The Cultist

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The Cultist Icon.png

The Cultist is one of the Gungeoneers in the game Enter the Gungeon, and is only playable in co-op. The Cultist starts with Dart Gun, Friendship Cookie, and Number 2.

The Blacksmith refuses to give the Cultist the Bullet That Can Kill The Past, but it is also unnecessary to access The Cultist's past. Shooting The Cultist with The Gun That Can Kill The Past will access his past, whether or not the player has The Bullet.

Co-op Features[edit | edit source]

  • A controller has to be plugged in to be able to play co-op. You can talk to the Cultist near the selectable Gungeoneers to start co-op mode.
  • Enemy health is increased by 40%.
  • Guns can be traded between the protagonist and the Cultist via gun dropping.
    • This is usually done by holding F for a keyboard or holding the "Down" direction on the D-pad of the controller.
    • The same can be done with active items by holding G and "Up" respectively.
  • Passive item benefits are only given to the player who picks up the item.
  • Synergies can be shared between players.
  • Dead players cannot do any standard player actions except moving and performing a short-range blank by pressing the respective button. The player turns gray once it's used and cannot use it again until they return to their normal blue color after several seconds.
    • Players drop all of their guns and items on the ground upon death. These items can be picked up by the surviving player, and items left on the ground may be taken by the Resourceful Rat.
    • There are three ways to revive a player in this mode. In every case the dead player will be revived to full HP.
      • All unopened chests in the current chamber will turn into revival chests. If a revival chest is opened, the dead player will pop out of it, the chest will be consumed, and other chests in the chamber will revert to normal. Keys are not required to open these chests.
      • Beating any floor boss.
      • Using the Friendship Cookie.

Story[edit | edit source]

Before the Cultist enters the Gungeon, his reason for being there is probably to make his sibling take the blame for spilling grape juice on the couch, as stated in the Ammonomicon entry for the Dart Gun. However, his motives change over the course of what happens in the Gungeon as he is treated poorly by the NPCs. Eventually, he comes to the conclusion that what he wants is to defeat player one and become the protagonist.

Past Kill[edit | edit source]

If The Gun That Can Kill The Past is used on The Cultist, he will be brought back to The Breach earlier that same day. The Cultist will tell the protagonist that he is sick of being referred to as "Number 2" and will then challenge them to a duel over who the game's story will focus on. Two pedestals each carrying a Magnum will have spawned, one behind the protagonist and one behind The Cultist. The two players are then allowed to move around The Breach, pick up a Magnum and fight each other to the death. Each player has 3 hearts and 2 blanks. The Breach is completely devoid of any of the usual NPCs at this time and all doorways, including the entrance to the Gungeon, are blocked off. A few tables are also scattered around, as to provide cover during the fight. If The Cultist wins the duel, he declares himself the hero only to realize that his actions could very well make him the villain.

Regardless of who wins the duel, the Cultist's alternate costume will be unlocked.

Gallery[edit | edit source]

Notes[edit | edit source]

  • Switch Returning to The Breach during or after a Gungeon run with The Cultist active can cause the game to crash.
  • Dead players can block moving bricks using their body in Winchester's minigame, stopping them.
    • However, the chest that spawns will be a Revival Chest, and if the player revives their friend and returns, it will be locked.
  • In Multiplayer, one player shooting Patches and Mendy while the other player attempts to be healed by them will cause them to be unable to move. This is true even after a teleport.
  • If either The Cultist or the protagonist is dead after the Resourceful Rat boss fight, all four chests will be openable, even if the player has no Rat Keys.
  • During The Cultist's Past, one of the players can take both guns off the pedestals and render the other player weaponless. The other gun picked cannot be used or dropped.
  • If either player has stolen something, in the Cultist's past, he may refer to the main character as "thief".
  • When entering another Gungeoneer's past, the Cultist will only have a Dart Gun.
    • In The Bullet's past, he starts with nothing. When the Bullet acquires the wooden Blasphemy, the Cultist will get one too.

Trivia[edit | edit source]

  • NPCs in The Breach and in the Gungeon will refuse to talk to The Cultist, declaring that they will only speak to the protagonist. Some will even insult The Cultist by pointing out his young age or the low quality of his starting weapon (Dart Gun).
  • The Cultist's Dart Gun resembles a purple version of the Nerf "Maverick".
  • The Light Gun is hinted at originally being the Cultist's; its description states "After a clumsy child of The Gungeon accidentally dropped his toy into a pit, they were forced to amuse themselves with the Dart Gun."

See also[edit | edit source]