Exit the gungeon
Содержание:
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.
Enemies[]
Icon | Name | Description |
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Bullet Kin | Slowly walks towards the player, firing bullets. | |
Bandana Bullet Kin | Slowly walks towards the player, rapidly firing bullets. | |
Veteran Bullet Kin | Slowly walks towards the player, firing bullets and predicting the player’s movements. | |
Shroomer | Slowly walks towards the player, firing two bullets in a V shape. | |
Mutant Bullet Kin | Slowly walks towards the player, firing bullets. Occasionally spits out a small cone of poison creep. | |
Red Shotgun Kin | Slowly walks towards the player, occasionally firing a tight spread of 5 bullets. Has a chance to fire 6 bullets in all directions upon death. | |
Blue Shotgun Kin | Slowly walks towards the player, occasionally firing a wide spread of 5 bullets quickly followed by a wide spread of 4 bullets. Has a chance to fire 6 bullets in all directions upon death. | |
Veteran Shotgun Kin | Slowly walks towards the player, occasionally firing a V-shaped spread of 5 bullets and predicting the player’s movements. Fires many bullets in all directions upon death. | |
Mutant Shotgun Kin | Slowly walks towards the player, firing tight spreads of 5 bullets. Fires 6 bullets in all directions upon death. | |
Sniper Shell | Periodically aims at the player with a red laser, then fires a single high-speed bullet. | |
Professional | Periodically aims at the player with a green laser, then fires a single high-speed bullet that explodes into bullets in all directions upon impact. | |
Hollowpoint | Floats towards the player, rapidly firing bullets. Periodically disappears and reappears elsewhere in the room. | |
King Bullat | Periodically fires bouncing bullets in all directions. Spawns several Bullats and Shotgats upon death. | |
Pinhead | Walks towards the player and explodes upon death. IF the player gets too close, it will leap towards the player and explode. | |
Blobulon | Moves towards the player and attempts to deal contact damage. Splits into two Blobuloids upon death. | |
Blobuloid | Moves towards the player and attempts to deal contact damage. Splits into two Blobulins upon death. | |
Blobulin | Quickly moves towards the player and attempts to deal contact damage. | |
Poisbulon | Moves towards the player, leaving a trail of poison creep. Turns into a Poisbuloid upon death. | |
Poisbuloid | Moves towards the player, leaving a trail of poison creep. Splits into two Poisbulins upon death. | |
Poisbulin | Quickly moves towards the player, leaving a trail of poison creep. | |
Poopulon | Occasionally spins, releasing a large amount of spiraling bullets in all directions. | |
Gigi | Flies towards the player, periodically spitting an egg that releases a swarm of bullets towards the player. | |
Cubulon | Frequently fires bullets in all directions in a diamond shape. | |
Mimic | Rapidly fires bullets towards the player. Drops items and/or pickups upon death. | |
Bullat | Launches itself at the player, dying in the process. | |
Shotgat | Launches two projectiles in a V shape at the player, dying in the process. | |
Grenat | Launches an exploding projectile at the player, dying in the process. | |
Spirat | Launches itself at the player, dying in the process. Predicts the player’s movements, and can reposition itself several times before hitting walls. | |
Gat | Bounces around the room and deflects bullets. Occasionally opens up to fire three spreads of four bullets towards the player. | |
Gunzookie | Periodically spits up bubbles that, upon popping, fire a bullet that predicts the player’s movements. | |
Gunzockie | Periodically spits up four bubbles that, upon popping, fire a bullet that predicts the player’s movements. | |
Fungun | Periodically releases clouds of bullets. Leaves a small pool of poison creep upon death. | |
Spogre | Periodically releases large clouds of bullets. Releases a smaller cloud of bullets upon death. |
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.
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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Trivia[]
- Nicknames that NPCs refer to The Marine as include:
- Tough Guy
- Soldier
- The alternate costume for the Marine is possibly a reference to both Black Iron Armor set and Solaire of Astora in Dark Souls.
- If the Marine loses his armor, his helmet will disappear. His helmet will reappear upon picking up armor.
