Enter the Gungeon Beginner's Guide: Keys, Blanks, and the Bullet That Can Kill the Past

How to decide which chests to open, manage Blank replenishment and Master Rounds, rescue NPCs, and collect the four components of the Bullet That Can Kill the Past. A guide to Chambers 1–5 in a normal run.

Scope: For normal runs in the PC base game. Mechanics were checked for Advanced Gungeons & Draguns and later. Conditions specific to Rainbow Runs, Challenge Mode, and co-op are treated separately.

Rules checked: October 4, 2026

Your first goal is to clear the First Chamber while taking little damage. Avoid spending every key on the way, use Blanks against the boss to aim for increased maximum HP, and work on NPC rescues and component deliveries that carry over to later runs.

19 / 19 entries

How to work through the First Chamber

When keys are scarce, keep your options open by checking the shop and the other chest before deciding what to open, rather than opening the first chest you find.

  1. Check cover and escape routes when you enter a room. Walk through gaps you can clear on foot, and roll across bullet lines only when the landing spot is safe.
  2. Use your starting gun for most regular rooms, and check how much ammo a strong new gun has left for the boss. Take advantage of automatic reloading while another gun is equipped.
  3. When you find a chest, keep your distance and watch the lid and its reactions. Carelessly opening a Mimic starts a fight immediately.
  4. Compare the shop's keys, healing, and guns with the floor's chests. If you lack guns, prioritize a source that will actually improve your next fight.
  5. Check HP, ammunition, and Blanks before the boss. Use a Blank before taking a hit when the bullets cut off your escape, and aim for a hitless kill.
  6. After the fight, collect the rewards and check unexplored rooms, cells, and chests you intend to open before descending.

Firing inside the shop angers the shopkeeper. Leave the shop before testing a new gun.

What to compare before spending a key

Chest color indicates the quality tier of its contents. Lower-tier items can still be useful, so do not discard usable equipment based on color alone.

Wide tables scroll horizontally.

What to compare before spending a key:6 entries
SituationDecision orderEasy to overlook
You have one key and have not found the chestsCheck the other chest and the shop, then compare your optionsSpending the key may prevent you from opening the other chest
Brown, blue, green, red, and black chestsConsider both the color's quality tier and the guns or items you currently lackQuality tiers are brown D / blue C / green B / red A / black S. This is not an absolute ranking of strength
A chest with a fuseDeal with its impending destruction before following your usual exploration orderA chest that explodes when left alone cannot be compared later
A chest inside a locked roomCheck whether both the room and chest need a keyThe total keys needed can differ even for the same chest
You picked up a cell keyReturn to the cell on that floor and rescue the NPCIt has a different use from a normal chest key
You want to enter a hidden floorPrepare the First Chamber fireplace, water, and two keys for the entranceCombining this with a beginner's normal progression can leave you short of keys

Breaking a chest can cost you its contents. Do not destroy every chest before comparing your options just because you lack keys.

Blanks and Master Rounds

Blanks are an emergency defensive resource. Using one in a boss fight does not itself prevent you from earning a Master Round.

Wide tables scroll horizontally.

Blanks and Master Rounds:5 entries
MechanicCondition or effectHow to use it
Normal replenishmentIf you have fewer than two when entering a new chamber, your stock is replenished to twoThere is no need to take a boss hit just to save your remaining zero or one Blank for the next floor
Using a BlankClears enemy bullets in the room and opens secret wallsUse one before bullets surround your feet. If any remain after the boss, check for secret rooms
Master RoundAppears when you defeat the corresponding boss of Chambers 1–5 without taking a hitWatch the space around you rather than the boss's remaining HP, and clear patterns you cannot dodge
Maximum HPAdds a maximum heart container for normal charactersThis is more than healing; it makes the rest of the run easier
ExceptionsFalling into pits or taking damage through armor still breaks the hitless conditionDo not assume armor lets you keep the condition intact

Some equipment increases Blank replenishment, so this section covers normal conditions without equipment modifiers. Do not confuse hidden boss rewards with the rewards for Chambers 1–5.

Progress that survives into the next run

Separating runs for gathering equipment from runs for expanding your hub options makes it easier to achieve something even in a failed run.

  1. If a cell key drops on a floor, find the cell and rescue the NPC. Afterward, check for newly added shops or features when you return to the Breach.
  2. Hegemony Credits from bosses are used for hub unlocks. Think of purchases as expanding the possible item pool, rather than directly bringing equipment into the current run.
  3. When you obtain a component of the Bullet That Can Kill the Past, aim to deliver it to the Blacksmith in the Fifth Chamber. The four components can be delivered on separate runs.
  4. If you die before reaching the Blacksmith, you must collect any undelivered component again in another run. Picking it up does not complete its delivery.

Bullet That Can Kill the Past: where to find the four components

Clearing the Fifth Chamber once does not mean you have completed each hero's past. Finish the bullet, collect it from the Blacksmith, and continue onward.

Wide tables scroll horizontally.

Bullet That Can Kill the Past: where to find the four components:4 entries
ComponentLocation or conditionAction
Prime PrimerThe Second Chamber shop. Costs 110Save enough money to buy it, then deliver it to the Blacksmith in the Fifth Chamber
Arcane GunpowderThe Third Chamber room with a large pit and minecartsUse the minecarts on invisible rails, changing carts to reach the other side
Planar LeadThe Fourth Chamber room with an invisible pathFire and reload, using the casings that fall at your feet to locate the invisible path. Falling changes the route, so search again after a fall
Obsidian Shell CasingThe Fifth Chamber, after defeating the High DragunBreak the remaining skull, take the component, and return to the Blacksmith

Delivered components do not need to be delivered again. On runs after completing it, still talk to the Blacksmith to receive the bullet and carry it to the end.

If you start taking more hits in the Second Chamber

Do more than react and shoot: reduce the sources of dangerous attacks first.

Wide tables scroll horizontally.

If you start taking more hits in the Second Chamber:4 entries
Enemy or situationHow to recognize itResponse
SnipersThe laser aimed at you changes just before they fireBreak line of sight with walls or tables; in open areas, deal with them one at a time
Lead MaidenAttacks do not connect while it is closedDo not keep firing into its closed body. Dodge the returning bullets and shoot when it opens
Enemies that lead their shotsTheir bullets target the direction you are movingInstead of running in one direction continuously, change direction as they fire
Bullet patterns cut off your escapeEven the roll's landing spot is covered in bulletsUse tables, cover, or a Blank instead of forcing an unsafe roll

FAQ

Should I save Blanks for the next floor?

Normal replenishment brings a stock of fewer than two back to two. If you have a chance at a hitless boss kill, consider using them instead of saving them and taking a hit.

Do all four bullet components need to be carried in one run?

Deliveries to the Blacksmith can be split across runs. Check whether the component you picked up actually reached the Fifth Chamber.

Should I visit the hidden floor right away?

The entrance uses two keys, which competes with obtaining equipment on normal floors. First get consistent at the first boss, then try it on a run where you can spare the keys.

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