevator in a wider shaft. It consists of two main levels, a smaller intermissive platform for easy climbing, and two buttons on the left and right of the lower level. Pressing these buttons causes the elevator to move in their respective direction, either left or right.
Periodically the elevator will encounter wall-mounted scaffolding piled high with wooden crates marked with skulls. These scaffolds can either be on the left of the shaft, the right of the shaft, or suspended precariously in the middle of the shaft. Scaffolds in the center are typically much smaller, and contain much fewer crates.
If these crates make contact with the elevator they will burst, with each crate having a chance to release a ring of bullets upon doing so. The player is intended to maneuver the elevator to avoid these scaffolds and crates, to avoid complicating fighting the numerous enemies. Despite this, it is possible to complete the elevator without once touching the buttons.
Notes
- This elevator bears some similarities to the Hollow elevator on the Pilot’s Path.
- It is impossible to avoid scaffolding in the middle of the shaft, though due to its decreased crate capacity it is rarely very dangerous.
Gallery
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 Beholster is dead, all Beadies on the current floor become passive and will not have guns. However, they can still deal contact damage.
- The six guns the Beholster holds and uses against the player can be found in game. These guns are Com4nd0, Machine Pistol, Eye of the Beholster, Void Marshal, Trank Gun, and M1911
If all of these guns are given to the Beholster shrine, the player will be given all six guns, and they will all orbit the player and fire while holding the Eye of the Beholster.
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- Two glitched Beholsters are fought after opening a .
- His eye beam can be cancelled not only with blanks, but also by using Blasphemy. But, contrary to popular belief, not with Casey.
- Because the Beholster’s skin colour is mostly red, the main way to tell if he’s jammed or not before the battle begins is by looking at his teeth.
- Staying a significant distance away from the Beholster can make most of its attacks easy to avoid.
- Since Advanced Gungeons and Draguns, The Beholster has 3 different boss arenas in total, containing:
- 4 large pits, 1 covering each corner.
- A pit dotted near the corners but not touching the exact edges, allowing the player to walk around them.
- 2 pillars parallel to each other lined up horizontally on the far sides of the room with the Beholster in the middle.
- If the player is holding Shock Rounds, lightning will bounce from Beadies to bullets.
- The Beholster’s eye beam can (somehow) be blocked by Guon Stones and Owl, but cannot be blocked by Gatling Gull if he is summoned to fight for the player via Ticket.
Trivia[]
- Nicknames that NPCs refer to The Cultist as include:
- Somebody
- Some guy
- Rando
- Extra
- Guy next to the protagonist
- Assistant gun user
- Additional set of hands
- NPCs in The Breach and the Gungeon shopkeepers will refuse to talk to The Cultist, declaring that they will only speak to the protagonist. Some will even insult The Cultist by pointing out their young age or the low quality of their starting weapon (Dart Gun).
- The Cultist’s Dart Gun resembles a purple version of the Nerf «Maverick».
- The Light Gun is hinted at originally being the Cultist’s; its description states «After a clumsy child of The Gungeon accidentally dropped this toy into a pit, they were forced to amuse themselves with the Dart Gun.»
- When selecting the Cultist in The Breach, their icon above their head will spin around, ending in the picture of the Cultist in the icon with their face pressed against the screen.
- The apple costume could be implying they’re a teacher’s pet.
Strategy[]
Compared to the other standard Gungeoneers, the Marine has the least variance in playstyle and is relatively reliable in performance. He comes equipped with a piece of armor, which makes him slightly more durable than the rest of the characters. His starting weapon, the Marine Sidearm, has a high clip size and fire rate combined with decent damage output and comparatively high accuracy with a quick reload, making it a viable weapon by itself for the entirety of the first floor and a useful backup even beyond.
Military Training provides a notable increase in accuracy and decrease in reload times; provided the player can find weaponry to lend the trait to, it can vastly extend the effective range of some weapons and make some of the slower weapons more viable, particularly powerful bolt-action weapons such as the Hexagun. The increased accuracy can also make most shotguns much more effective at medium to long range, though it is recommended to stick to wider targets at these ranges nonetheless.
Supply Drop, if kept until required, is a guaranteed ammo drop in emergencies if the player is low on ammo. The downside is that the player is unlikely to need it until later floors; often, a better active item will drop beforehand and the player will be compelled to drop it or use it immediately. However, more experienced players who are using elevator skips to later floors, particularly the third or beyond, may find the Supply Drop highly useful. It may also be sold to the Sell Creep if one is strapped for casings.
