Twisted Tower Weapons — The Toy Arsenal

Every weapon in Twisted Tower is a toy — a whack-a-mole mallet, a rubber-band pistol, a dart Tommy Gun, a fartin' shotgun, a bubblegum chain-gun, a sniper slingshot, and a skull-poppin' ray gun. Each one handles differently, and knowing when to swap is the difference between surviving and redoing a floor.

Twisted Tower toy weapons

Core Weapon Mechanics

MechanicDescriptionPriority
Ammo ConservationHeavier guns run dry fast; swap back to the pistol or mallet for trash mobsCore
Headshot BonusEvery weapon rewards precision — aim high against taller mascotsCore
Toys Are UpgradesCollected toys grant jump, dash, and grapple mobility that unlock new routesHigh
Dash I-FramesThe dash toy briefly makes you invulnerable — use it to cross kill zonesHigh
Ammo PlacementAmmo spawns are fixed; learn where they sit before you need themMedium
Stagger WindowMascots stagger on hit — chain shots to lock down single elitesMedium

All Weapons

S

Skull-Poppin' Ray Gun

Synergy: Long-range headshots

Playstyle: Precision

When You Get It: Mid-game

The ray gun is your late-game workhorse: hitscan-style damage, high single-target output, and great against tougher mascots and boss encounters.

S

Sniper Slingshot

Synergy: Pick off enemies from range

Playstyle: Precision

When You Get It: Mid-game

Scoped single shots that reward patience. One-shot trash mobs and soften elites before they reach you.

A

Bubblegum Chain-Gun

Synergy: Sustained fire vs crowds

Playstyle: Suppression

When You Get It: Early-game

High fire rate with sticky bubblegum ammo. Melt clumps of corrupted mascots but burns through ammo fast.

A

Dart-Throwin' Tommy Gun

Synergy: Reliable all-rounder

Playstyle: Balanced

When You Get It: Early-game

Darts pierce a little and stun small enemies. A dependable fallback when you want steady DPS without aiming hard.

A

Fartin' Shotgun

Synergy: Close-range burst damage

Playstyle: Aggressive

When You Get It: Early-game

Devastating up close, useless far. Great for ambush corridors and clown casino hallways.

B

Rubber-Band Pistol

Synergy: Starter sidearm

Playstyle: Utility

When You Get It: Start

Your first weapon. Cheap and infinite, good for plinking single targets and conserving heavier ammo.

B

Whack-A-Mole Mallet

Synergy: Melee stagger

Playstyle: Melee

When You Get It: Start

A melee mallet for conserving ammo. Swings wide and staggers, but leaves you exposed to crowd swarms.

Every Weapon in Detail

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.

Weapon Upgrades: Tickets, Kiosks & Alternate Fire

Upgrades are the reason Twisted Tower's arsenal stays interesting after floor one. Every weapon carries two tracks — main upgrades and an upgradeable alternate fire — and both are bought with tickets at kiosks scattered through the resort. Here is how the system fits together.

TopicHow It Works
Tickets (the upgrade currency)Weapon upgrades are bought with tickets, the same carnival currency the resort uses everywhere. You earn them by exploring side rooms, completing floor challenges, and smashing scenery — not by grinding kills. Spend them at upgrade kiosks.
Upgrade kiosksEach floor has kiosk stations that sell weapon and toy upgrades. The most famous is the Ticklin' Tommy Gun upgrade sold on the station floors. Kiosk stock differs per floor, so check every kiosk even when you are saving tickets.
Alternate fire on every weaponEvery weapon in Twisted Tower has an alternate fire mode — from the mallet's heavy swing to the ray gun's charged beam — and every one of them can be upgraded. The Alt Fire Fiend achievement (upgrade every available alternate fire, roughly an 8% unlock rate) confirms the alt-fire track covers the whole arsenal.
Weapon Wizard (max every weapon)The completionist goal. Weapon Wizard requires maxing every weapon in the arsenal and sits at roughly a 2-3% global unlock rate. Budget tickets across all seven guns from floor one, or you will be farming tickets at the end to finish it.
Budget across the arsenalThe single most common upgrade mistake is dumping every ticket into one gun. Alt fires are often worth more than raw damage upgrades: a free pistol alt fire, a stunning shotgun blast, and a zoomed slingshot cover more situations than one overfed chain-gun.
Known upgrade linesNamed upgrades spotted in the game so far include the Ticklin' Tommy Gun kiosk upgrade, the shotgun's Shart Stun stun-burst line, and the Triple Shot multi-pellet shotgun upgrade. Expect each kiosk to mix damage, alt-fire, and utility lines.

