Twisted Tower Weapons: Locations and Upgrades
Find all 10 Twisted Tower weapons, learn their best ranges, and spend tickets on upgrades and alternate fire without wasting ammo.
Quick answer
- The full weapon wheel has 10 slots, starting with the Twisted Mallet and ending with the W.A.S.P. Ray Gun in the Space Station.
- Use Real Boy Stations to buy damage, clip, reload, ammo, and weapon-specific special-fire upgrades with tickets.
- Keep shotguns for close fights, use Ms. Fire or Tickling Tommy at medium range, and save Sling Snipe ammo for distant threats.
- Fund one dependable gun first, then buy the upgrade that fixes its damage, reload, capacity, or crowd-control weakness.
All Twisted Tower Weapons in the Full Release
See all ten weapon slots in one current-version showcase, including firing behavior, reloads, and the late-game ray gun.
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These related Twisted Tower pages answer the next questions around this topic.
Every Weapon and Where It Appears
Twisted Tower has 10 weapon slots in the full release. The stable discovery order moves from the Hotel to Mermaid Palace, the Clown Casino, Carnival Forest, and the Space Station. Individual rooms can change between climbs, so follow the named floor and nearby landmark instead of expecting an identical corridor sequence.
| Weapon | Where it appears | What it does |
|---|---|---|
| Twisted Mallet | Resort check-in at the beginning | Free close-range damage and a way to break scenery without spending ammunition. |
| Ms. Fire | Hotel dining route | Accurate pistol for routine medium-range fights and careful headshots. |
| Tickling Tommy | Hotel bedroom route | Fast automatic fire for groups and enemies that stay inside medium range. |
| Shart Gun | Mermaid Palace Waterpark main route | Pump-action close-range burst with a gas-based control upgrade. |
| Marble Magnum | Crimson Pearl section of Mermaid Palace | Heavy three-shot sidearm with a ticket-generating headshot upgrade. |
| Big Boy Cannon, also called the Bubble Gun | Clown Casino, after the block-and-route section | High-output automatic weapon for sustained pressure at close to medium range. |
| Firecrackers | Clown Casino main route | Thrown explosives for clustered enemies; they use the grenade slot rather than a normal magazine. |
| Quack Attacker | Clown Casino restroom route in the reviewed climb | Double-barrel shotgun for point-blank burst damage. |
| Sling Snipe | Carnival Forest, after a gated combat encounter | Scoped slingshot for distant targets, switches, and high-value shots. |
| W.A.S.P. Ray Gun | Early Space Station route | Plants photon shots with primary fire and detonates them with secondary fire. |
The Space Station temporarily removes the weapons you already collected. This is a scripted event. Continue through the level and check the route around the moving ride sections to recover the scattered guns. Your movement toys remain available while the arsenal is missing.
Weapon Upgrades, Ticket Costs, and Alternate Fire
Real Boy Stations spend tickets on the weapon currently selected in the station menu. The repeated permanent choices are damage, clip size, and reload speed, followed by a weapon-specific ability where one exists. Stations can sell ammunition too, but an ammo refill is temporary and should not be confused with a permanent node.
| Weapon | Confirmed special upgrade or fire mode | Practical use |
|---|---|---|
| Twisted Mallet | Wind-up upgrade | Improves the charged melee hit; pair it with damage when the mallet is your ammo-saving fallback. |
| Ms. Fire | Triple Shot | Hold secondary fire and release three shots together for a prepared burst or headshot attempt. |
| Tickling Tommy | Bullet Time | Hold secondary fire, then release a full magazine during invincible slow motion when surrounded. |
| Shart Gun | Stun | Releases a gas bloom that temporarily stuns nearby enemies; divers and spiders are immune. |
| Marble Magnum | Headshot Jackpot | Primary-fire headshots award bonus tickets, giving accurate players a way to fund later nodes. |
| Big Boy Cannon | No separate named ability confirmed | Improve its basic damage, capacity, or reload only when its ammunition supply supports regular use. |
| Firecrackers | Light and throw | A consumable explosive action, with no Real Boy Station tree confirmed in current footage. |
| Quack Attacker | Explosive Shells | Adds explosive burst to the double-barrel close-range role. |
| Sling Snipe | Damage upgrade confirmed; no named special node confirmed | Spend on damage when long-range enemies are costing too many rare shots. |
| W.A.S.P. Ray Gun | Photon detonation | Hold primary to fire photons, then use secondary to detonate them around a target. |
Ticket prices are not one fixed universal table because station sales can change the displayed cost. Current-release footage showed Triple Shot at 50 tickets and the Shart Gun's Stun upgrade on sale at 28 tickets. Treat those as observed sale prices. Recheck the station in your own climb before planning an exact total.
Ticket-priced ammo caches create the same tradeoff. The reviewed routes included 20-ticket and 50-ticket ammo purchases. Buy one only when an empty reserve threatens the next fight; a permanent damage, reload, clip, or special-fire node usually helps for the rest of the campaign.
Best Weapon by Range and Matchup
| Situation | Best starting choice | Why |
|---|---|---|
| Point-blank enemy or tight doorway | Quack Attacker or Shart Gun | Both convert close distance into strong burst; the Shart Gun can add crowd control. |
| Routine medium-range fight | Ms. Fire | Accurate, economical shots preserve specialized ammunition. |
| Several enemies pushing together | Tickling Tommy or Big Boy Cannon | Automatic fire keeps pressure on a group, though both can drain reserves quickly. |
| Distant shooter or exposed weak point | Sling Snipe | The scope and heavy single shot solve targets that waste shotgun shells. |
| Armored or high-health target | Marble Magnum or W.A.S.P. Ray Gun | The Magnum rewards deliberate heavy shots, while stacked photons create timed burst damage. |
| Low ammunition | Twisted Mallet | It costs no ammunition and keeps breakable-object ticket farming available. |
| Cluster around a doorway or arena lane | Firecrackers | One throw can pressure several enemies without emptying a gun magazine. |
Do not force a favorite weapon into the wrong distance. Shotgun damage drops off at long range, the Sling Snipe has too little ammunition for every minor mascot, and sustained automatic fire can consume a reserve before the next supply room. Switch early, while there is still space to control the fight.
Best Ticket Spending Order
- Fund one dependable gun. Buy damage for Ms. Fire or Tickling Tommy first if either carries most normal encounters.
- Fix the actual bottleneck. Choose clip size when reloads interrupt kills, reload speed when downtime gets you hit, or damage when one target consumes too many rounds.
- Buy a defining ability. Triple Shot, Bullet Time, Stun, Headshot Jackpot, and Explosive Shells change what their weapons can solve.
- Keep a ticket reserve. A new floor can introduce a new weapon before the next station, and its first useful node may matter more than finishing a gun you rarely fire.
- Use free damage to protect reserves. Finish isolated weak enemies with the Mallet and break searchable scenery before paying tickets for ammunition.
Headshot Jackpot is the strongest economy choice for players who can land Magnum headshots consistently. Bullet Time and Stun are safer priorities when crowd pressure causes deaths. Treat tickets as a way to remove the bottleneck you actually feel in combat.