Paranautical Activity (JP)

Paranautical Activity is a rogue-like FPS title, in which you must work your way up a number of floors by defeating enemies. The game is quite brutal and has a difficult learning curve. Since each room and floor is randomly generated, it's impossible to give an exact walkthrough that can be followed. Instead, I will give instructions for playing with each character and a description of items and their effects. Afterwards, I'll break down the order in which you should be attempting the trophies. Depending on RNG, this game can be done rather quickly or take hundreds of hours. Best of luck!

IMPORTANT GLITCH NOTICE

Yes, this game has a glitch that makes it tremendously easier to complete. You can use this as much or as little as you'd like. The glitch works as follows; Start a game up on classic as any character. Go through the game as normal and kill any enemies in your way until one drops a Slowmo powerup. Pick it up and hit cn_X to activate it, pausing the game and selecting "Restart" before the powerup wears off. When you start another game up, regardless of character or difficulty, you will have unlimited Slowmo. This will last until you use another Slowmo powerup (so never ever do that) or die. If you die or otherwise quit the game, you'll need to reactivate the glitch. If you're having a bad run and know that you'll die, just restart from the pause menu instead of allowing yourself to die. This is a very, VERY helpful glitch and makes some harder trophies significantly easier.

Use the sickle! Gorton starts with the sickle as a weapon, but all characters can pick it up through a random drop in the armory or through purchase in a shop. It's the most powerful weapon by far, once you learn the "sweet spot" of where to have the sickle hover inside enemies, you'll be golden.

Speed first! You should very rarely pick up any items that lower your speed, with the exception of Dobee's Blubber. Items such as Lead, Snail Shell, etc should be avoided at all costs. Speed keeps you moving and away from enemy fire, and is more valuable than health or shields in most situations.

Get the Eyepatch! If you see the Eyepatch dropped by a boss or in a shop, take it. The loss of a crosshair is a minor inconvenience compared to the benefits of brightening a dark floor.

Survey! If you're in a room with 3 exits, poke your head through each one. This will give you an insight as to what awaits you. You could see a boss or mini-boss door, or a death trap room you'd rather avoid. Always look around.

Use powerups! Powerups are incredibly valuable and are often dropped by multiple enemies on a floor. Make use of them as frequently as you can, saving an Ankh or Assault for a tough boss.

Never stop moving! One of the most important tips, this is not a game like Call of Duty, Battlefield, etc. Think more along the lines of Titanfall, where you need to constantly keep moving in order to survive. Always run and jump while attacking, don't give enemies the opportunity to lock in on your location, you will be decimated.

Persevere! The game is 100% based on luck/RNG. Sometimes you'll just have horrible runs. Other times you'll do flawlessly. I've decimated hardcore mode, ending it with dozens of health and shields in some runs. I've also died at the very end of hardcore mode. I've also beaten hardcore mode with a single scrap of health. It all depends on what the game provides you, so don't be too discouraged by a tough loss.

Here is a list of the characters in the game and how they should be utilized. After completing classic mode once, attempt each of your hardcore completions with a different character.

Gilead - A very well rounded character, Gilead starts with a fast firing but rather weak gun that should be traded in for a sickle as soon as you find one. He has moderate health, speed, and damage levels that can make him pretty dangerous once upgraded. Just get rid of that trash gun as soon as you can! Pick up any useful items you can to increase his speed and damage, such as Cannonball, Naval Training, Piece of Eight, Hook, Omni's Tentacles, etc. Additional health never hurts either. Completing a mode with Gilead earns you:

Unlock 1/45 - Gilead

David Bowie - Easily the worst character of the whole batch. Bowie starts with a Crossbow, obviously, and it takes ages to pull back and fire. He also has lower than average health and only moderate speed. Pick up any items at all that have stat increasing properties. Go for the sickle, as always, seeing as the last thing you want is a bow. Completing a mode with David Bowie gives you:

Unlock 2/45 - David Bowie

Dy-No-Mite - By far one of the best characters. Dy-No-Mite starts with a sword and grenade launcher, which basically launches unlimited bombs. You'll want to capitalize on this and pick up items that work well with bombs such as Blast Shield, Powder Keg, Skullito's Soul, Gum, Poison Bombs, Cherry Bomb, and Chainsaw. This can very well make you a nearly unstoppable killing machine, making the amount of health you have negligible. Beating a mode with Dy-No-Mite unlocks:

Unlock 3/45 - Dy-No-Mite

Gorton - The best character in the game. Gorton is low on health but starts with the sickle, making him deadly from room 1. Pick up health and damage increasing items, such as Dobee's Blubber, Beard, Speiga's Fangs, Hook, Cannonball, etc. Beating a mode with Gorton gives you:

Unlock 4/45 - Gorton

Tank - Tank is a very strong but very slow character, He starts off with a shotgun and has tons of health, but moves and fires incredibly slowly. Pick up any and all fire rate/speed boost items, such as Sea Legs, Adderall, Chain, Propeller, etc. Completing a mode with Tank unlocks:

Unlock 5/45 - Tank

Bouncer - The most unusual character, Bouncer starts with no health and only shields, but all other stats maxed out. The sickle is necessary here, as the Flak Cannon you start with is terribly weak. Health is your top priority, so Dobee's Blubber, Shield Lover, Iron Heart, Red Tearstone Ring, Keg, etc are your items of choice. Completing a mode with Bouncer gives you:

Unlock 6/45 - Bouncer

The end goal is to complete hardcore with all 6 characters. Ignore the description of the trophy, as it incorrectly states there are 8 characters. More detail will be provided about hardcore on the "Story Walkthrough" page. Completing hardcore with each character will finally unlock:

Jack of All Trades

Beat normal mode with all characters

Jack of All Trades
Offline Game ModeSingle PlayerDifficulty SpecificCumulative +Multiple Playthroughs Required

Unlock 7/45 - Jack of all Trades

This will be an alphabetized list of all the items in the game. Some are very useful and wonderful, some are utter rubbish and should never even be glanced upon. You need to pick up every item at least once, so make sure to finish your run once you acquire a new item for the first time. Most items need to be unlocked by meeting unlock criteria, so I will list the unlock in parentheses next to the item name. After acquiring that unlock, the items will be able to be found in the game. I suggest copying this guide over into a text editor of some sort and deleting entries as you pick them up to avoid confusion.

Aadaru's Swordfish - Dropped by Aadaru, gives you a slower version of the spinning swordfish he uses. Incredibly useful, as it spins around you and can hurt any enemy in your immediate vicinity. Best used if doubled with Blast Shield, as the swordfish can destroy barrels that you're near and damage you with the explosion.

Adderall (Unlocked with Addicted) - This little circular pill gives you a speed increase, so it is always recommended you pick it up. Only $100 in the shop.