Best early ticket plan: upgrade the pistol's alternate fire first (a stronger free sidearm pays off every single floor), grab the Ticklin' Tommy Gun kiosk upgrade when you see it, and put the shotgun's Shart Stun line in before you enter the clown casino.

Best Weapon for Every Floor

No single gun wins all five floors. This is the loadout that matches each floor's layouts and enemy mix — pair it with the upgrade order below.

FloorPrimaryBackupWhy
The Hotel (Floor 1)Dart-Throwin' Tommy GunRubber-Band PistolCorridor fights at mid-range with plenty of cover. The Tommy Gun's built-in stun handles the first elite mascots, and the pistol keeps your ticket budget intact.
The Waterpark (Floor 2)Sniper SlingshotDart-Throwin' Tommy GunLong open decks reward the scope — most mascots never get to close distance. Swap to the Tommy Gun the moment a fight moves indoors.
The Clown Casino (Floor 3)Fartin' ShotgunRubber-Band PistolNarrow ambush hallways are the shotgun's dream, and the Shart Stun alt fire is the safest panic button in the game. Keep the pistol out between fights — shells are scarce here.
The Carnival Forest (Floor 4)Bubblegum-Spittin' Chain-GunFartin' ShotgunSwarm arenas are what the chain-gun was built for. The shotgun covers the chokes when the drum runs dry mid-wave.
The Space Station (Floor 5)Skull-Poppin' Ray GunSniper SlingshotLong sightlines, elites, and boss arenas. The ray gun deletes single targets and the slingshot covers everything not worth ray ammo.

Weapon Upgrade Order

The order you pick up and upgrade weapons decides how smoothly you climb each floor. Start with the pistol for trash, move to the Tommy Gun for the waterpark, and work toward the ray gun for the late-game precision fights.

UpgradeEffectWhen to Get It
Get the PistolInfinite starter sidearm for trash mobsStart of every playthrough
Find the Tommy GunBalanced DPS for the hotel and waterparkAs soon as you enter level 2
Grab the ShotgunClose-range burst for ambush corridorsBefore the clown casino
Upgrade the Chain-GunSustained fire vs crowded arenasCarnival forest swarm fights
Pick Up the SlingshotPrecision scoped shots for elitesBefore the space station
Unlock the Ray GunBest single-target weapon in the gameLate game / final levels

Weapons FAQ

How many weapons are in Twisted Tower?

Seven named toy weapons are confirmed on the official Steam list — the Whack-A-Mole Mallet, Rubber-Band Pistol, Dart-Throwin' Tommy Gun, Fartin' Shotgun, Bubblegum-Spittin' Chain-Gun, Sniper Slingshot, and Skull-Poppin' Ray Gun — with the store copy ending in "and more." The seven are the confirmed core arsenal.

What is the best weapon in Twisted Tower?

The Skull-Poppin' Ray Gun is the best single-target weapon in the game and the pick for bosses and the final floors. For general climbing, the Sniper Slingshot (ranged) and the Dart-Throwin' Tommy Gun (mid-range) carry the most floors. The best overall "weapon" is really the pair of an infinite pistol and one upgraded alt fire.

How do weapon upgrades work?

You spend tickets — the resort's carnival currency — at upgrade kiosks found on each floor. Every weapon has an upgradeable alternate fire alongside its main upgrades. The Alt Fire Fiend achievement requires upgrading every alternate fire, and Weapon Wizard requires maxing the entire arsenal.

What is the Ticklin' Tommy Gun?

It is the upgrade kiosk name for the Dart-Throwin' Tommy Gun line — the same drum-fed dart SMG, upgraded. Buy it the first time you see it in kiosk stock; it is one of the best early ticket values in the game.

Does every weapon have an alternate fire?

Yes. From the mallet's heavy swing to the ray gun's charged beam, all seven weapons have an alternate fire mode, and each one has its own upgrade track. Several of the strongest upgrades in the game (Shart Stun, the slingshot zoom shot) live on alt fires, not main fire.

What currency do you use to upgrade weapons?

Tickets. They come from exploring, floor challenges, and smashing scenery rather than kill grinding. Kiosks on each floor sell weapon, alt-fire, and movement-toy upgrades — and stock differs between floors, so always check a new kiosk before spending.

Which weapon should I upgrade first?

The Rubber-Band Pistol's alt fire. It is cheap, you keep it forever, and a stronger free sidearm means every scarce ammo type lasts longer. After that, the Ticklin' Tommy Gun upgrade, then the shotgun's Shart Stun line before the casino floor.

