Enter the Gungeon is a bullet hell dungeon crawler by Dodge Roll, published by Devolver Digital and released on 5 April 2016. Four misfits descend through a gun shaped fortress looking for a weapon that can kill their own past, and the run gives them over 200 guns and hundreds of items to find on the way down. Every room is a bullet pattern puzzle solved with a dodge roll that grants brief invulnerability and a blank that wipes projectiles off the screen. Runs last roughly 30 to 60 minutes, nothing carries over except permanent unlocks bought with Hegemony Credits, and the difficulty curve is famously steep.
Enter the Gungeon features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.
Area Progression Order
| Order | Location | Difficulty | Key Rewards | Recommended Build |
|---|---|---|---|---|
| 1 | Keep of the Lead Lord | Chamber 1 | First Master Round, early chests, the Gungeon's first shop | The Pilot |
| 2 | Gungeon Proper | Chamber 2 | Second Master Round, mid tier chests, NPC rescue rooms | The Pilot |
| 3 | Black Powder Mine | Chamber 3 | Third Master Round, minecart routes, higher tier chest spawns | The Marine |
| 4 | Hollow | Chamber 4 | Fourth Master Round, red chest spawns, the route toward the Forge | The Marine |
| 5 | Forge | Chamber 5 | Fifth Master Round, High Dragun kill, access to Bullet Hell | The Marine |
Keep of the Lead Lord: Starting Area
The first chamber and the calmest floor in the game, with the Bullet King, Gatling Gull and Trigger Twins as possible bosses. It is where you should be building the run rather than spending it, so keys and blanks saved here pay off two floors down.
| Attribute | Detail |
|---|---|
| Difficulty | Chamber 1 |
| Key Rewards | First Master Round, early chests, the Gungeon's first shop |
| Recommended Build | The Pilot |
| Key Equipment | A.W.P. |
What to Do Here
- Learn the basics of Dodge roll invulnerability and blanks. This is where you practice without heavy punishment.
- Collect starting resources and your first equipment upgrade.
- Clear all main content before moving to Gungeon Proper.
- If you're struggling, read our beginner's guide.
Gungeon Proper: Early Game
The second chamber, with tighter rooms and enemies that shoot in patterns rather than lines. The Beholster is the boss most players meet first here, and its shifting eye patterns are the game's first real reading test.
| Attribute | Detail |
|---|---|
| Difficulty | Chamber 2 |
| Key Rewards | Second Master Round, mid tier chests, NPC rescue rooms |
| Recommended Build | The Pilot |
| Key Equipment | A.W.P. |
What to Do Here
- Focus on mastering Item combinations the game highlights in blue. It's critical from this point on.
- Farm for A.W.P. if you don't have it yet.
- Complete all objectives for maximum rewards.
- Prepare for the difficulty spike in Black Powder Mine.
Black Powder Mine: Mid Game
The third chamber, which adds minecarts, explosive barrels and environmental damage on top of the usual patterns. Cannonbalrog and the Mine Flayer are the bosses, and the floor punishes players who fight next to anything red.
| Attribute | Detail |
|---|---|
| Difficulty | Chamber 3 |
| Key Rewards | Third Master Round, minecart routes, higher tier chest spawns |
| Recommended Build | The Marine |
| Key Equipment | A.W.P. |
What to Do Here
- This is the main skill check. Bring an optimized build.
- Marine Sidearm becomes accessible here. Prioritize getting it.
- Master Curse and Coolness hidden stats for the boss encounters.
- Check our boss guide if you get stuck.
Hollow: Late Game
The fourth chamber and a clear difficulty step, with dense rooms, water hazards and the Wallmonger among its bosses. Runs that reach here without Master Rounds usually end here.
| Attribute | Detail |
|---|---|
| Difficulty | Chamber 4 |
| Key Rewards | Fourth Master Round, red chest spawns, the route toward the Forge |
| Recommended Build | The Marine |
| Key Equipment | Marine Sidearm |
What to Do Here
- Full build optimization is expected by this point.
- Marine Sidearm should be your primary, fully upgraded.
- Master Rounds for flawless boss kills mastery starts mattering here.
- Farm resources for the push into Forge.
Forge: Endgame
The fifth chamber, a lava works that ends with the High Dragun, the game's headline boss. Almost every run that dies with a strong build dies here, and clearing it is what unlocks the deeper content behind it.
| Attribute | Detail |
|---|---|
| Difficulty | Chamber 5 |
| Key Rewards | Fifth Master Round, High Dragun kill, access to Bullet Hell |
| Recommended Build | The Marine |
| Key Equipment | Marine Sidearm |
What to Do Here
- This is endgame. Best-in-slot gear and a perfected build are mandatory.
- See our boss guide for endgame fight strategies.
- The reward loop: clear content → upgrade → push harder content.
- Experiment with The Robot for variety once you've mastered the meta.
Exploration Tips
- Clear areas in order: Keep of the Lead Lord → Gungeon Proper → Black Powder Mine → Hollow → Forge. Skipping areas means missing resources you'll need later.
- Check every corner: Hidden caches and secrets are often in non-obvious locations.
- Match your equipment: Some areas favor different equipment types.
- Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
- Don't rush: Clearing an area fully gives more resources than speedrunning two areas.
More Enter the Gungeon Guides
- Enter the Gungeon Enter the Gungeon Overview
- Enter the Gungeon Best Builds
- Enter the Gungeon Tier List
- Enter the Gungeon Walkthrough
- Enter the Gungeon Beginner's Guide
- Enter the Gungeon Tips & Tricks
- Enter the Gungeon Weapons Guide
- Enter the Gungeon Combat Guide
- Enter the Gungeon Boss Guide
- Enter the Gungeon Crafting Guide
- Enter the Gungeon Classes & Characters
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