Angel Wings (Unlocked with Bottom Feeder) - One of the best items in the game, these wings allow you to double jump, making you a harder target to hit and a more maneuverable character. If you pick up Iris' Wings in the same run, you will have infinite jumps, a combination that allows you to destroy most bosses without a scratch. $325 in the shop.

Anchor - Lets you fall faster. No huge benefit or detriment, only $50 in the shop. Only bother if you haven't gotten it yet or are on your OP run.

Armor Box - Works as advertised, gives you some shields. It's a single time use, good in case you're in a jam and need some padding. $150 in the shop.

Banshee's Scream - Dropped by the Banshee, gives you a solid damage increase. Certainly worth picking up no matter what.

Beard (Unlocked with Gorton) - The item that makes the sickle incredibly overpowered, the Beard will exponentially increase your damage the closer you are to an enemy. Absolutely destroys bosses such as Aadaru and Dahlia later in the game. $300 in the shop.

Blast Shield - Another amazing item, this makes you immune to all explosive damage. Meaning that your own bombs, grenade launcher, exploding enemies, barrels, and turtle rockets no longer damage you. Very useful for all characters, but absolutely necessary for Dy-No-Mite. $150 in the shop or can be found by destroying an explosive barrel at random.

Bloody Doubloon (Unlocked with Frugal) - Items in the shop cost health instead of money. If you have tons of health to spare or have a floor with numerous health pickups waiting for you, might be worth the investment. $200 in the shop.

Blowfish - Dropped by the Angler fish or can be acquired from the shop for $350. I love this item as it does poison damage on top of your weapon damage, really destroying enemies and bosses incredibly quickly. Always pick this up.

Bomb Box (Unlocked with Hehehe) - Gives you a number of bombs. Great for Kamikaze or if you have other powerful bomb items. Only $50 in the shop.

Bottle Opener - Removes limitations of Superweapon ammo. Let's you have as much ammo as you want in your secondary weapon. Never a negative item to have. $300 in the shop.

Bucket of Tar - Puts your Superweapon ammo to 100. If you're in need, take it. Not a permanent item. $100 in the shop.

Can of Beans - One of the better items, inflicts poison damage to any nearby enemies. Works wonders against Skorchers and monkeys, as they enjoy getting in close and doing contact damage to you. $300 in the shop.

Cannonball (Unlocked with Pacifist) - Increases damage but decreases fire rate. Good for weapons such as the sickle and Gilead Gun, not the best with the shotgun or grenade launcher. $275 in the shop.

Chain (Unlocked with Serious Player) - Heavily increases your fire rate. Perfect for the shotgun and sickle, but definitely a keeper on any weapon. A hefty $1000 in the shop.

Chainsaw - Every bomb that detonates turns into a chainsaw that rises up from the ground. Really damaging when paired with Powder Keg and Cherry Bomb, but use at your own risk. $200 in the shop.

Cherry Bomb (Unlocked with Dynomite) - Breaks your bombs up into 3 or 4 cluster bombs to deal more damage. Perfect if using Dy-No-Mite or just have Blast Shield and lots of spare bombs. $400 in the shop.

Chosen One (Unlocked with Chosen One) - Allegedly, double tapping in any direction let's you do a quick dash in that direction. It has never worked properly for me, and instead throws me into enemies and through doors I was trying to survey. Only use it for OP and when you need it the first time, otherwise leave it alone. $230 in the shop.

Coin 'o Fate - A tricky one. The coin will flip after you pick it up, landing on either the happy side or the skull side. Happy side grants you a decent stat upgrade in every area. Skull side results in a health decrease by 3 slots. Use at your own risk. $150 in the shop.

Compass (Unlocked with Completionist) - One of the very best items you can get. It will show you the entire floor on the mini-map, allowing you to check the route to the nearest exit before even leaving the elevator. A huge help on your speedrun, or just beating hardcore without a Dingy. $350 in the shop.

Dahlia's Knife - Dropped by Dahlia and can damage the Ghost once picked up, necessary to complete hardcore mode properly.

Davy Jones' Locker (Unlocked with Picky Eater) - Another item you want to get ASAP, this one gives you 4 health, a number of shields, and an upgrade to all stats. Hopefully you have some Scissors handy, as it costs a whopping $1250 in the shop.

Dingy - One of the most useful items by far, this will decrease the floor size down to 8 rooms. Absolutely essential for beating hardcore whilst going into every room, also quite helpful for your speedrun or regular hardcore runs. $175 in the shop.

Dobee's Blubber - A speed reducing item dropped by Dobee that I actually recommend you get. It's a permanent health increase of 6, which is just way too good to pass up on, especially playing as Gorton or Bouncer.

Doxy - Worthless. Changes the noise you make when you take damage. $0 in the shop but does count as an item towards OP.

Evil Eye - Shots will pierce enemies instead of stopping on impact with them. The sickle does this no matter what, so only good for shotguns, flak cannons, and the like. $300 in the shop.

Eye of Dobbz - Awful if you don't have Eyepatch, this turns every floor dark. If you do have Eyepatch, you can use it to farm jellyfish on every floor for money, shields, and health. Otherwise, avoid at all costs. $300 in the shop.

Eyepatch - Definitely a must have. Allows you to see on dark floors almost as if they were normal floors. You give up your crosshair in the process, but you should have no problem using intuition to aim anyway. Only $100 in the shop.

Flipper - Makes projectiles bounce around, and is rather worthless. Make sure to avoid it when using Dy-No-Mite, as your grenades won't hit the intended targets as much as you'd like them to. $450 in the shop for some reason.

Flip-Flop - Takes longer for dangerous floors such as lava and acid to damage you. Not a bad item, but is far inferior to the Hull and Hotfeet. Only $150 in the shop.

Fool - You'd have to be a fool to use this item. Doubles damage both dealt and taken, and there are far too many enemies that hit you far too often to risk this item. $350 in the shop.

Ghost (Unlocked with Who Ya Gonna Call?) - A rather useful item, holding [cn_LT] allows you to float and remain suspended. The downside is that you float rather slowly, making you an easy target for certain enemies if you're not careful. A pricey $600 in the shop.

Green's Ovaries - A pretty decent item, gives you longer moments of invincibility between hits. Great if you get backed into a corner by a monkey, for example. $350 in the shop.

Gaangus' Soul - One of the worst items in the game. Completely negates all jumping items and instead pulls you to the ceiling when you jump. Leaves you vulnerable and makes you want to vomit. Never use it, especially not for the $400 it costs in the shop.

Gum - Makes your bombs and grenades stick to the first thing they touch. Can be rather useful, only $50 in the shop.

Hanz's Coat - One of the 3 items that can be dropped by Hanz, but is by far the most useful. Gives you 2 more health slots and 5 free shields. Always worth picking this one up.

Halo - Decreases the chance of a dark floor showing up. Definitely not a bad item to have if Eyepatch is nowhere to be found, plus it's only $175 in the shop.

Heart Box - Just as advertised, gives you some health. Unless you're 4 or more health shy of your max, or if you have Iron Heart, not really worth the investment. $100 in the shop.