Twisted Tower Weapons — The Toy Arsenal

Every weapon in Twisted Tower is a toy — a whack-a-mole mallet, a rubber-band pistol, a dart Tommy Gun, a fartin' shotgun, a bubblegum chain-gun, a sniper slingshot, and a skull-poppin' ray gun. Each one handles differently, and knowing when to swap is the difference between surviving and redoing a floor.

Twisted Tower toy weapons

Core Weapon Mechanics

MechanicDescriptionPriority
Ammo ConservationHeavier guns run dry fast; swap back to the pistol or mallet for trash mobsCore
Headshot BonusEvery weapon rewards precision — aim high against taller mascotsCore
Toys Are UpgradesCollected toys grant jump, dash, and grapple mobility that unlock new routesHigh
Dash I-FramesThe dash toy briefly makes you invulnerable — use it to cross kill zonesHigh
Ammo PlacementAmmo spawns are fixed; learn where they sit before you need themMedium
Stagger WindowMascots stagger on hit — chain shots to lock down single elitesMedium

All Weapons

S

Skull-Poppin' Ray Gun

Synergy: Long-range headshots

Playstyle: Precision

When You Get It: Mid-game

The ray gun is your late-game workhorse: hitscan-style damage, high single-target output, and great against tougher mascots and boss encounters.

S

Sniper Slingshot

Synergy: Pick off enemies from range

Playstyle: Precision

When You Get It: Mid-game

Scoped single shots that reward patience. One-shot trash mobs and soften elites before they reach you.

A

Bubblegum Chain-Gun

Synergy: Sustained fire vs crowds

Playstyle: Suppression

When You Get It: Early-game

High fire rate with sticky bubblegum ammo. Melt clumps of corrupted mascots but burns through ammo fast.

A

Dart-Throwin' Tommy Gun

Synergy: Reliable all-rounder

Playstyle: Balanced

When You Get It: Early-game

Darts pierce a little and stun small enemies. A dependable fallback when you want steady DPS without aiming hard.

A

Fartin' Shotgun

Synergy: Close-range burst damage

Playstyle: Aggressive

When You Get It: Early-game

Devastating up close, useless far. Great for ambush corridors and clown casino hallways.

B

Rubber-Band Pistol

Synergy: Starter sidearm

Playstyle: Utility

When You Get It: Start

Your first weapon. Cheap and infinite, good for plinking single targets and conserving heavier ammo.

B

Whack-A-Mole Mallet

Synergy: Melee stagger

Playstyle: Melee

When You Get It: Start

A melee mallet for conserving ammo. Swings wide and staggers, but leaves you exposed to crowd swarms.

Every Weapon in Detail

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.

Weapon Upgrades: Tickets, Kiosks & Alternate Fire

Upgrades are the reason Twisted Tower's arsenal stays interesting after floor one. Every weapon carries two tracks — main upgrades and an upgradeable alternate fire — and both are bought with tickets at kiosks scattered through the resort. Here is how the system fits together.

TopicHow It Works
Tickets (the upgrade currency)Weapon upgrades are bought with tickets, the same carnival currency the resort uses everywhere. You earn them by exploring side rooms, completing floor challenges, and smashing scenery — not by grinding kills. Spend them at upgrade kiosks.
Upgrade kiosksEach floor has kiosk stations that sell weapon and toy upgrades. The most famous is the Ticklin' Tommy Gun upgrade sold on the station floors. Kiosk stock differs per floor, so check every kiosk even when you are saving tickets.
Alternate fire on every weaponEvery weapon in Twisted Tower has an alternate fire mode — from the mallet's heavy swing to the ray gun's charged beam — and every one of them can be upgraded. The Alt Fire Fiend achievement (upgrade every available alternate fire, roughly an 8% unlock rate) confirms the alt-fire track covers the whole arsenal.
Weapon Wizard (max every weapon)The completionist goal. Weapon Wizard requires maxing every weapon in the arsenal and sits at roughly a 2-3% global unlock rate. Budget tickets across all seven guns from floor one, or you will be farming tickets at the end to finish it.
Budget across the arsenalThe single most common upgrade mistake is dumping every ticket into one gun. Alt fires are often worth more than raw damage upgrades: a free pistol alt fire, a stunning shotgun blast, and a zoomed slingshot cover more situations than one overfed chain-gun.
Known upgrade linesNamed upgrades spotted in the game so far include the Ticklin' Tommy Gun kiosk upgrade, the shotgun's Shart Stun stun-burst line, and the Triple Shot multi-pellet shotgun upgrade. Expect each kiosk to mix damage, alt-fire, and utility lines.

