Quick takes above, full breakdowns below. Each profile covers how you get the weapon, how its ammo economy works, what its alternate fire does, where the upgrade kiosk lines take it, and the floor-by-floor habits that keep you alive.
B
Whack-A-Mole Mallet
Melee starter — the carnival classic
How you get it: In your hands from the very first minutes of the hotel. No unlock needed.
Ammo: Infinite — a mallet never runs dry, which is exactly why you keep it bound to a quick slot all game.
Alternate fire: A heavier, slower swing. Trade attack speed for a bigger stagger so a risky close-range brawl ends on your terms.
Upgrades: Melee upgrades focus on swing speed and stagger power. They are cheap, but most players only need the first tier — the mallet is a utility, not a DPS weapon.
Best floors: Any floor, for lone stragglers and crate-smashing. Avoid it in the clown casino corridors and the carnival forest swarms.
Tips:
- Smash every prop that looks smashable — the mallet is the cheapest way to check for tickets and ammo hidden in scenery.
- Use the stagger to interrupt a mascot's wind-up, then back off and finish with the pistol.
- Never mallet a group. One missed swing against three mascots is a death sentence on later floors.
B
Rubber-Band Pistol
Infinite sidearm — your ammo budget manager
How you get it: Starting weapon, available from the hotel onward.
Ammo: Infinite. Every shot you fire with the pistol is a shot of shotgun or ray gun ammo you did not have to spend.
Alternate fire: A more disciplined aimed shot — slower, tighter, and noticeably stronger per trigger pull. Treat it as a mini sidearm upgrade you keep forever.
Upgrades: Pistol upgrades improve fire rate and alt-fire damage. A fully upgraded pistol is legitimately viable for most trash encounters, which is why it is one of the best early ticket sinks.
Best floors: Everywhere. It is the default answer to single, weak mascots on all five floors.
Tips:
- The pistol is not a placeholder — upgrading its alt fire turns trash-clearing free forever.
- Headshot with the alt fire to drop small mascots in one or two hits without touching heavy ammo.
- Swap to it the instant an enemy is nearly dead. Finishing moves cost nothing.
A
Dart-Throwin' Tommy Gun
Full-auto all-rounder (also sold as the "Ticklin' Tommy Gun" upgrade)
How you get it: Found early on the hotel floors. The upgrade kiosk on the station floors sells the Ticklin' Tommy Gun upgrade, which buffs the same gun.
Ammo: Drum-fed darts with a generous magazine. The drum empties fast on full-auto, but each dart carries a small tickle-stun that interrupts weaker mascots.
Alternate fire: A suppressed, steadier dart burst — far more accurate at mid-range than the spray. Use it when a mascot is crossing open lobby space.
Upgrades: The kiosk's Ticklin' Tommy Gun upgrade line is one of the most visible weapon upgrades in the game. It pushes the gun from "fine" to a genuine mid-game workhorse.
Best floors: Hotel and waterpark. It stays relevant on every floor as your mid-range crowd tool.
Tips:
- Buy the Ticklin' Tommy Gun upgrade the first time you see a kiosk selling it — it is one of the best early ticket values.
- Fire in short bursts. The dart spray opens up fast past mid-range.
- The built-in stun makes it safer than the chain-gun against single elites that charge.
A
Fartin' Shotgun
Close-range burst — the ambush answer
How you get it: Mid-early arsenal pickup (seen in the GOLDFISH tunnel area of the resort).
Ammo: Scarce by design. Shells are limited, spawn in fixed spots, and every pellet wasted at long range is a pellet you will miss against an elite.
Alternate fire: A tighter, harder-hitting blast — fewer pellets, more of them on target. The upgrade track for it is among the strongest raw damage boosts in the game.
Upgrades: Shotgun upgrades focus on the alt-fire blast and reload speed. The famous "Shart Stun" upgrade line adds a stunning burst that buys you escape time when a hallway ambush goes wrong.
Best floors: Clown casino hallways and any tight corridor. Weak on open waterpark decks and nearly useless at slingshot range.
Tips:
- Never fire the shotgun at anything more than a few meters away — pellet spread makes long shots a pure ammo donation.
- Pre-aim the known ambush corridors in the casino; the shotgun kills fastest when the first blast lands before the mascot finishes spawning in.
- The stun alt fire is an emergency button: blast, stagger, sprint past.
Bubblegum-Spittin' Chain-Gun
Heavy suppression — the swarm melter
How you get it: Mid-game heavy weapon, styled as a gumball globe strapped to a minigun body.
Ammo: The hungriest weapon in the game. It shreds crowds, then runs empty at the worst possible moment — always check the drum before committing to a swarm fight.
Alternate fire: A sustained, more stable chew-through. The upgraded version turns short bursts into a wall of gum that grinds down mid-size mascots.
Upgrades: Chain-gun upgrades extend the drum and sharpen the spin-up. They matter most on the carnival forest floor, where swarm fights are the core threat.
Best floors: Carnival forest swarms and any arena wave fight. Overkill for single trash, wasteful in narrow hallways.
Tips:
- Budget tickets carefully here — the drum upgrades are expensive, and the gun is useless without ammo backing them up.
- Lead the crowd. Gum pellets travel slower than you expect; aim where the swarm will be.
- Keep the pistol hot. The chain-gun's only real weakness is an empty drum with three mascots still standing.
S
Sniper Slingshot
Precision — one-shot trash, soften elites
How you get it: Found around the carnival midway. The wooden frame and sight disc make it unmistakable.
Ammo: Light ammo economy compared to the heavy guns, but the scope punishes rushed shots. Slow down and line the sight disc up.
Alternate fire: A steadier, fully aimed shot with far more zoom. The upgraded alt fire is the closest thing Twisted Tower has to a true sniper rifle.
Upgrades: Slingshot upgrades mostly feed the alt fire: zoom, draw speed, and damage. A maxed alt fire one-shots most standard mascots from well outside their aggro range.
Best floors: Open floors — the waterpark decks and the space station's long sightlines. Indoors, swap to the Tommy Gun or shotgun.
Tips:
- Pick off the farthest mascot in a group first. Distance is armor the AI cannot answer.
- Softening an elite with two or three scoped shots before it reaches you changes every hard fight in the game.
- The zoom alt fire also doubles as a scouting tool — read the room before you commit.
S
Skull-Poppin' Ray Gun
Late-game precision cannon — the boss killer
How you get it: Late in the climb (publisher copy also calls it the "skull-poppin' magical wand" — same glowing-barrel gun).
Ammo: Rare, fixed spawns. It is the strongest single-target weapon in the game, and the game prices it accordingly.
Alternate fire: A charged, heavier beam. The upgrade milestones for it are tracked by achievements, and a fully charged alt fire deletes elite mascots.
Upgrades: Ray gun upgrades are the most expensive line in the game — and worth it. The Weapon Wizard achievement (max every weapon, roughly a 2-3% unlock rate) always comes down to finishing this track.
Best floors: Space station and every boss arena. This is the gun you climb the tower to earn.
Tips:
- Treat ray gun ammo as boss currency. If a fight is not an elite or a boss, the pistol already won it.
- Aim high. The skull-popping is literal — headshots with this gun end phases early.
- Once you own it, rebudget tickets into its alt fire. It is the single best late-game investment.