Holy Water - Restores you to whatever your max health is. Could help you out of a jam. $150 in the shop.

Hook - Gives you a small damage boost, always worth taking when you find it. $150 in the shop.

Horseshoe - Increases the chance that enemies will drop more shields, health, or money. Always a useful tool to have around, but $250 in the shop.

Iris' Wings - Dropped by Iris and Aeries, gives you double jump. If combined with Angel Wings, allows for unlimited jumps. One of the most useful combos in the game.

Iron Heart - Another awesome item and one of the best there is. This one removes the cap to your health, meaning you could have 6/4 health, or as much health as you can find. Get this no matter what, but it does cost a very hefty $750 in the shop.

Kamikaze - An odd one that can be very helpful or a huge hindrance. Your bombs are now your health, so any damage done to you results in a small explosion and the loss of a bomb. One run, as Dy-No-Mite, I finished with over 100 bombs. I say avoid picking this up early in the game, when you have 30 bombs or less. Snag it on the 6th or 7th floor, when you should have 50+ bombs and enjoy your huge surge of health! $150 from the shop.

Keg - Gives you an extra 3 health and completely heals you. One of the better items in the game, be sure to always pick this one up. $230 in the shop.

Kiss of Death (Unlocked with Genocidal) - Gives a large damage boost, always be sure to pick this one up when you see it. $300 from the shop.

Lead - Increases your damage but decreases your speed. The trade off is most certainly not worth it, this is one to avoid.

Left Hand (Unlocked with True Victory) - Removes your main weapon and gives you unlimited Superweapon ammo. This one is needed for the Heavy Hitter unlock, but otherwise isn't really worth the trouble. A very expensive $690 in the shop as well.

Lighthouse - A great item, grants you 3 shields when you reach 1 health. If you get another health item and are knocked down back to 1 health again, you get 3 more shields. Great to use with the Shell item. A large $720 in the shop.

Lightning Bolt - Increases fire rate and movement speed, always an item worth picking up. $400 in the shop.

Magnet - A useful little item, attracts every dropped item in the room to you besides items and power-ups. So any money, shields, or health needed in the room gets sucked up to you. Only $50 in the shop as well.

Mario - Horrible little item. Jumping while in the air brings you back down to the ground. Avoid this and only use items that increase your jumping abilities. $160 in the shop.

Mega Bullets - Not a bad item, gives you a small damage increase. Better than nothing and only $100 in the shop.

Mermaid's Harp - Dropped by the Mermaid, makes it harder for the white projectiles launched by moths, the ghost, and some bosses to track and hit you. A must-have on hardcore.

Mushroom - Shrinks you down and makes you a smaller target. Makes you harder to hit overall, but makes you completely immune to Aadaru and his spinning blades. A must have for only $250.

Mystery Box - For $200, gives you a random item. Use at your own risk!

Mystery Chest - For $500, gives you 2 mystery items. Definitely use at your own risk!

Naval Training - Increases your damage and fire rate, a very useful item that you should always make it a point to pick up. $400 in the shop.

Oar (Unlocked with Unsure Footing) - Allows you more control over your movement in the air. Not the worst thing to have for only $150.

Oil Can - Slight damage increase, so another item you should pick up just to have that little extra buff. $150 in the shop.

Omni's Tentacles - Dropped by Omni the Octopus, gives you a speed boost. Definitely worth always picking up.

Piracy - Gives you $10 every time you get hit. No hindrance to having it, but don't try to get hit regardless. $225 in the shop.

Piece of Eight - Increases damage and speed, so most certainly something you should take with anyone. $400 in the shop.

Powder Keg - Doubles your bomb damage, so a must have when using Dy-No-Mite. $150 in the shop.

Poison Bomb - In addition to regular damage, bombs will now poison enemies as well. Another huge boost if you're using Dy-No-Mite in particular. $150 in the shop.

Power of the Gods - For a mere $50, it will spawn a random power-up. You're more likely to get something useful, so worth a shot if you don't have a power-up on you at the moment.

Propeller - Increases fire rate, particularly useful for Tank and Dy-No-Mite especially. $150 in the shoppe.

Rabbit's Foot - A pretty good item, increases the frequency of power-up drops such as Ankh and Golden Scissors. $200 in the shop and worth the purchase.

Rage - Gives a very slight damage increase for each enemy killed. This one can add up, so I recommend grabbing it earlier on if anything. $300 in the shop.

Red Tearstone Ring - Activates when you only have 3 health left, and the lower your health is the more damage you do. If you're playing as Bouncer and still have 0/0 health when you get this item, you continually do double damage. $350 purchase.

Rum - Not a recommended one at all. Gives you a boost in fire rate and damage, but permanently knocks off 3 of your max health. One I always avoided. $250 to get it.

Sail - You move faster while in the air. Always a useful one to have on you, only $150.

Sandshark - Increases your speed, but only while on the ground. Still worth having on you, but it carries a $400 price tag.

Scissors - The earlier you can get this, the better. Permanently halves all prices of shop items, can also work in conjunction with the Bloody Doubloon. Cut prices again if you also use a Golden Scissors powerup while you have this one active. $350 to purchase.

Scubalien's Shell - Dropped by Scubalien, this makes your bombs bounce around as shells before exploding. An utterly useless powerup, especially bad as Dy-No-Mite, that I don't recommend ever getting it unless absolutely necessary.

Sea Legs - Triples your speed. With almost every character, the increase is way too much and induces confusion as well as extreme nausea. However, it works decently well with Tank since he is so painfully slow. With everyone else, use at your own risk. $600 in the shop.

Shell (Unlocked with Too Easy) - An odd one, you lose your hearts before your shields. To me it doesn't matter, because no matter where it comes off you're still taking damage. Could be more useful when used with the Red Tearstone Ring or Lighthouse. $400 in the shop.

Shield Lover - Enemies drop shields more frequently, I definitely suggest picking this one up. $200 in the shop.

Ship's Hull - Dropped by the Ship boss, this makes you totally immune to all lava and acid damage. Definitely worth picking up, as it evens out the playing field on otherwise disadvantageous rooms that contain floor hazards.

Skullito's Soul - Dropped by Skullito, allows your bombs to float instead of drop straight down. Useful with Dy-No-Mite as per usual.

Snail Shell - A horrible item dropped by the Snail that should never be picked up. Gives you 8 or so shields, but permanently decreases your speed. The shields will eventually deplete, but your speed won't return to normal. Avoid, avoid, avoid.

Speiga's Fangs - Dropped by Speiga, they give you a damage up and poison. If coupled with the Blowfish, bosses get absolutely destroyed by the poison damage. Worth getting.

Spinach - Gives you 2 more max health and allows you to throw the bomb and sickle further. Could be worth it, if you can get used to the new distance with the sickle easily. $250 in the shop.

Spring - Let's you jump higher. A decently helpful little item for only $150.

