Look, the first time you drop down that elevator into the Gungeon Proper, it feels like a victory. You’ve finally moved past those basic Bullet Kin in the Keep of the Lead Lord and you think you’ve got a handle on the rhythm. Then a Lead Maiden shuts its doors on your face or the Ammoconda decides to ruin your afternoon. Honestly, the second floor is where Enter the Gungeon stops playing nice and starts demanding actual discipline.
Basically, Chamber 2—officially known as the Gungeon Proper—is the great filter. It's the moment you realize that "just dodging" isn't a strategy. You’ve gotta understand the geometry of the rooms, the priority of the targets, and how to manage a literal piece of glass called the Old Crest if you’re trying to reach the Abbey of the True Gun.
Most people treat the Gungeon Proper as just another floor to speed through. That’s a mistake. This is where you set the foundation for a winning run or, more likely, where you bleed out all your health before the Black Powder Mine even starts.
The Secret of the Altar: More Than Just a Decoration
You've probably seen that weird room with the tombs and the empty altar at the top. It looks like a dead end. In a way, it is, unless you’ve done the legwork in the Oubliette first. To unlock the stairs here, you need the Old Crest.
Getting the Crest is easy; keeping it is a nightmare.
The moment you pick up that blue shield-looking item from the Oubliette, you’re playing a different game. If you take a single point of damage, the Crest breaks. Gone. No do-overs. You’ve basically gotta play a perfect game through the Gungeon Proper until you find that altar room.
Pro tip: don't even think about the boss until you've dropped that Crest off. I’ve seen so many players try to clear the whole floor first for extra loot, only to get clipped by a stray bullet from a Sniper Shell. Just find the altar, dump the Crest, and then you can breathe again. Once it's placed, it stays placed, even if you die to the boss later.
Why the Gungeon Proper Bosses are Such a Spike
There’s a weird imbalance on this floor. You’ve got three main bosses: The Beholster, The Gorgun, and the Ammoconda.
The Gorgun is basically a gift. She’s arguably easier than some of the first-floor bosses. Turn away when she screams to avoid the stone gaze, roll through the poison, and you’ve got a Master Round. Honestly, if you aren't getting the Master Round on Gorgun, you’re probably overthinking it.
Then there’s the Ammoconda.
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I’m convinced the Ammoconda was designed specifically to teach you that life isn't fair. It moves in unpredictable zig-zags and eats its own "turrets" to heal and buff its speed. If you don't have a weapon with some punch or piercing capability, this fight can drag on forever. The trick? Focus the little turrets it spawns immediately. If it eats them, it gets faster, and a fast snake in a small room is how runs end.
The Beholster is the middle ground. It’s a bullet hell classic. You’ve got missiles, a giant laser beam, and those annoying little beadies it spawns. Use a rapid-fire gun to clear the adds and keep moving in a wide circle.
Surviving the Trash Mobs (They Aren't Trash)
The enemies in the Gungeon Proper are a massive step up. You'll meet the Lead Maiden here. It’s that iron maiden thing that shoots out a wall of spikes. Don't panic. The spikes only track you after they hit the wall. You need to stay near cover or be ready to dodge toward the maiden as the spikes return.
Then there are the Gunsingers. They look harmless, just floating around in robes, but they buff every other enemy in the room. They make those basic Bullet Kin tanky and fast. If you see a green or red glow on an enemy, find the singer and end them first.
We should also talk about the traps. The Gungeon Proper is messy. There's water everywhere, which seems fine until a stray spark turns the whole floor into an electric chair. There are more spikes, more fire, and more pits. You’ve gotta watch your feet as much as the bullets.
The "Gun Forcing" Trick You Should Know
A lot of players don't realize that the Gungeon has a built-in "pity" mechanic for weapons. On any given floor, including the Gungeon Proper, if you haven't picked up a gun yet, the boss is significantly more likely to drop one.
If you’ve already got a decent weapon from a chest or the shop, you might actually want to avoid picking up any other guns until after the boss is dead. This forces the boss to drop an item (active or passive) instead. Since items are often more run-defining than just another mediocre pistol, this "gun forcing" can give you the edge you need for the later, harder floors.
Shopping and Shortcuts: The Tinker's Request
This is also the floor where you start helping the Tinker. If you haven't noticed the elevator shaft, you’re missing out. Once the elevator leaves, you can hop down the hole.
The Tinker wants stuff to build a shortcut. Usually, it's some casings, some keys, and eventually a Master Round. It’s a grind, but having a shortcut to the Gungeon Proper is worth it for practicing against those specific bosses without slogged through the first floor every single time.
Actionable Strategy for Your Next Run
To actually master the Gungeon Proper, stop relying on the dodge roll. It sounds counterintuitive, but the recovery frames of a roll are where most people get hit. Learn to "micro-dodge"—just small movements to let the bullets pass by.
- Prioritize the Altar: If you have the Old Crest, find the tomb room immediately. Use your blanks aggressively to protect it.
- Target the Gunsingers: Never let a buffing enemy live longer than three seconds. They turn a simple room into a death trap.
- Save Blanks for the Boss: Unless you're protecting the Crest, try to enter the boss fight with at least two blanks. The Ammoconda's "wall of bullets" attack is almost impossible to weave through without one.
- Check for Secret Rooms: They’re usually attached to chest rooms or the shop. Use a non-infinite ammo gun to shoot the walls; if they crack, use a blank to open them.
Don't let the difficulty spike get to you. The Gungeon Proper is just a test of how well you've learned the basics. Once you can consistently clear this floor hitless, you're officially ready for the real madness deeper down.