Routes

*This page is incomplete. You can help by adding to the Robot's route.*

Every character in Exit the Gungeon has a specially tailored, weight-adjusted route out of the Gungeon made specially for them by Tailor, the Tinker. Once any given character route has been completed once, it can then be switched to by other characters by interacting with Route Switcher.

### Route Switcher

Route Switcher is a somewhat sentient console NPC created by Tailor in the event that Tailor should die. It has limited dialogue, mainly serving as a method for the player to switch between different unlocked Routes.

In fact, the only dialogue it gives other than Keep/Switch Route and explanation when talking to it the first time is that, when the Robot talks to it, it will respond with "Hello, fellow machine."

## The Marine's Route

### Forge Elevator

The Marine's Forge elevator is highly standard. It is simply a two-leveled platform, with two smaller intermediary platforms to allow for easier ascension.

This elevator is identical to most other characters' initial elevators, save its decoration.

#### Notes

* This elevator bears resemblance to some sort of military barrack.
* There is no way to fall in this elevator.

### Hollow Elevator

The Marine's Hollow elevator features no enemies (save for perhaps the boss) in its main section. Instead, it serves as a hub area through which the player must access and beat five separate small rooms.

This is one of the few elevators to not feature an intermission room. Instead, the third mini-room cleared will always drop a Chest.

#### Notes

* This elevator features Skullets and Fallen Bullet Kin in its columns.
	+ This is the only place that Fallen Bullet Kin appear in Exit the Gungeon.
* There is no way to fall in this elevator.

### Black Powder Mine Elevator

The Marine'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 supply cart, carrying large boxes of cargo.
	+ One of these boxes appears to be a gigantic ammo box pickup.
* The player also takes damage if they go off-screen to the right, though this is significantly harder to do accidentally.
* This elevator is functionally identical to the Mines elevator on the Bullet Route.

### Gungeon Proper Elevator

The Marine's Gungeon Proper is very generic in its layout. It has two main levels with one central intermediary platform to allow the player to traverse them.

It differs in the presence of four teleporter objects, placed in the top left, top right, bottom left, and bottom right of the elevator. These teleporters will either glow green or purple, with teleporters that glow the same colour being linked together.

The player can interact with these teleporters to be instantly transported to the teleporter's linked counterpart. This deactivates all teleporters for a short time, and triggers a weak blank-like effect at the location of the player's arrival. Once the teleporters come back online, they will have randomly changed their colour and therefore linkage.

#### Notes

* These teleporter mechanics also appear in the Black Powder Mine elevator of the Robot's Path.
* There is no way to fall in this elevator.

### Keep of the Lead Lord Elevator

The Keep of the Lead Lord 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 Pilot's Route

### Forge

The Pilot's Forge elevator is highly standard. It is simply a two-leveled platform, with two smaller intermediary platforms to allow for easier ascension.

This elevator is identical to most other characters' initial elevators, save its decoration.

#### Notes

* There is no way to fall in this elevator.

### Hollow

The Pilot's Hollow elevator is one of the few with no walls whatsoever. It is a small free-moving rocket-powered elevator in a wide open space.

There are two buttons on the left and right of the elevator's bottom layer. Pressing either button moves the elevator in that button's corresponding direction.

Various formations of Mountain Cube will descend from above throughout the whole ascent. If these Mountain Cubes touch the top of the elevator, they will stick to it for a small time before exploding into rings of bullets. The player is intended to use the buttons to maneuver the elevator out of the way of the falling cubes, though it is not necessary.

#### Notes

* Due to this elevator not having walls, the effectiveness of bouncing weapons is highly decreased in this stage. However, this also renders certain enemies such as King Bullats and Lead Maidens much less dangerous.
* This elevator bears some similarities to the Gungeon Proper elevator on the Bullet's Path.
* No bosses can spawn in this stage. A default boss elevator will always spawn instead.

#### Gallery

* An in-game screenshot of the elevator.
* One of the hazardous Mountain Cubes.
* A mountain cube scared that it is about to explode.
* A mountain cube exploding.

### Black Powder Mine

The Pilot's Black Powder Mine elevator consists of several platforms held aloft by slowly bobbing balloons. These platforms have two layers.

Arrow Kin will periodically fall from above, popping balloons at random and causing them to fall. Balloon platforms *will* reappear given time, but these Arrow Kin can cause significant portions of the Elevator to become unsafe.

#### Notes

* This elevator is functionally identical to the Forge elevator on the Cultist Path.
* To telegraph that they are about to be destroyed, the balloons will display a panicked expression and wiggle slightly. They will do this before the oncoming Arrowkin even appears on-screen.
* Falling Arrowkin do not deal any sort of contact damage.