Starfish (Unlocked with Twice the Fun) - By far one of the best items, hands down. If you die on any floor, you will respawn on the elevator with all of your health and any cleared rooms remaining cleared. A steep $600, but it is certainly worth the extra security.

Superammo Boost - Each packet of Superweapon Ammo gives you 10 bullets instead of 5. Not a bad item, but only worth paying for if you frequently use your Superweapon. $300 in the shop.

Tesla Coil - Increases the ammo cap of your Superweapon to 200, useless if you have a Bottle Opener. This one is only $100 in the shop.

Trigger Finger - Another $100 shop item, this one slightly increases your fire rate. Not a bad one to have around.

Vampire - A strange item, this one takes health away from you every few seconds, but each enemy killed drops health. Could be used in conjunction with a Red Tearstone Ring or an Iron Heart, but I recommend to avoid it altogether. $350 in the shop.

Vitamin C - Gives you some extra health slots, always pick it up and use it. A mere $120 in the shop as well.

Winged Foot - Grants you a nice increase in speed, definitely worth picking up for the $200 price tag.

Zen Focus - $200 gives you access to longer power-ups, which is really awesome for things like Assault or Ankh during a tough fight or floor.

Collecting all of these items over time will eventually grant you:

Unlock 8/45 - Finders Keepers

I'll now discuss power-ups, which are consumable items dropped by enemies. They're not related to any unlockdirectly, but they make life one hell of a lot easier. Some are unlocked in the same way that items are. Once you collect an item and you see it in the bottom right of the screen, hit [cn_A] to use it.

Ankh (Unlocked with Good Start) - Gives you invincibility while it's active. Amazing powerup if you're in a jam or if you're going to start a hard fight and want to get in close and end it quickly, without worrying about being hurt. I always had one on me on floors 7 and 8 in case of emergency.

Assault - Doubles your fire rate and damage output, absolutely shreds boss enemies. I like to have one on me for annoying mini-bosses like the Moth and 4 legged Gilead. A nice one to keep handy.

Battery (Unlocked with Tyrus) - Refills your Superweapon ammo to 100. Useful for a Converter to soak items from it.

Dice - Re-rolls all items on the floor, which includes boss drops, shop items, and armory weapons. Note that the armory weapons could easily become items, giving you free items on the floor. I usually held a pair of these on me while exploring a floor.

Golden Heart (Unlocked with Tank) - An awesome powerup, automatically refills your health to max. Saved my life multiple times on Dahlia and Ghost fights.

Golden Scissors (Unlocked with Moneybags) - Cuts all shop prices on that floor in half. Can be paired with the Scissors item and Bloody Doubloon for maximum effect.

Hotfeet - Not very useful, this powerup negates damage from lava and acid. Just avoid that stuff anyway.

Runner (Unlocked with Gotta Go Fast) - Gives you a massive speed boost, could certainly be useful if you're a bit sluggish.

Slowmo - Slows down the in-game clock, making everything move more slowly and less hectic. Can be used for an amazing and life-saving glitch, detailed in the Hints and Tips page.

Wildcard (Unlocks with There's More?) - Gives you a random effect of any of the above powerups. Hope you're feeling lucky!

Although they're not "items", I shall include weapons below. Most are available in armories from the start, and are unlocked as starting weapons for certain characters after completing a mode with them. If you see a new one, pick it up and use it once for credit, then return it if you wish. Most are pretty awful, so don't try to use them for any reasons other than the weapon unlock.

Blowfish Gun - The Superweapon used by Gorton, this gun shoots out a homing Blowfish that does poison damage on impact. Not the best gun, but is useful against moths and monkeys as long as you don't get caught up in the splash damage.

Cannon - Tank starts with this Superweapon. It takes ages to prepare and fire, but deals a massive amount of damage. Never use it, it's awful.

Converter - My go-to Superweapon isn't even a weapon. This device converts Superweapon ammo into health, shields, bombs, or money. When used with a battery, can drop you tons of items that can save your ass before a tough floor or fight.

Crossbow - The starting main weapon of David Bowie. Terrible weapon, despite its high damage output. Needs to be fully charged to go any amount of considerable distance, like the sickle, but isn't nearly as powerful.

Flak Cannon - Bouncer starts with this terrible weapon, it just bounces around the room and barely does any damage when it touches an enemy. Avoid when possible.

Gilead's Gun - Gilead starts with this gun, shockingly, and it's not the worst one on the list. It has a weak attack but a high enough rate of fire to put pressure on enemies and bosses. Trade up for a sickle when possible, as usual.

Grenade Launcher - The 2nd best starting gun, this shoots out bombs in unlimited amounts. Best used in conjunction with Blast Shield, Powder Keg, Cherry Bomb, Chainsaw, and Poison Bomb for maximum destruction.

Hanz's Pistol - This pistol can be dropped by Hanz after killing him, or acquired as a starting weapon for David Bowie. Not a bad gun, and can help you in a pinch.

Laser Rifle (Unlocked with Gilead) - Can be unlocked for Gilead or found in an armory. Shoots out a laser that deals moderate damage, nothing to write home about.

Laser Shotgun - Takes ages to charge up and fire, awful weapon that shouldn't be used by any means.

M14 (Unlocked with OP) - This gun does decent damage, but firing it has such a horrible visual effect I felt sweaty and nauseous whenever I used it. I don't recommend trying such an item aside for the unlock, use at your own risk.

Rocket Launcher - Shoots out a rocket in a painfully slow fashion. Does decent damage, but is just way too slow to be used efficiently.

Shotgun - Tank starts with this weapon and it does a decent amount of damage. The fire rate is abysmally slow, and is pretty much useless without a Chain item to accompany it.

Sickle - The good stuff, Gorton starts with this jewel and it is very necessary in order to complete the game consistently. When thrown, it hovers in mid-air before returning to you like a boomerang. The key is to get the proper distance from an enemy so that the sickle may hover inside their body for the duration of that animation, doing continuous damage to them. Once you have the trick down, most normal enemies become a breeze. Learn how to use this weapon and use it well, it will save your life.

Tenchi's Sword - Dy-No-Mite starts with this incredibly powerful melee weapon, use this in close quarters fights that the grenade launcher won't work very well in, such as against moths.

Trident (Unlocked with Heavy Hitter) - Poseidon has a chance of dropping this weapon after you defeat him, but it's unlikely. This was the hardest weapon for me to find, and I eventually resorted to restarting games as Mystery Man until I was given it in the beginning. This item can be thrown for massive damage, but you'll need to retrieve it after the throw. If you have the Magnet item, it will return to you automatically.

Equipping and using every weapon will earn you:

Collector

Acquire all special weapons

Collector
Offline Game ModeSingle PlayerCollectable

Unlock 9/45 - Collector

So that's your arsenal and competitive edge, time to get into what you'll actually be fighting!