Best early ticket plan: upgrade the pistol's alternate fire first (a stronger free sidearm pays off every single floor), grab the Ticklin' Tommy Gun kiosk upgrade when you see it, and put the shotgun's Shart Stun line in before you enter the clown casino.

Best Weapon for Every Floor

No single gun wins all five floors. This is the loadout that matches each floor's layouts and enemy mix — pair it with the upgrade order below.

FloorPrimaryBackupWhy
The Hotel (Floor 1)Dart-Throwin' Tommy GunRubber-Band PistolCorridor fights at mid-range with plenty of cover. The Tommy Gun's built-in stun handles the first elite mascots, and the pistol keeps your ticket budget intact.
The Waterpark (Floor 2)Sniper SlingshotDart-Throwin' Tommy GunLong open decks reward the scope — most mascots never get to close distance. Swap to the Tommy Gun the moment a fight moves indoors.
The Clown Casino (Floor 3)Fartin' ShotgunRubber-Band PistolNarrow ambush hallways are the shotgun's dream, and the Shart Stun alt fire is the safest panic button in the game. Keep the pistol out between fights — shells are scarce here.
The Carnival Forest (Floor 4)Bubblegum-Spittin' Chain-GunFartin' ShotgunSwarm arenas are what the chain-gun was built for. The shotgun covers the chokes when the drum runs dry mid-wave.
The Space Station (Floor 5)Skull-Poppin' Ray GunSniper SlingshotLong sightlines, elites, and boss arenas. The ray gun deletes single targets and the slingshot covers everything not worth ray ammo.

Weapon Upgrade Order

The order you pick up and upgrade weapons decides how smoothly you climb each floor. Start with the pistol for trash, move to the Tommy Gun for the waterpark, and work toward the ray gun for the late-game precision fights.

UpgradeEffectWhen to Get It
Get the PistolInfinite starter sidearm for trash mobsStart of every playthrough
Find the Tommy GunBalanced DPS for the hotel and waterparkAs soon as you enter level 2
Grab the ShotgunClose-range burst for ambush corridorsBefore the clown casino
Upgrade the Chain-GunSustained fire vs crowded arenasCarnival forest swarm fights
Pick Up the SlingshotPrecision scoped shots for elitesBefore the space station
Unlock the Ray GunBest single-target weapon in the gameLate game / final levels

Weapons FAQ

How many weapons are in Twisted Tower?

Seven named toy weapons are confirmed on the official Steam list — the Whack-A-Mole Mallet, Rubber-Band Pistol, Dart-Throwin' Tommy Gun, Fartin' Shotgun, Bubblegum-Spittin' Chain-Gun, Sniper Slingshot, and Skull-Poppin' Ray Gun — with the store copy ending in "and more." The seven are the confirmed core arsenal.

What is the best weapon in Twisted Tower?

The Skull-Poppin' Ray Gun is the best single-target weapon in the game and the pick for bosses and the final floors. For general climbing, the Sniper Slingshot (ranged) and the Dart-Throwin' Tommy Gun (mid-range) carry the most floors. The best overall "weapon" is really the pair of an infinite pistol and one upgraded alt fire.

How do weapon upgrades work?

You spend tickets — the resort's carnival currency — at upgrade kiosks found on each floor. Every weapon has an upgradeable alternate fire alongside its main upgrades. The Alt Fire Fiend achievement requires upgrading every alternate fire, and Weapon Wizard requires maxing the entire arsenal.

What is the Ticklin' Tommy Gun?

It is the upgrade kiosk name for the Dart-Throwin' Tommy Gun line — the same drum-fed dart SMG, upgraded. Buy it the first time you see it in kiosk stock; it is one of the best early ticket values in the game.

Does every weapon have an alternate fire?

Yes. From the mallet's heavy swing to the ray gun's charged beam, all seven weapons have an alternate fire mode, and each one has its own upgrade track. Several of the strongest upgrades in the game (Shart Stun, the slingshot zoom shot) live on alt fires, not main fire.

What currency do you use to upgrade weapons?

Tickets. They come from exploring, floor challenges, and smashing scenery rather than kill grinding. Kiosks on each floor sell weapon, alt-fire, and movement-toy upgrades — and stock differs between floors, so always check a new kiosk before spending.

Which weapon should I upgrade first?

The Rubber-Band Pistol's alt fire. It is cheap, you keep it forever, and a stronger free sidearm means every scarce ammo type lasts longer. After that, the Ticklin' Tommy Gun upgrade, then the shotgun's Shart Stun line before the casino floor.