#### Gallery

* The orange balloon's expression when threatened by an Arrowkin.
* The green balloon's appearance when threatened.
* The pink balloon's appearance when threatened.
* The red balloon's appearance when threatened.
* The yellow balloon's appearance when threatened.
* The blue balloon's appearance when threatened.
* The falling Arrowkin
* A balloon releasing confetti upon being popped. (Screenshot is from the Cultist Path, but applies nonetheless).

### Gungeon Proper

There is no actual elevator in the Gungeon Proper on the Pilot's Path. Instead, the player is carried on a rope by Super Space Turtle, and is able to freely move around the empty shaft as they please.

#### Notes

* The Killinder is able to spawn in this stage, though all other bosses will require a default boss elevator to spawn instead. However, if the Killinder is fought this way, after it is defeated, a special elevator will appear in order to hold its boss drops to prevent them falling away.
* Due to there being no floor in this stage, all enemies that spawn are capable of flight.
* The player is blocked from being able to fly off screen in this stage, either above or below. Functionally, this prevents the player from being able to 'fall' in this elevator.
* This stage is functionally identical to the Forge stage on the Robot Path.

### Keep of the Lead Lord

The Keep of the Lead Lord 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 Hunter's Route

### Forge

The Hunter's Forge elevator is highly standard. It is simply a two-leveled platform, with two smaller intermediary platforms to allow for easier ascension.

This elevator is identical to most other characters' initial elevators, save its decoration.

#### Notes

* The presence of bookshelves in this elevator is a reference to the Hunter's scholarly nature.
* There is no way to fall in this elevator.

### Hollow

The Hunter's Hollow Elevator is nearly identical to her Forge elevator, save for a large hazardous gap in the center of the lower platform, posing a significant falling risk.

#### Notes

* This elevator is functionally identical to the Forge elevator on the Bullet Path, and the Hollow Elevator on the Robot Path.

### Black Powder Mine

The Hunter's Black Powder Mine elevator consists of six small platforms positioned around a seventh central platform. Silver bullet-shaped extensions will slowly emerge from the six surrounding platforms. Upon extending fully, these bullets will turn gold, gain faces, and arm themselves with guns. Platforms at full extension will periodically shoot bullets in the direction of the player.

The player is intended to jump onto these platforms to push them back down, or to prevent them from extending fully in order to simplify the fight.

#### Notes

* Platforms will automatically depress themselves when the level is about to transition into an intermission room, or when a boss fight is active.

* Prior to a patch, it was possible to fall through the lower three platforms if down was held during a jump. Typically, elevators do not allow players to fall through them if there is no viable benefit to it, and it has since been fixed.

#### Gallery

* One of the platforms fully extended.
* A platform's expression when stepped on.
* A silvery platform in the process of extending.

### Gungeon Proper

There is no actual elevator in the Gungeon Proper on the Hunter's Path. Instead, the player is forced to leap and climb a series of ascending platforms positioned precariously around the elevator shaft. The camera automatically scrolls up the elevator shaft, forcing the player to keep moving.

#### Notes

* Prior to version 2.0.6, there was a small chance that platforms would be too far apart for the player to reach, even with their highest jump.
* This stage is functionally identical to the Gungeon Proper elevator on the Cultist's Path.
* No bosses can spawn in this stage. A default boss elevator will always spawn instead.

#### Gallery

* A rickety wooden platform.
* A sturdy steel plaform.
* A precarious stone protrusion.

### Keep of the Lead Lord

The Keep of the Lead Lord 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. It is simply a two-leveled platform, with two smaller intermediary platforms to allow for easier ascension.

This elevator is identical to most other characters' 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

* An example of the motorised pillars in a disorganised state.
* The appearance of the elevator during most bossfights.

### 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

* The makeshift bossroom, featuring two raised platforms, that can appear on this stage.
* A better look at the giant worm.
* A small minecart obstacle.
* A tall blue urn obstacle.
* A dumpster obstacle.
* A large block of stone obstacle, featuring a bullet-shaped face.
* Another bullet-shaped stone face obstacle.

### 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* 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 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.
* 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 Keep of the Lead Lord 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 Bullet's Route

### Forge

The Bullet's Forge elevator is largely standard. It is simply 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

* An example of the elevator in a disorganised state.
* The elevator's appearance during some bossfights.

### 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. This is supported by multiple factors:
	+ The Treadnaught is initially fought in the Black Powder Mine in Enter The Gungeon.
	+ Its overall color scheme is reminiscent of the Treadnaught, albeit worn.
	+ Its elevated platform looks very similar to the Treadnaught's barrel.
	+ Occasionally, a Tanker will poke its head out of the hatch on the right side of the elevator, similar to its behavior in the Treadnaught fight before firing upon the player. However, this one is purely aesthetic, and has no actual effect.
* The player also takes damage if they go off-screen to the right, though this is significantly harder to do accidentally.
* This elevator is functionally identical to the Mines elevator on the Bullet Route.