This page will list the bosses of the game the best ways to defeat them. You'll need to defeat all the bosses and mini-bosses, which can only be done after completing the game once. Let's get into it, I suppose.

Aadaru - This guy is EXTREMELY annoying. He spins around in a circle, spraying his swordfish everywhere, guaranteeing hits on you multiple times. If you have a mushroom, you can't be hit by the spinning blades above you. However, you may not be quite that lucky. If that's the case, try jumping on his head and just stabbing down with the sickle. He will always drop Aadaru's Swordfish upon death and usually shows up on floors 5 and above.

Angler Fish - This big fish monster darkens the room entirely, with the only light coming from its body. It can shoot out Blowfish from its body, but it prefers to charge and bite you for damage. Try to stay close to it, hitting it from the side without losing it in the dark. A relatively easy boss to kill, will always drop a Blowfish item. Appears on floors 5 and above.

Banshee - A large, flaming skull head with a fish tail. This is one of the most dangerous bosses in the game, as it throws a yellow projectile that will always hit you at close range, as well as white homing projectiles that will hunt you down. Try to stay a medium to far distance away, using your Superweapon to damage it from a distance. When that runs dry, throw your sickle and try to hit it in the sweet spot until it dies. It will always drop the Banshee's Scream item upon death. Appears on floors 5 and above.

Dahlia - The final boss, this little girl is not at all dangerous on her own. She shoots out little purple balls that aren't homing or even aimed at you, they exist only to get in your way. However, she will spawn in other annoying enemies to combat you if you don't kill her quickly enough. She starts off by spawning 2 Skullito's, spiders and all, before spawning in 2 Aadaru. After that will be multiple Iris and Aerie, followed by Nazi's, and ending with a set of Skorchers. If you allow any of these to stay on the screen as the next batch spawn in, the framerate will become disgustingly unplayable, essentially making you an easy target. Avoid that by killing these enemies quickly, but remember to focus on Dahlia. After she dies, you need to clear out whatever else she spawned in to end the fight. She only appears on floors 7 and 8 and drops Dahlia's Knife.

Devil - The Devil chases you around a room and tries to stab or throw an item at you. He can get pretty annoying, so stab at him when he gets close to you, throw the sickle when he's further back. Keep moving and dodging, eventually he will die.

Dobee - Dobee is a huge whale that appears on the first 3 floors, and can easily be defeated by standing directly underneath him and throwing your weapon upward into him. It'll take a few hits, but he can't hit you at all if you are directly under him. Will always drop Dobee's Blubber as an item.

Eight Legged Gilead - A creature that's very weak, walking on 8 legs and shoots out regular projectiles at you. Just get a medium distance away and let your sickle do the work to take it down.

Floating Tentacles - No idea what this thing is called, but I can say it is a large floating eye with multiple tentacles protruding from it and that it shoots homing attacks from them. It's very weak and will be killed in a short amount of sickle throws, but it is best to stay near a wall in order to fake out and destroy the homing attacks. Will drop a miscellaneous item or weapon.

Four Legged Gilead - Another mini-boss, this creature shoots out tons of homing projectiles. Rush in and attack immediately, making a circle around him and trying to fake out the projectiles.

Ghost - The Ghost will plague you throughout the entirety of hardcore mode, but must be fought and killed after picking up Dahlia's Knife. The Ghost will slowly come to you, as it normally does, but you will be able to attack and damage it now. Once it becomes hurt, a health bar will appear above it and it will speed up, chasing you. If you're fast enough, it's very possible to just dance around him and not get touched, using the return of the thrown sickle to catch him and cause damage. The Ghost will always drop the key to the 8th floor. Once on the 8th floor, you can fight and kill the Ghost again if he appears to trouble you once more.

Gorton - Gorton appears only after beating the game once, either inside Do Not Enter doors or as a guaranteed enemy in the 8th floor fight with Dahlia. He has sickles surrounding him and can rapid-fire the Blowfish gun, which is a bad combination for you. The Aadaru trick works sufficiently well here, you can deal tons of damage by just jumping on his head and slashing down with the sickle. He has rather low health, so try to take him out before he does too much damage.

Hanz - Hanz will appear on the first 4 floors, either firing his pistol at you or stopping to produce chainsaws from the ground. The chainsaws are very telegraphed and are easy to dodge, simply keep moving in circles around him and jumping away when the floor around you becomes red. He has a sizable amount of health, but can easily be defeated without taking damage. He will drop either the Chainsaw, his pistol, or his Coat.

Iris and Aerie - Iris and Aerie are 2 flying eyeballs that shoot projectiles, then break into 2 smaller eyeballs once damaged enough. They are very easy to dodge and defeat, just move circles around them and toss your sickle to slice through their round bodies. They are found on the first 3 floors and always drop Iris' Wings upon death.

Jellyfish - A very large version of the Jellyfish found on the dark floors. It can only damage you by direct contact with a tentacle, so just hit it a few times with a good sickle throw and it will die very quickly.

Mermaid - Appears on floors 4 and up, this beast will chase you around and shoot out a group of homing projectiles. Moves pretty fast, so difficult to get into a sweet spot. Aim slightly to the right, as there is an occasional glitch that damages the Mermaid even when it isn't near your weapon. Drops the Mermaid's Harp item.

Mothra - A larger version of the regular moths found throughout the game, this mini-boss can fire 4 homing projectiles simultaneously. Stick near walls in order to make the projectiles crash and focus on clearing the other moths from the room first to prevent interference. I'd recommend using an Assault to speed up this annoying fight.

Omni - Omni is an octopus that gets larger the longer he's alive. If you allow him to fill the room, he can't be avoided. Attack him with everything you got and don't allow him to take up too much room. Always drops Omni's Tentacles and appears on the 3rd or 4th floor.

Poseidon - A merman with a trident in his hand, he is quite an easy boss. Stay a medium distance away and attack with your sickle, dodging the blowfish he shoots out. He dies rather quickly and isn't much of a threat, usually appears on floors 4 and below.

Reviver - This guy spawns with a shield around him, surrounded by skeletons. Once you kill all the skeletons, he will march around the room and revive them with his shield lowered. He has incredibly low HP, so what I do is try to spread out the skeletons before attacking him, killing them in different corners of the room. As he takes a walk to revive them, I go up to him and tap [cn_RT] to stab instead of throw the sickle. He will die in under 5 hits. Kill any revived skeletons to claim the random prize he drops. Found on the first 3 floors.

Scubalien - This guy can make duplicates of himself and fire out a number of bomb shells from each of his clones. Jump onto the top of the elevator and attack him from there, away from the bombs he tosses around on the ground. Appears on 3rd or 4th floors and always drops Scubalien's Shell.

Ship - The Ship looks large and menacing, but the fight is easy. Stay on the catwalks above the acid, attacking the ship center mass. Its projectiles are wild and frenzied, not really aiming for you as long as you stay ahead of the bow. It's relatively weak, and will die after a bit of pressure from you. The planes don't really do much of anything, so they can be ignored as well. It appears on the 5th floor and above.