- The Marine’s boss screen portrait might be a reference to DOOM’s cover art.
- The Marine’s portrait weapon is a close homage to the Pulse Rifle from Aliens.
- When the Marine faces left, the scar on his right eye will change to his left as the sprite is flipped.
- The Marine’s past and appearance are based on the DOOM series.
- In the pre-alpha, the Marine was called the Soldier.
- If in co-op during the past, the soldier in the ending cutscene will say “We’re all still alive because of you… and your… little friend?”
- Posters of Black Stache appear on certain walls in the marine’s past.
The Marine was considered for Indie Pogo as a Bullet Kin clone, but he was scrapped.
The Marine makes an appearance as a costume in Heave Ho.
Gallery
Blanks[]
Blank | |
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Statistics | |
Type: | Active |
Ammonomicon Entry | |
Banish Bullets | |
Erases all enemy projectiles in the room. Pushes enemies back, and deals a small amount of damage. |
Upon use, blanks clear the entire room of bullets, prevent bullets from spawning for a short time afterwards, deal 10 damage to enemies, and knock enemies away from players.
If blanks are used in rooms connected to secret rooms, the paths will open up.
If the player has less than 2 blanks, they are replenished to 2 upon entering the next chamber. The White Guon Stone, Chaos Ammolet, Uranium Ammolet, Copper Ammolet, Lodestone Ammolet, Gold Ammolet, and Frost Ammolet each increase the number of blanks replenished by 1, to a maximum of 11 blanks.
Blanks are carried over to the past, except for the past of the Pilot.
Behavior[]
- Fires two spreads of bullets towards the player followed by two rings of bullets in all directions.
- Fires three fast moving small lasers at the player.
- Sometimes this attack is replaced by 3 slow moving regular bullets.
- This attack usually happens in conjunction with another attack.
- Fires two missiles that home in on the player. These missiles can be destroyed by shooting them.
- Charges up and fires a continuous laser while rotating towards the player.
- This laser can be rolled over or blocked by cover.
- The sweep of the beam will damage and frequently kill any Beadies caught in its path.
- Spawns a Beadie.
- Occasionally slightly moves towards the player after attacking a few times.
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.
Сюжет[править]
Действие происходит на отдалённой планете, населённой живыми разумными большими пулями и другими формами жизни. Четыре оружельца, которые не хотят смириться со своим прошлым, отправились в чудовищное место под названием Оружелье, чтобы найти там артефакт — пушку, которая убивает прошлое, чтобы убить своё прошлое, и исправить свои величайшие ошибки.
Предысторияправить
О событиях до начала игры мало что известно. Некоторую информацию можно получить из Патрономикона, рассказов NPC (особенно Кузнеца) и различных игровых игровых событий (храмы и т. д.). Поэтому все нижеизложенное является фанонными доводами на основе крупиц информации, добытой различными путями (!)
Неизвестное количество лет назад Оружелья как такого не существовало. На планете, упомянутой в легенде, действительно стоял замок, возможно была какая-то инфраструктура. В замке жил могущественный маг (Свинцовый Властелин), предпочитавший обычной магии (со всякими волшебными палочками, мантиями и тп) техномагию — Чаружие. Как говорила Кузнец: «Где другие ходили с посохами, Он бегал со стволом». Для своих магических изысканий он и построил замок, впоследствии ставший Оружельем, построил кузню, нанял Кузнеца и некоторых других существ (Бык (ориг. — «Ox», который вообще-то «Буйвол» или «Вол») и Каденция (сестра Кузнеца) из Департамента закупок, например). Затем Чаружейник продолжил изучать оружейную магию: он создавал пушки, экспериментировал с оруживлением мертвых, и изучал Пулевую Завесу — астральный мир, в котором обитают духи и Боги Оружия (но это не точно).
Со временен в замке накапливался заряд чаружейной энергии, что начало проявляться в виде спонтанного оруживления трупов или редких визитов различных магических существ. Но Оружелья все еще не было.
Тем временем события в остальном мире (во всей Вселенной) так же не стояли на месте. Человечество вышло в космос, была создана Гегемония Людей, шли войны, создавались колонии. Развивалась магия и технология.
