The five chambers
Each chamber is a set of rooms ending in a boss that guards the elevator down. Clear the rooms, beat the boss, take the lift.
| Chamber | Bosses (one per run) |
|---|---|
| 1 — Keep of the Lead Lord | Bullet King, Gatling Gull, or Trigger Twins |
| 2 — Gungeon Proper | Ammoconda, Beholster, or The Gorgun |
| 3 — Black Powder Mine | Cannonbalrog, Mine Flayer, or Treadnaught |
| 4 — Hollow | High Priest, Kill Pillars, or Wallmonger |
| 5 — Forge | High Dragun (final) |
Each chamber picks one of its three bosses at random for your run, so learn all three.
The two secret floors
- Oubliette — a secret exit from the Keep of the Lead Lord, denser and harder than the floor above it.
- Abbey of the True Gun — reached from the Gungeon Proper by placing the Old Crest on the central altar in the room lined with six sarcophagi. It holds a character’s past and its own boss.
Shortcuts in the Breach
After you have beaten a chamber, The Breach gains an elevator shortcut that starts you deeper on future runs, skipping the early floors. They are the long-game payoff for learning the early chambers first.
Pacing your descent
Do not rush the elevator with a weak gun. Loot the floor, buy what fits, then descend with a loadout that can answer the next boss. See the boss guide for what each chamber’s fight demands.