Skullito - Skullito is likely to be one of the first bosses you fight, appearing on the first 3 floors. He floats around and spews spiders from his mouth, occasionally shooting lasers from his eyes. He is very weak, but don't run around into corners due to the spiders. Stay as far away as you can, tossing a bomb at the spiders as they approach you. He will always drop Skullito's Soul.

Snail - The Snail boss is very annoying if you have low speed, as he always appears on the first 3 floors before you can get many items. As soon as he rolls to you, jump back a few paces and toss your sickle. Try to stay at a perfect distance away from it, so that the sickle continually hovers in its body as it rolls. As long as you stay far enough away and keep jumping back as it rolls, it can't hurt you. Drops the worthless Snail Shell item.

Speiga - A giant spider that spawns on floors 5 and up, is always surrounded by spider nests that spawn multiple small spiders. I suggest jumping around the room and destroying these nests first, then focusing on Speiga. His only attack is a homing projectile that is easily avoided. Once he's dead, clear the remaining spiders to take your reward; Speiga's Fangs.

Spider - A joke of a mini-boss, this is a large Spider that can rapid fire green vomit. Just jump around him and toss your blade, same as nearly any other enemy.

Ursula - Probably the most difficult boss in the game. This creature hovers above the ground on tentacles, firing many homing projectiles or swarms of bugs at you. It doesn't stay still long enough to get a really good hit on it, and moves too fast to jump on. I recommend using an Ankh or Assault and getting in close, pressuring it hard with returning sickle attacks so that it dies quickly. Spawns after beating the game once, either in Do Not Enter rooms or just on the 8th floor. Guaranteed to appear with Dahlia on floor 8.

Killing all of the bosses will unlock:

Monster Slayer

Kill all bosses in game

Monster Slayer
Offline Game ModeSingle PlayerCumulative +Multiple Playthroughs Required

Unlock 10/45 - Monster Hunter

With strategies for what you will encounter out of the way, let's get into an actual timeline of how you should be handling things in this game.

Note: If you jumped straight here, I recommend reading the other pages first. In particular, read about the Slowmo glitch on the Tips and Hints page.

I want to ask you now; what the hell do you expect? This game is a rogue-like FPS. This means that every time you play the floors will be different, the room locations will be different, you'll get different bosses, there will be different items around. I can't walk you through in my usual style, telling you to take door number 1, turn right, and kill enemy number 3. What I will do, is explain the basic concept and principles of each floor. I will give you a sensible and reasonable order to take on these difficult trophies and I will do it in a way that makes logical sense.

Firstly, start up a game on classic as Gorton. He is the best character and someone you'll want to get very accustomed to using. Now enter the first room and get utterly decimated by the enemies within. Now, get used to that feeling. I can tell you to move around, constantly jump, and do sweet spot sickle tricks every paragraph. Issue is, you need to practice it and experience it for yourself before it does you any good. Spend a few hours with the game, learn it, and try to follow what I do to the best of your ability.

Starting with floor 1, the smallest and easiest of all the floors. This floor introduces you to Jimbaahbwehs, rocket turtles, exploding frogs, landsharks and Gileads in addition to whatever bosses you face. In the first few rooms, jump around and attack the enemies. Kill them with whatever techniques you're developing. The first unlock you're likely to get is in one of these first few rooms, when you do one without taking damage:

Unlock 11/45 - Good Start

Good start indeed. Think you can do the whole floor this way? You don't need to enter every room on the floor, just complete the floor without being damaged. This is a good exercise to try now, seeing as how you need to get used to the game anyway. The best boss you can get is Dobee, as you can stand underneath him and attack without him being able to hit you, but none of the first floor bosses are too challenging. With that done, you'll get:

Invincible

Complete a floor without taking damage

Invincible
Offline Game ModeSingle Player

Unlock 12/45 - Untouchable

While bouncing around rooms not taking damage, you may get some shield drops. While using Gorton, you only need to pick up 4 shields in order to surpass his amount of health, which will give you:

Padded

Have more armor than health

Padded
Offline Game ModeSingle Player

Unlock 13/45 - Padded

With that one done, move onto the next challenge on the first floor. Restart the game and try to do the floor without jumping. You really should do this now, as eventually you'll get way too used to jumping and do it instinctively. Just run small circles around the edges of the room, throwing the sickle up at enemies. Avoid the mini-boss (blue) door, and go straight for the boss (red) door to end the floor. If you did it without jumping, in the elevator you'll unlock:

Unlock 14/45 - Bottom Feeder

Starting from floor 1 again, you want a very specific room. It's a wide, open room with 4 barrels near the center. Don't charge up your gun or sickle, just simply enter the room. A single landshark will spawn in the center and slide into a barrel, killing it. This will grant you:

Pacifist

Complete a room without attacking

Pacifist
Offline Game ModeSingle Player

Unlock 15/45 - Pacifist

Now go around and fire your Superweapon. Keep firing and picking up ammo until you get to the point where your ammo reads exactly 0, which will unlock:

Unlock 16/45 - Tyrus

Not bad! That's all that pertains specifically to floor 1. Floor 2 contains a new enemy, the Tenchi. They are fast, green ninjas that go invisible and teleport to you for an attack. When you see once, hit it once with the sickle and move away. When the smoke appears to indicate that it will teleport again, toss the sickle at it as it invisibly moves towards you. Killing it before it reappears earns you:

Unlock 17/45 - Chosen One

The 2nd floor also holds more possibilities. From this point on you can get either a hole floor (a floor that has holes in it) or a dark floor (a very dark floor illuminated only by jellyfish). Hole floors are much easier to manage, as all you have to do is avoid falling into the holes. If you make your way around the outside walls of the room and don't venture into the center of the room, you'll be perfectly fine. If you make it off the floor without falling into the hole, you'll unlock:

Unlock 18/45 - Sure Footing

If you slip up and do fall into a hole, you'll still get:

Unlock 19/45 - Unsure Footing

Dark floors are much harder. Visibility is basically 0, unless you have an Eyepatch. Unfortunately, to unlock the Eyepatch item, you'll need to beat a dark floor first. Survey each room, the bright red of the boss doors stand out against the pitch black room. Once a room is clear, kill the jellyfish within for extra money, shields, or health. Best of luck and hope you don't get this on a later floor. Landsharks are your biggest threat as they are nearly invisible against the floor. Watch for the glowing eyes in the darkness. Completing the darkened rooms unlocks:

Night Vision

Survive a dark floor

Night Vision
Offline Game ModeSingle Player

Unlock 20/45 - Night Vision

Completing the 2nd floor regardless of extra obstacles unlocks:

Unlock 21/45 - Progress

Onto floor 3. By now you might have a Can of Beans, Blowfish, or other item that has a poison effect. If so, find a boss and whittle down it's health. If not, you can use your Blowfish Gun and have that use its poisonous effects to kill the boss. Let the poison finish it off for:

Not even worth it

Let a boss die to a poison

Not even worth it
Offline Game ModeSingle Player

Unlock 22/45 - Not Even Worth It

Floor 3 introduces some annoying moths, they shoot out 2 white projectiles that will follow you around until they crash into a wall or another enemy. Target them first and run around the edges of the room, trying to force the projectiles to hit the wall or corner beside you.