Overall, The Marine is an extremely reliable character for combat, but while he receives a bonus to his gunplay, he lacks the special bonuses of other Gungeoneers, such as The Hunter’s Dog or the variety of boosts The Pilot receives. However, he remains a highly useful character for players with a steady aim, as his sidearm is easily the most powerful of the standard infinite-ammo weapons and his passive gives him an almost alarming propensity for chewing through rooms with some weapons. He is best used if the player is looking to simply blast their way through the Gungeon, as other characters have bonuses that will help them with quests more.
The Hunter’s Route[]
Forge
The Hunter’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
- The presence of bookshelves in this elevator is a reference to the Hunter’s scholarly nature.
- There is no way to fall in this elevator.
Hollow
The Hunter’s Hollow Elevator is nearly identical to her Forge elevator, save for a large hazardous gap in the center of the lower platform, posing a significant falling risk.
Notes
This elevator is functionally identical to the Forge elevator on the Bullet Path, and the Hollow Elevator on the Robot Path.
Black Powder Mine
The Hunter’s Black Powder Mine elevator consists of six small platforms positioned around a seventh central platform. Silver bullet-shaped extensions will slowly emerge from the six surrounding platforms. Upon extending fully, these bullets will turn gold, gain faces, and arm themselves with guns. Platforms at full extension will periodically shoot bullets in the direction of the player.
The player is intended to jump onto these platforms to push them back down, or to prevent them from extending fully in order to simplify the fight.
Notes
Platforms will automatically depress themselves when the level is about to transition into an intermission room, or when a boss fight is active.
Prior to a patch, it was possible to fall through the lower three platforms if down was held during a jump. Typically, elevators do not allow players to fall through them if there is no viable benefit to it, and it has since been fixed.
Gallery
Gungeon Proper
There is no actual elevator in the Gungeon Proper on the Hunter’s Path. Instead, the player is forced to leap and climb a series of ascending platforms positioned precariously around the elevator shaft. The camera automatically scrolls up the elevator shaft, forcing the player to keep moving.
Notes
- Prior to version 2.0.6, there was a small chance that platforms would be too far apart for the player to reach, even with their highest jump.
- This stage is functionally identical to the Gungeon Proper elevator on the Cultist’s Path.
- No bosses can spawn in this stage. A default boss elevator will always spawn instead.
Gallery
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.
Tables[]
Tables can be flipped over to block bullets. During the flipping animation, bullets near the table will be cleared, similar to or explosions. After flipping a table, the player will become invincible and absorb bullets for a few frames. Afterwards, the table can be pushed around, and will be destroyed after taking enough damage. Tables also absorb bullets when destroyed, in the same manner as when they are flipped. Bullet Kin and several of their subspecies will also flip tables and use them as cover themselves.
The player can also dodge roll over tables. Tables can be dodge rolled over three times before breaking. Stone tables can only be rolled over twice. If multiple tables are adjacent, the player will slide over all of them. If the dodge roll button is pressed while the player is on the table, it will break immediately.
Tables can be slowly pushed around. One table can push another, which significantly slows the Gungeoneer.
Tables are unaffected by fire.
Synergy Chests[]
Synergy chests are special chests added in the Advanced Gungeons & Draguns Update. Upon opening them, they will either turn red or blue and drop a random item or gun with random quality.
- If blue, they will drop an item or gun that completes a synergy.
- If red, they will drop an item or gun but with an unlikely chance of a synergy.
After freeing Synergrace, Synergy chests will appear randomly in the place of regular chests past the first chamber, and will always have a fuse. They have a roughly 5% chance to replace a normal chest, and one is guaranteed to spawn after defeating Old King. They can also be purchased from Synergrace.
Mimic Tooth Necklace
Shells[]
Shells (also referred to as casings or coins) are the game’s main form of currency, and are often dropped by enemies upon their death. They stay on the ground until retrieved or until combat finishes, at which point they will slide across the floor to the player. Occasionally, they can get stuck doing this and have to be collected manually. They can be used to purchase items in Shops and make wagers with various NPCs. Shells that fall into pits will reappear on top of the player, and usually be automatically collected.
Bullats and their variants will not drop shells if they self-destruct.
Enemies that die from traps triggered by the player such as chandeliers or explosive barrels will give less shells.
If an enemy successfully damages the player they will not give shells.
The shells dropped by Loot Bag won’t be automatically collected, and will disappear after a brief moment. The player needs to walk over them so that they can be picked up.
is worth 1 shell.
is worth 5 shells.
is worth 50 shells.