И вот, задолго до начала игровых событий, будущий Создатель Оружелья почти заканчивает контруирование своей величайшей работы — Пушки, убивающей Прошлое. Однако что-то пошло не так (и никто не знает что именно). «Огромная армия обрушилась на цитадель». Выстрелила Великая Пуля. Что послужило причиной этого — до сих пор никто не знает. Однако это событие произвело колоссальный резонанс. «Оружейная энергия», высвобожденная Пулей, начала преобразовывать ландшафт и биосферу Планеты. Цитадель Свинцового Властелина, а впоследствии и все оставшиеся этажи Оружелья, заполонили оружейные мертвецы и прочие создания. Что стало с самим волшебником неизвестно. Одни источники утверждают что он правил Оружельем, другие что умер или пропал. Но где-то в недрах Оружелья до сих пор лежит Пушка.
Шли годы. Замок был восстановлен. Патронщики эволюционировали, обретали разум, социализировались. Было создано Оружельское Королевство. Одновременно с этим слухи об Оружелье начали распространятся по всему космосу. Существа всех физиологий и менталитетов начали стекаться в Оружелье, дабы попытать счастья и изменить свое прошлое. Некоторые из них были волшебниками, изучавшими Чаружие, другие почему-то создали новую религию и стали фанатично поклоняться Пушке и Пуле.
Затем случился переворот , приведший к упадку Оружелья.
По сей день множество храбрецов (четыре оружельца), и изгнанники, которым нечего терять (Ружемант Нуигн, ) идут к Оружелью дабы найти Оружие, либо изучить тайны Чаружия.
Effects of Curse[]
- Jammed enemies start appearing and become more common with each point of curse.
- Jammed enemies drop more .
- Jammed enemies deal 1 full heart of damage (but still deplete 1 armor as usual), move and shoot 50% faster, have their cooldowns reduced by 33%, deal contact damage if they didn’t already, and have increased health equal to .
- Jammed enemies move slightly faster.
- Keybullet Kin and Chance Kin can be jammed and upon killing will drop two items.
- Jammed enemies have a maximum health of , where X is the floor’s multiplier.
- Veteran enemies, such as Veteran Bullet Kin, Veteran Shotgun Kin, Blue Bookllet, and Green Bookllet become more common with higher Curse.
- Jammed bosses can appear, which behave like regular bosses but deal a full heart of damage with every attack and have their health modified by the formula .
- The chance to receive a reward upon clearing a room decreases with each point of curse, similar to how Coolness increases said chance.
- The chance starts off at (1+-)%
The effect of negative drop chance is unknown.
, and for every room cleared without getting a reward, it increases by a fixed amount (approximately 9% in a normal single-player run), up to a maximum of 85% on floor 1, or 80% on any other floor. When a reward is dropped after clearing a room, it goes back to (1+-)%.
- The chance starts off at (1+-)%
- The chance to receive ammo upon clearing a room increases with each point of curse.
- The chance of a chest becoming a Mimic increases by 2.1% for each point of curse.
- The chance of a chest having a fuse when discovered increases by 5% for each point of curse.
- Players become able to enter the without the need to hold 100 coins if they are cursed at least once.
- Lord of the Jammed spawns when the player reaches 10 curse. It cannot be killed, and continually chases the player.
Curse | Jammed Chance | Chest Chance | Drop Chance | Cleanse Shrine Text | |||
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Enemies | Bosses | Mimic | Fuse | Room rewards | Ammo | ||
0% | 0% | 2.25% | Unchanged | Unchanged | Unchanged | The spectres don’t disturb you. | |
1 | 1% | 0% | 4.35% | +5% | -1% | x1.05 | |
2 | 1% | 0% | 6.45% | +10% | -2% | x1.10 | |
3 | 2% | 0% | 8.55% | +15% | -3% | x1.15 | You are touched by darkness. |
4 | 2% | 0% | 10.65% | +20% | -4% | x1.20 | |
5 | 5% | 0% | 12.75% | +25% | -5% | x1.25 | You are wreathed in darkness. |
6 | 5% | 0% | 14.85% | +30% | -6% | x1.30 | |
7 | 10% | 20% | 16.95% | +35% | -7% | x1.35 | Tarry not. They come for you. |
8 | 10% | 20% | 19.05% | +40% | -8% | x1.40 | |
9 | 25% | 30% | 21.15% | +45% | -9% | x1.45 | |
10 | 50% | 50% | 23.25% | +50% | -10% | x1.50 | No one can help you. |
Past 10 curse, the odds of enemies and bosses being jammed stays at 50%, but other effects continue to increase linearly.