Floor 4 introduces Skorchers, flaming skulls that do contact damage to you. They're rather fast, so keep jumping around and making your way along the edges of the room, occasionally turning around to throw your sickle into a group of Skorchers following you around. They're very weak and have low HP, so only one good throw should kill them. Completing the 4th floor gets you:

Unlock 23/45 - Nazi Hell

This is where the difficulty spikes up tremendously and where you will die quite a lot. The fifth floor has more enemies, traps, and environmental hazards. The enemies introduced on this floor are the monkeys. The damn monkeys. They are extremely fast and love backing you into corners. If they're faster than you, they can continually do damage to you as they attack you from behind. The only decent strategy is to stay ahead and above them, throwing down the sickle as soon as they drop down in front of you to attack.

Floor 6 is honestly easier than the 5th, especially with Blast Shield. There are goblins that toss bombs around on this floor, and they can damage other enemies as well. Same tactics are applied here, run around the edges of the room and throw your blade around to kill whatever is in the room with you. Completing this floor earns you:

Unlock 24/45 - Nazi Killer

Depending on how much you died and how RNG in the game has been treating you, you may have gotten your 100 Gilead kills by now, unlocking:

Unlock 25/45 - Tough Guy

The 7th floor is extremely hellish. In addition to everything else you've faced so far, Nazis are introduced. They have high HP, are extremely fast, and fire machine guns that can destroy you in barely any time at all. Keep jumping as always, never stay still and never let them predict your movements. Make laps around the room, hitting each Nazi with a sickle throw each time until you've thinned their numbers. Once they're dead, prioritize the remaining threats in the room. The red boss door will always contain Dahlia, a child that spawns in 5 waves of various other enemies. Read more on her in the "Bosses" section. If you're confident in your abilities and amount of health going into this fight, jump and move around the room while focusing on attacking only what Dahlia is spawning in. Make sure to kill everything as quickly as possible, as the framerate here can drop to new depths and lead to a very swift death. With the Skorchers defeated, the process will begin again as she spawns in 2 more Skullitos. Kill the entire cycle again, then focus on finishing off Dahlia. With her defeated, you will unlock:

Unlock 26/45 - Child Abuse

Unlock 27/45 - Twice the Fun

If you want to play it safer, go into the fight with an Ankh or Assault powerup handy. If your damage output is high enough, you can kill her very quickly. Use your powerup and either bounce around the room and get her in the sickle sweet spot or get up close and lay into her while invincible. If you finish the fight in its entirety without taking damage, you'll unlock:

Unlock 28/45 - Too Easy

With Dahlia dead either way, head into the elevator to complete classic mode and attain:

Victory!

Beat normal mode

Victory!
Offline Game ModeSingle PlayerDifficulty Specific

Unlock 29/45 - Victory

Congratulations! Now, let's get into the evils of hardcore mode. Fundamentally, hardcore is exactly the same as classic mode. The big difference is that after a few minutes, a Ghost will spawn on the floor if you're not off it in time. The Ghost can pass through walls and shoot through objects, and he can do a ton of damage with homing projectiles. You don't want to be caught wandering aimlessly, looking for an exit, when a Ghost shows up. The other difference is the existence of the 8th floor, which I will describe in detail at that point. Start up hardcore mode with Gorton again.

Keep an eye out for a room with a huge slot machine in it. Stay away from the mouth and keep hitting the lever. Kill any spiders that spawn from its mouth but don't pick up any coins dropped by it yet. Once your money has entirely been depleted, you'll unlock:

Unlock 30/45 - Addicted

After defeating the first floor boss, wait by the elevator before going in. The Ghost will eventually spawn in and make its way over to you, once it spawns in jump into the elevator before it reaches you. This will earn you:

Unlock 31/45 - Who Ya Gonna Call?

The first time you die, stay on the Restart death screen without hitting anything. After 10 or 15 minutes pass, 2 Ghosts will have spawned in the level, despite you being dead. This will give you:

Unlock 32/45 - Redial

Since hardcore has annoying elements and you probably spent some time on classic, at some point trying to reach the 7th floor again you may have reached 1000 kills on the pathetic creatures that inhabit the first 4 floors, earning you:

Unlock 33/45 - Genocidal

When you reach the 7th floor and once again kill Dahlia, the Ghost will spawn. Clear the remaining enemies in the room as quickly as you can and grab Dahlia's Knife from beside the elevator. With this item, you can now kill that annoying asshole. Check the "Boss" section of the guide on how to properly deal with the Ghost. Once he dies, he drops a key. Now go into the elevator YOU STARTED FROM. Not the one in the Dahlia room, the room with the X on it where you spawned. Getting into that elevator, you will ride up to floor 8 and into hell itself, as well as unlocking:

There's More?

Figure out how to get to 8th floor

There's More?
Offline Game ModeSingle PlayerMultiple Playthroughs Required

Unlock 34/45 - There's More?

Floor 8 is essentially a huge "boss rush" floor. Every room contains mini-bosses, usually in multitudes. For example, one room has one Floating Tentacle, one Mothra, Iris and a Nazi. Yeah, that's standard. Some rooms just have 6 huge Jellyfish, others have tons of boss enemies.

Use your jumping skills to maneuver around. You've beaten everything on this floor before, it's just a matter of beating combinations of them together now. This floor has no mini-boss, no shop, and no armory. The only door you seek is the red boss door, which contains our biggest challenge yet. Dahlia is in here yet again, this time alongside Ursula and Gorton. Focus fire on Dahlia, as the returning sickle will damage the other enemies in the room as well. Use whatever power-up you have, both Ankh and Assault being the best options by far. If you have Blast Shield and don't have Kamikaze, spam bombs at Dahlia as your sickle is in the air. This will kill any spiders spawned by Skullito as well as damage the 3 biggest threats in the room. Once one dies, hopefully Ursula, the fight becomes much easier. Focus on Dahlia so that she doesn't spawn in more bosses, but lower Gorton's health as well. As soon as Dahlia dies, the Ghost will spawn again. The elevator won't open until everything in the room is dead, so try to clear it before the Ghost arrives to ruin your life. If you do so successfully, jump into the elevator. As a testament to how luck based this game is, I can state that on more than one occasion I finished this floor with a single scrap of health remaining. Completing hardcore mode unlocks:

True victory

Complete hardcore mode 5 times

True victory
Offline Game ModeSingle PlayerDifficulty SpecificMultiple Playthroughs Required