How to Unlock[]
The method to unlock the Paradox can only be accessed after killing at least one Past. In the Gungeon Proper, Black Powder Mine and the Hollow, there is a 20% chance that a cosmic rift will appear in a random room, which the player can walk into and interact with to receive a paradox effect. Killing the character’s past or the Lich with the effect active will unlock The Paradox.
Multiple cosmic rifts can appear in one run, and they can also appear during a Rainbow Run.
Saving and quitting the game will no longer remove the effect as it did previously. Dying and respawning with a Clone will also retain the effect.
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.
Trivia[]
- Occasionally, when viewing the minimap, the chambers of the Yellow Chamber may blink. The chamber may also fall away to reveal a large eye.
- This item is reference to Robert W. Chambers’s book of short stories titled The King in Yellow.
- The fact that this item can also be unlocked by entering the eyeball room possibly correlates to the , which both features a glaring eye and shares a similar color palette to the tentacles.
- On occasion, the tentacles that appear to kill the charmed enemy will appear a slight distance away from said enemy rather than directly below them, but the tentacles will still kill the enemy.
- When the charmed enemy is in a minecart by the time the room is cleared, the charmed enemy will stay in the minecart indefinitely instead of dying like normal. While in the minecart, it won’t shoot, and will die once ejected from the minecart.
- Charmed Bullet Sharks and Dets will not die after the room is cleared, as they move away from the tentacles. They will drop casings if killed by the player.
- Charmed Lead Maidens close when the room is cleared, becoming invulnerable. With nothing to aggro on, they remain closed and cannot be killed.
The Marine’s Route[]
Forge Elevator
The Marine’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 bears resemblance to some sort of military barrack.
- There is no way to fall in this elevator.
Hollow Elevator
The Marine’s Hollow elevator features no enemies (save for perhaps the boss) in its main section. Instead, it serves as a hub area through which the player must access and beat five separate small rooms.
This is one of the few elevators to not feature an intermission room. Instead, the third mini-room cleared will always drop a .
Notes
- This elevator features Skullets and Fallen Bullet Kin
This is the only place that Fallen Bullet Kin appear in Exit the Gungeon.
in its columns.
- There is no way to fall in this elevator.
Black Powder Mine Elevator
The Marine’s Mines elevator is horizontal rather than vertical, travelling at great speeds to the right on rails. The player is allowed to step down onto the tracks here without consequence, but if they linger long enough to go off screen they will take damage.
Notes
- This ‘elevator’ appears to be some sort of supply cart, carrying large boxes of cargo.
- The player also takes damage if they go off screen to the left, though this is significantly harder to do accidentally.
- This elevator is functionally identical to the Mines elevator on the Bullet Route.
Gungeon Proper Elevator
The Marine’s is very generic in its layout. It has two main levels with one central intermediary platform to allow the player to traverse them.
It differs in the presence of four teleporter objects, placed in the top left, top right, bottom left, and bottom right of the elevator. These teleporters will either glow green or purple, with teleporters that glow the same colour being linked together.
The player can interact with these teleporters to be instantly transported to the teleporter’s linked counterpart. This de-activates all teleporters for a short time, and triggers a weak blank-like effect at the location of the player’s arrival. Once the teleporters come back online, they will have randomly changed their colour and therefore linkage.
Notes
- These teleporter mechanics also appear in the Black Powder Mine elevator of the Robot Path.
- There is no way to fall in this elevator.
Keep of the Lead Lord Elevator
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.
Hegemony Credits[]
Hegemony Credit |
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Ammonomicon Entry |
Accepted Galaxy-Wide |
Standard currency throughout Hegemony of Man controlled systems.
Used by the Acquisitions Department to order new guns and items for storage in the Gungeon. |
Hegemony Credits are found upon:
- Defeating a boss.
- Clearing a boss without taking damage will double the amount of Hegemony Credits received. This can exceed the maximum amount of credits dropped as shown below.
- The amount is not doubled if flawlessly defeating a boss during a Rainbow Run. It is only slightly increased.
- Finishing a hunting quest.
- Rarely found upon clearing a room.
- Picking up the Briefcase of Cash.
- Finishing the tutorial for the first time.
Hegemony Credits are used to:
- Purchase items in The Breach that will show up in future runs.
- Fix shortcuts.
- Use the Boss Rush.
- Acquire the blessing of the Sorceress.
- Activate Challenge Mode.
- Unlock yellow skin.
- Play as The Paradox.
- Play as The Gunslinger.
A total of 1804 Hegemony Credits is required to purchase every gun and item from the shops in The Breach.
The player can’t obtain Hegemony Credits from bosses in a blessed run or a boss rush.