#### 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

* A small bursting crate
* A large bursting crate
* A harmless sandbag that hangs low beneath the scaffolds, to warn the player of their arrival.
* A screenshot of the elevator, with a scaffold about to collide on the right.

### Keep of the Lead Lord

    The Keep of the Lead Lord 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 Cultist's Route

### Forge

The Cultist's Forge elevator consists of several flaming platforms held aloft by slowly bobbing balloons. These platforms have two layers. The flames are purely cosmetic and do not damage the player.

Flaming Arrow Kin will periodically fall from above, popping balloons at random and causing them to fall. Balloon platforms *will* reappear given time, but these Arrow Kin can cause significant portions of the Elevator to become unsafe.

#### Notes

* This elevator is functionally identical to the Black Powder Mine elevator on the Pilot Path.
* To telegraph that they are about to be destroyed, the balloons will display a panicked expression and wiggle slightly. They will do this before the oncoming Arrowkin even appears on screen.
* Falling Arrowkin do not deal any sort of contact damage.

#### Gallery

* The orange balloon's expression when threatened by an Arrowkin.
* The green balloon's appearance when threatened.
* The pink balloon's appearance when threatened.
* The red balloon's appearance when threatened.
* The yellow balloon's appearance when threatened.
* The blue balloon's appearance when threatened.
* The falling, flaming Arrowkin
* A balloon releasing confetti upon being popped.

### Hollow

The Cultist's Hollow 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 arrow projectiles. The area the skull appears in determines the direction that the arrows 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 arrows, granting the player safe shelter behind them. They do not block any other kind of bullet. Arrows that stab into these platforms will linger for a short time before vanishing.

#### Notes

* This elevator is *almost* completely identical to the Gungeon Proper elevator on the Convict 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.
* There is no way to fall in this elevator.

#### Gallery

* The skull that appears to shoot the daggers.

### Black Powder Mine

There is no actual elevator in the Black Powder Mine on the Cultist path. Instead, the player must traverse a horizontal shaft, littered with various obstacles and enemies, while a mechanical wall covered in saw blades and powered by a single Bullet Kin chases behind them, forcing them to keep moving.

#### Notes

* The mechanical saw-wall may be a reference to a scene in the movie Labyrinth, where the main characters must flee down a corridor to escape an oncoming drill-shaped 'cleaner' that takes up the hall. After they find an alcove to hide in and allow the machine to pass, they find it to be powered only by two goblins on a see-saw.
* If the boss of this stage is the Low Priest or the Bolt Python, instead of some default elevator appearing, the sawblade wall and all existing obstacles will disappear and be replaced by two elevated platforms near the middle of the screen. The disappearance of the wall disables the autoscroll.
* If the player enters this stage playing as The Convict, the saw-wall will be replaced by a Giant Worm. It does not function any differently, however.
* Any  that touches the sawblade wall will be automatically collected by the player, the same as if it were to fall into a pit in a vertical elevator.

#### Gallery

* The makeshift boss room, featuring two raised platforms, that can appear on this stage.
* A better look at the Bullet Kin powered saw-wall.
* A small minecart obstacle.
* A tall blue urn obstacle.
* A dumpster obstacle.
* A large block of stone obstacle, featuring a bullet-shaped face.
* Another bullet-shaped stone face obstacle.

### Gungeon Proper

There is no actual elevator in the Gungeon Proper on the Cultist's Path. Instead, the player is forced to leap and climb a series of ascending platforms positioned precariously around the elevator shaft. The camera automatically scrolls up the elevator shaft, forcing the player to keep moving.

#### Notes

* Prior to version 2.0.6, there was a small chance that platforms would be too far apart for the player to reach, even with their highest jump.
* This stage is functionally identical to the Gungeon Proper elevator on the Hunter's Path.
* No bosses can spawn in this stage. A default boss elevator will always spawn instead.

#### Gallery

* A rickety wooden platform.
* A sturdy steel plaform.
* A precarious stone protrusion.

### Keep of the Lead Lord

    The Keep of the Lead Lord 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 Robot's Route

### Forge

There is no actual elevator in the Forge on The Robot's Path. Instead, the player is carried on a rope by Super Space Turtle, and is able to freely move around the empty shaft as they please.

#### Notes

* Meowitzer and the Medusalier is able to spawn in this stage, though all other bosses will require a default boss elevator to spawn instead. However, if they are fought this way, after the boss is defeated, a special elevator will appear in order to hold its boss drops to prevent them falling away.
* Due to there being no floor in this stage, all enemies that spawn are capable of flight.
* The player is blocked from being able to fly off screen in this stage, either above or below. Functionally, this prevents the player from being able to 'fall' in this elevator.
* This stage is functionally identical to the Gungeon Proper elevator on the Pilot's Path.

## Notes

Character Routes:

* Some elevators are the same, but differ in appearance, one example being the Cultist's Balloon elevator having burning balloons, while in the Pilot's they are normal.