Unlock 35/45 - True Victory

You now have a few choices on what you can do. You can either attempt hardcore with every other character or mop up the remaining unlocks on classic. For the time being, let's start with classic. Begin a game with Gorton and do not pick up any items. You can use powerups of course, but no items from bosses or from the shop are allowed. Needless to say, this is immensely challenging. I'd venture into mini-boss rooms that were in my way for a chance at some shield drops, but that's entirely up to you. Keep moving and just get lucky, since you pretty much need floors 6 and 7 to be small, with the red doors being no more than 5 rooms away from your starting position. You should be an adept enough Gorton player by now to be able to pull this off. Always remember to use Ankh or Assault to kill Dahlia, as that fight will drag on due to lack of increased damage in any capacity. Just be persistent, you will eventually unlock:

Unlock 36/45 - Picky Eater

The next 3 require lots of luck and lots of restarting. You need to get a very specific item on the first floor while playing as Dy-No-Mite. Choose him as a character and check the doors. If you don't see a red, yellow, or blue door, restart. If you do, go for it. You need to kill every enemy and get the item drop using the Tenchi Sword Superweapon. Don't drop a single bomb or fire a single grenade. If you run out of ammo before the bosses die, restart. Obviously you're going to want to try to kill multiple enemies with a single slash of the sword, so force things like landsharks to cluster up and make turtles fire rockets at other enemies. Keep this up until you eventually get the Left Hand item. This gives you unlimited Superweapon ammo while taking away your main weapon. Finish off this floor and proceed through the next 3 using only your sword, getting in close and slashing up any bosses or enemies you find. You can pick up any health or damage increasing items to aid you with this. Once you get on the elevator leading up to floor 5, you will unlock:

Unlock 37/45 - Heavy Hitter

With that done, start a new run on classic as Gorton. You're going to want to pick up as many items as you possibly can this time, even things such as Rum or Gaangus' Soul, buying items such as Gum from the shop, etc. You're going to want to accumulate a total of 30 items by the end of the run. Consumable items such as the 3 boxes, Holy Water, or Power of the Gods do not count. This is made much easier by getting Scissors early on and having a pair of Golden Scissors on you. If you come to a floor that has a yellow door, be sure to brave the traps within for the item it contains. Let's use the following scenario; You are on a floor with the standard gift shop, mini-boss, boss, and armory. The Gift Shop has a Magnet, Holy Water, and Mystery Chest for sale. The mini-boss drops a Chainsaw and the boss drops Hanz's Pistol. Purchase the Magnet and Mystery Chest, which contains a Flak Cannon and Spring once opened. Pick up the Spring from the Chest and the Chainsaw from the boss room. Now, use some Dice. This will have changed everything on the floor, where the Holy Water has become Angel Wings, the Flak Cannon from the Chest became a Shell, and the Pistol has become a Blowfish. The 2 weapons in the armory have also changed and could now be items, such as a Powder Keg and Poison Bombs. This means you have now acquired 7 items from a single floor! Also, destroy every barrel you see so that you may get a free Blast Shield. If you are below floor 6 and you get a hole floor, the RNG has smiled upon you. Go through this hole floor without falling in, collecting items from the shop, boss rooms, and wherever else they are about. Once you have swept the floor, drop into the hole. This will put you a floor below, with another opportunity at a minimum of 5 items, and will reset the floor above, giving you a chance at yet another 5 items. With these techniques you still might need to make it to floor 7 to reach 30, my 30th item was actually Dahlia's Knife itself. Once you reach that number, you'll get:

Unlock 38/45 - OP

Next one can be done using one of two items, either a Dingy or a Compass. You don't have the Compass unlocked yet, so feel free to come back to this later. I personally did it using the Dingy. You have to beat the game in under 15 minutes. Thankfully, the Slowmo glitch affects the in-game timer, meaning that using the glitch means you can take 30 minutes of real time. According to my stop watch, I completed the game in about 18 minutes when I unlocked the requirement. If you don't get a Dingy or Compass from the first 2 floors, restart. If you get one (or both) of these items early in the game, just find the red boss room immediately without searching through the entire floor for any reason. After killing Dahlia and entering the elevator, you'll earn:

Unlock 38/45 - Gotta Go Fast

Back to hardcore we go, this time wrapping up the 5 characters we still have to beat this mode with. When playing as Dy-No-Mite, destroy every barrel you see for Blast Shield and bombs. By the 7th or 8th floor, if you didn't pick up Kamikaze or abuse bombs, you should have at least 69 to get you:

Unlock 39/45 - Heh Heh Heh

Go through with each character, getting the sickle as soon as possible. The individual strategies for each character are on the "Characters" page, so here I will detail things to keep an eye out for while going through your run.

If you get a Dingy on floor 1, you'll want to try going into every room. The smaller floors make it much easier to clear every room before the Ghost shows up. I did this as Gilead and it worked out just fine. Grab any items you need to make the journey a bit easier, keep in mind that you'll also need to go into every room on the 8th floor as well. After you clear out every room of every floor and enter the elevator after killing Dahlia, Gorton, and Ursula you will earn:

Unlock 40/45 - Completionist

If you are on the 4th floor and have gotten nothing but trash from the shop, leaving it alone, you might want to try to go the rest of the way without spending money. This means that you can't buy shop items or weapons, nor can you gamble. This one is reliant on luck, as you'll want good drops from bosses. Remember to use Dice if you get bad drops from bosses or an armory, allowing you to sweep through again and collect different items. Collect money even though you won't use it, as having over $1000 on you earns:

Unlock 41/45 - Moneybags

While completing hardcore without spending a dime grants you:

Unlock 42/45 - Frugal

Your last task will be to complete the game on hardcore mode 10 times. You'll already have 6 completions from the primary characters, so use Gorton for your remaining 4. If you weren't lucky enough to get Frugal or Completionist before, go for those specifically now. This should be a breeze for you at this point, so long as the RNG isn't horrible, and within a few hours you should have 4 more hardcore completions and:

Unlock 43/45 - Serious Player

Now all that remains is for you to use any items or weapons that have thus far eluded you. Use the "Items" page to keep track of that. I know that a lot of what I wrote above seems vague, Unfortunately, that's the nature of the game. I can only provide you with enough information to be prepared for what you may encounter, the rest of it comes from your patience, skill, and persistence as a player. All the information you need to succeed is within this walkthrough, so keep at it until you get the right combination of events to achieve success. Once you get the last remaining weapon you will earn:

Collector

Acquire all special weapons

Collector
Offline Game ModeSingle PlayerCollectable

Unlock 44/45 - One Man Armory

It's not a short game, it's not an easy game, and it's not a pleasant experience. I hope this helps you in a big way, best of luck! Unlocking every other unlock will give you a very invigorating rush of success:

ParaNUT

Complete all in-game unlocks

ParaNUT
Offline Game ModeSingle PlayerDifficulty SpecificCollectableCumulative +

Unlock 45/45

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