The amount of Hegemony Credits a boss drops is a random amount, based on its floor. The minimum and maximum values per floor are listed below:
Min/Max | 1 | 2/Oub | 3/Abbey/4 |
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Min | 1 | 1 | 2 |
Max | 3 | 4 | 5 |
Very early runs also have highly increased drop values above this maximum.
Hegemony Credits have their own Ammonomicon Entry, interestingly being the only item to not have an indicator of being Passive or Active.
Quotes[]
Talking to him:
- «Only a few weeks left on the force.»
- «I’m retiring in 3 weeks… getting too old for this.»
- «Have I shown you my pictures of my family?»
- «Sending my daughter off to college soon. She’s a good kid.»
- «Thirty years on this beat to the day. Never needed to draw my gun before.»
- «You’re a loose cannon, kid, but you’re good police.»
- «Let’s do this next one by the book.»
- «You’re as wild as McNutty.»
Dying:
«Kid… listen up. Today might have been my last day on the force, and I might have only been down here because of you…but this ain’t your fault. Yeah, yeah, you let me get hit by all those bullets. Sure, you probably could’ve given me one of those fancy guns you’ve been hoarding. But the point is, this ain’t your fault. -cough- Give my badge to my kids. Tell them I love them.»
List of Unlockables in Exit the Gungeon[]
This List is not complete yet.
Unlock Condition | Unlock | ||||||||||||
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Interact with the disc hidden at the very top of the tutorial. |
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Successfully Exit The Gungeon as any character. |
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Successfully Exit The Gungeon as the 4 main Gungeoneers. |
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Successfully Exit The Gungeon as the 4 main Gungeoneers and The Bullet. |
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Defeat the Buffammo five times. |
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Defeat His Majesty’s Chancellor five times. |
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Defeat the Meowitzer five times. | |||||||||||||
Defeat Medusalier five times. |
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Defeat the Eyebalrog five times. |
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Defeat Gungamesh five times. | |||||||||||||
Defeat the Low Priest five times. | |||||||||||||
Defeat the Bolt Python five times. | |||||||||||||
Defeat Mutread Head five times. | |||||||||||||
Defeat the Killinder five times. | |||||||||||||
Defeat the Sepulchergeist five times. |
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Defeat the Fallmonger five times. | |||||||||||||
Defeat The Last Dragun five times. | |||||||||||||
Defeat any Forge Boss Without Taking Damage. |
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Defeat any Hollow Boss Without Taking Damage. |
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Defeat any Black Powder Mine Boss Without Taking Damage. |
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Defeat any Gungeon Proper Boss Without Taking Damage. |
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Defeat The Last Dragun Without Taking Damage. |
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Buy 50 items from Bello. | |||||||||||||
Buy 20 items from Cadence And Ox. | |||||||||||||
Exit The Gungeon As The Pilot. |
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Exit The Gungeon As The Convict. |
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Exit The Gungeon As The Marine. |
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Exit The Gungeon As The Hunter. |
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Exit The Gungeon As The Bullet. |
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Exit The Gungeon As The Cultist. |
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Exit The Gungeon As The Robot. |
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Reach a Combo of 10. |
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Reach a Combo of 20. |
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Lose a Combo of 15 or higher. |
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Pet the Dog |
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Deliver the Unstealable Stool to Bello. |
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Deliver the Cane to Old Red. |
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Deliver the Glue to Flynt. |
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Deliver the Salt to Professor Goopton. |
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Deliver the Gungear to the Old Man. |
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Deliver Gunnut Butter and the Pretzel to Daisuke. |
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Carry Eight Weapons At Once in Arsenal Mode. (The ever-changing blessed gun counts for one weapon). |
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Exit The Gungeon in Arsenal Mode. |
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Exit The Gungeon at least twice as two different Gungeoneers. |
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Defeat the Glocktopus. |
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Purchase from Ox and Cadence with . |
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Purchase from Doug with . |
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Effects[]
Usage
- The item must be used on two different guns, which will tape the first gun to the second gun. This consumes the first gun, and makes the second gun (the base gun) fire projectiles from both.
- The maximum ammo of the two guns is combined.
- The base gun’s synergies and effects will apply to the consumed gun, while the consumed gun loses all of its own.
- Duct Tape does not work with infinite ammo guns such as starter guns, Gunther, Blasphemy, Dueling Laser, Elimentaler, and Casey.
- With multiple Duct Tapes, multiple guns can be taped together, causing the resulting gun to fire the projectiles of all combined guns.
