Twisted Tower Weapons
Twisted Tower’s arsenal is a toybox turned lethal. You start with a hammer on the Beach and gradually build a full kit of carnival-themed guns, each upgradeable with tickets at Real Boy Stations.
Full Weapon List
| Weapon | How You Get It | Notes |
|---|---|---|
| Whack-a-mole Mallet (hammer) | Found on the Beach, left of the carousel | Your first weapon; Wind-Up upgrade lets you charge a heavy swing |
| Rubber-band Pistol | First gun, picked up on the Hotel stage | Versatile early ranged weapon; aim for the head |
| Marble-shooting Magnum Revolver | Later levels | Reported in launch coverage as a heavier sidearm |
| Dart-throwin’ Tommy Gun | Later levels | Rapid-fire dart gun |
| Fartin’ Shotgun (“Shartgun”) | Later levels | Close-range spread damage |
| Bubblegum-spittin’ Chain Gun | Later levels | High rate of fire |
| Sniper Slingshot | Later levels | Long-range precision option |
| Skull-poppin’ Ray Gun | Later levels | Signature energy weapon |
Weapon Upgrades
Upgrades are bought at Real Boy Stations with tickets collected from containers, balloons and enemy drops. The manual highlights early priorities:
- Wind-Up (70 tickets, discounted) for the hammer — a charged, very strong swing that one-shots early enemies.
- Increased Power for the hammer — recommended if you have leftover tickets; the hammer stays useful throughout.
- Later, prioritize damage, reload speed and ammo capacity — especially before the final boss.
Traversal Toys
Beyond guns, you collect toys that expand movement: fairy wings for dashing across gaps, clown shoes for amplified trampoline jumps, and a jet pack that acts as a double jump. These unlock alternate routes on repeat playthroughs.