Rat Chests[]
Rat chests are special chests in the Resourceful Rat’s Lair that can only be opened using keys dropped by the Resourceful Rat during the Punch-Out phase of his fight. Four rat chests always appear in the loot room after the fight, containing Elimentaler, Partially-Eaten Cheese, Resourceful Sack, and Rat Boots in a random order. Collecting all four items transforms the player character into the Resourceful Rat (changes the skin of the character while the 4 items are held).
It is possible for rat chests to be mimics, though not by holding the Mimic Tooth Necklace, which has no effect, other than bringing out a local mimic union member NPC to warn you that there are simply too many chests in the room and they couldn’t agree to that deal.
Rat Chests cannot be opened with AKEY-47 or Shelleton Key, but they can be opened with Trusty Lockpicks and Drill.
If the Resourceful Rat is killed with one player dead in co-op, all the chests can be opened without the use of a key. This does not revive the other player.
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.
The Convict’s Route[]
Forge
The Convict’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 heavily resembles a prison cell.
- There is no way to fall in this elevator.
Hollow
The Convict’s Hollow elevator consists of five separate motorized pillars, sporting extra elevated platforms on top of them. These pillars raise and lower at random, changing the landscape of the elevator, and potentially thrusting any player atop them into harm’s way.
Notes
- The motorized pillars appear to be moved by large wheels, and be overall truck-themed.
- With certain bosses, instead of spawning a default boss elevator, the motorised 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
There is no actual elevator in the Black Powder Mine on the Convict path. Instead, the player must traverse a horizontal shaft, littered with various obstacles and enemies, while a giant worm-like creature chases behind them, forcing them to keep moving.
Notes
- If the boss of this stage is the Low Priest or the Bolt Python, instead of some default elevator appearing, the worm and all existing obstacles will disappear and be replaced by two elevated platforms near the middle of the screen. The disappearance of the worm disables the autoscroll.
- If the player enters this stage playing as The Cultist, the giant worm will be replaced by a large sawblade-covered mechanical wall, controlled by a Bullet Kin. It does not function any differently, however.
- Any that touches the giant worm will be automatically collected by the player, the same as if it were to fall into a pit in a vertical elevator.
Gallery
Gungeon Proper
The Convict’s Gungeon Proper elevator consists of two main levels, with two smaller intermediary platforms, and two small platforms stationed above the highest main level. Periodically a floating skull will appear, shortly before a wave of dagger-shaped projectiles. The area the Skull appears in determines the direction that the daggers will come from, either; directly above, directly below, diagonally from the top left, or diagonally from the top right.
The smaller intermediary platforms and the small raised platforms block these daggers, granting the player safe shelter behind them. They do not block any other kind of bullet. Daggers that stab into these platforms will linger for a short time before vanishing.
Notes
- This elevator is almost
The most notable effect of this is that, in the event that daggers come from directly below the platform and stick into the underside of the smaller platforms, the player can safely stand under the smaller platforms without taking damage. In the Cultist’s version the hitbox of the arrows are long enough that they will hit him if he attempts to walk underneath.
completely identical to the Hollow elevator on the Cultist Route. The only difference is the size of the projectile hitbox. The daggers in the Convict’s version have a slightly smaller hitbox than the Arrows the Cultist is subjected to.
- The appearance of this elevator resembles some sort of prison yard.
- There is no way to fall in this elevator.
Gallery
The skull that appears to shoot the daggers.
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.