Ammo and Magazines
- The maximum ammo of the two guns is combined, and firing it uses the amount of ammo taken to fire both guns; typically 2 ammo per shot is consumed.
- Crown of Guns will consume 4 ammo rather than 2, due to the Crown of Guns firing three shots at once.
- The ammo given by Microtransaction Gun when duct-taped to another weapon is 400, regardless of the amount of money the player has.
- Using Duct Tape to attach a gun that reloads to a no-reload gun (such as the Vulcan Cannon) will make the secondary gun useless once you’ve emptied the initial magazine.
- Weapons with single-round magazines do not automatically reload after every shot if they are taped to another gun.
- Weapons with no reload such as Demon Head can remove reload time when used as the base weapon in a combination; however, the player will need to manually reload every time the other gun’s magazine is depleted. If the player can reload fast enough manually, Beam type weapons give the first gun an infinite clip.
- Duct taping synergized infinite ammo guns, like the AKEY-47 with the synergy or Betrayer’s Shield with the synergy
However, this only works if the synergizing gun is taped to the other gun while not holding the synergizing item (Shelleton Key or Lies in this case), then the synergizing item is picked up after.
, will give the resulting gun infinite ammo.
Weapon Types
- Charged guns will still need to be charged when combined with a non-charged gun.
- If used with a gun that alternates between ammo types, such as M16, Triple Crossbow, Boxing Glove, only the currently equipped ammo will be used in the newly formed gun.
- Weapons that follow the player’s cursor, such as the RC Rocket, will be fired directly forwards for a short period before they can be guided by the cursor.
Synergies and Unique Effects
- The base gun’s synergies and unique effects apply to the consumed gun.
- The consumed gun loses its synergies and unique effects.
- If Patriot is taped to another gun, its fire rate will no longer increase as it is fired.
- If Really Special Lute is taped to another gun, its buff will no longer function.
- If AC-15 is taped to another gun while powered up, the gun will maintain its powered form even when the player loses armor, effectively giving the Nanomachines synergy for free.
- If Microtransaction Gun is taped to another gun, it will no longer take away money per shot.
Using Duct Tape on either gun in a dual wield synergy, such as Smiley’s Revolver and Shades’s Revolver, will remove all the effects of that synergy.
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.
Minecarts[]
A TNT barrel inside a Minecart.
Minecarts are found in the Black Powder Mine. Interacting with a minecart lets a Gungeoneer ride along minecart tracks. Bullet Kin, Red Shotgun Kin, and Executioners can also ride minecarts.
Additionally, some minecarts can contain explosive barrels or mechanical turrets which fire at the player. These turrets can be destroyed with explosions, after which the minecart is free to be ridden.
If the player dodge rolls while not touching any of the movement keys, then they will not exit the minecart and will only dodge roll. If the player is moving, they will dodge roll out of the minecart; if they touch another cart in the process, they’ll automatically ride it. This technique is used to acquire the Arcane Gunpowder in the Black Powder Mine.
Minecarts that the player is riding in are not affected by friction; a moving minecart will automatically continue to move along the track until the player exits it.
In co-op, two players can occupy the same minecart, but only one player will be able to steer it.
Effects[]
Ser Junkan follows the player around using a jetpack, retrofitted mechsuit or ascendant powers, depending on combo level, and uses ranged attacks to attack enemies. Earning a higher combo levels him up, and Junkan remains at the highest combo level the player has attained:
- Combo 1-3: Regular Junkan: Attacks enemies using a weak pistol.
- Combo 4-7(?): Soda Hat Junkan: Junkan gains a soda hat and attacks using a slightly stronger pistol.
- Combo 8-10: Crash Helmet Junkan: Junkan gains a Crash Helmet and attacks using a stronger pistol.
- Combo 11 and 12: Pilot Junkan: Junkan gains a helmet similar to a helicopter pilot’s, and attacks using an even stronger pistol.
- Combo 13 and 14: Jet Fighter Junkan: Junkan gains a fighter pilot’s helmet, complete with mask, and attacks using a far stronger pistol.
- Combo 15-17: Astro Junkan: Junkan gains an astronaut suit and attacks enemies using a shoulder-mounted blaster similar to The Predator.
- Combo 18 and 19: Mecha Junkan: Junkan gains his mechsuit from EtG, now retrofitted for flight, though at the cost of the suit’s limbs. Junkan attacks enemies using homing rockets.
- Combo 20: Ascendant Junkan: Junkan becomes a shade of blue with white flames surrounding him and gains a third eye. Attacks enemies using red bolts of energy, fired from Junkan’s third eye. This is Junkan’s strongest form in XtG.