Game Guide Hub

Twisted Tower Guide: Where I Go When I Get Stuck

My guide hub for finishing Twisted Tower, solving the biggest progression blockers, finding secrets and tokens, and cleaning up the harder achievements.

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Use these guides to find the right Twisted Tower walkthrough, solution or next step.

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Twisted Tower Guides

Quick Answer

If I only want to know where to go next, I use the full walkthrough.

If one specific area is stopping me, I go straight to the relevant puzzle route:

Mermaid Palace
Clown Casino
Fairground Forest and Godmother Maze

If the problem is progression rather than a room puzzle, I check my Twisted Tokens and movement toys.

For completion, I use the all secrets route and achievement guide.

For the harder runs, I keep No-Death Daredevil and Speedy Spree separate.

The biggest thing I had to understand in Twisted Tower was that the game is not really a straight climb.

I keep coming back to the Lobby.

An area gives me a progression item, the Lobby changes, a new movement option becomes available, and that opens the next part of the Tower.

Once I started treating the Lobby as my central reset point, I stopped wasting nearly as much time on doors and jumps that were not supposed to work yet.

Tower map in the Twisted Tower Lobby showing the major areas
I use the Lobby as my progression hub. When an area is finished, this is usually where I return before the next major route opens.

If I Just Want to Finish the Story

For a first clear, I follow the Twisted Tower walkthrough.

My overall progression is:

Beach / Lobby

Hotel

Mermaid Palace

Clown Casino

Fairground Forest

Lightspeed Pass

Lightspeed Land

Charlotte’s Castle

Tower Top

The walkthrough is where I keep the full sequence, including the moments when I stop searching an area and return to the Lobby.

I do not repeat every puzzle answer here.

If I already know which area is blocking me, going directly to that area’s guide is faster.

Mermaid Palace — When the Route Stops at a Mechanism or Locked Door

Mermaid Palace is where I first started reaching the correct destination before I had completed the required step.

If I am stuck around the poolrooms, the Valve Wheel, the Crimson Pearl entrance, or the password progression, I use the Mermaid Palace puzzle guide.

The Crimson Pearl entrance inside Mermaid Palace in Twisted Tower
When Mermaid Palace stops progressing, I check the puzzle sequence instead of searching the same locked door repeatedly.

The main lesson I carry out of this area is simple:

reaching the blocker does not always mean I am ready to solve it yet.

Clown Casino — When I Can See the Token but Cannot Take It

Clown Casino shows me the goal early, then makes me earn access to it.

If pressure buttons, the lever sequence, explosive doors, or Giggle Coaster are stopping me, I go to the Clown Casino puzzle guide.

I judge the Casino by its actual progression state, not by how many rooms I have already visited.

Once the required mechanism is complete, I take the token and leave instead of doing another lap through the Casino.

Fairground Forest — When the Problem Is Platforms, the Maze, or Ferris Wheel

Fairground Forest gave me more navigation trouble than most of the indoor areas.

If I am missing a movable platform, looping through Godmother Maze, unsure what to shoot at range, or waiting for the Ferris Wheel to behave normally, I use the Fairground Forest guide.

Key found on top of the Ferris Wheel in Fairground Forest in Twisted Tower
Fairground Forest rewards route knowledge more than brute force. When the Ferris Wheel still looks unusable, I treat the structure itself as the path.

The important decision here is knowing when to stop searching forward and actually backtrack to something I already passed.

If I Have a Token but Still Cannot Find the Next Area

Twisted Tokens are not just completion collectibles.

They repeatedly send me back toward the Lobby progression.

If I have finished an area, received a Twisted Token, and now have no obvious next objective, I check the Twisted Token route.

That page is where I keep the relationship between the major area completions, Lobby returns, and later token steps.

My rule during the first playthrough is:

area finished + token obtained = stop searching that area for the next main route.

I return to the Lobby.

If I Can See the Route but Cannot Reach It

When the problem is movement rather than a key or puzzle, I check the movement toys guide.

The main traversal progression gives me:

Harpoon

Fairy Wings

Bouncy Boots

Twisted Jet Pack.

Bouncy Boots instruction card in Twisted Tower
Twisted Tower often shows traversal mechanics before I can use them. I wait for the matching toy instead of forcing the route early.

I use the environment to judge what I am missing.

A route built around a movement mechanic is usually telling me more than another failed jump will.

That is especially useful in the Lobby, where several things become meaningful only after later progression.

If I Am Going for Every Secret

I do not treat Secret Areas as something I will automatically finish while following the main story.

For Secret Safari, they need to be handled deliberately within the same playthrough.

I use the all Secret Areas route and collect them in story order.

That keeps optional detours separate from the mandatory puzzle route.

It also makes it much easier to decide whether a dangerous side path is actually worth taking during a challenge run.

If I Am Going for 100% Achievements

Twisted Tower has 18 achievements.

I use the achievement guide for the full completion order instead of trying to stack every requirement into one playthrough.

Some achievements happen naturally during progression.

Others ask me to manage tickets, weapon upgrades, Secret Areas, a second playthrough, or a challenge condition.

The main thing I avoid is forcing goals that work against each other into the same run.

No-Death Daredevil — I Remove Optional Risk

For No-Death Daredevil, the entire run changes from exploration to risk management.

I use the no-death route when I already know the normal progression and want to remove the dangerous decisions that do not help me finish.

The places where I pay the most attention are not always obvious boss rooms.

Sustained enemy pressure, miniguns, unfamiliar movement, and optional detours can be just as dangerous as the final fight.

Big Boy Cannon during Lightspeed Pass in Twisted Tower
On challenge runs I use the solution the level gives me. I would rather remove a dangerous encounter cleanly than trade health just to move faster.

Speedy Spree — Route Knowledge Matters More Than Extreme Speed

Speedy Spree asks me to finish the Tower in under four hours.

I use the under-four-hours guide once I already know the main route.

For me, the biggest time losses are not slow shooting.

They are:

  • searching an area after its progression is already finished;
  • revisiting routes I cannot use yet;
  • rediscovering a puzzle I already solved once;
  • getting lost in an area where I should know the return path;
  • taking completionist detours during a timed run.

The late-game tickets also make very clear when I should stop searching and move on.

Lightspeed Land Ticket granting elevator access in Twisted Tower
Once I have the Lightspeed Land Ticket, I stop searching the previous route and use the elevator to continue the climb.

The Final Climb

Once the late-game route reaches Charlotte’s Castle, I know I am moving into the final part of the first playthrough.

Finishing that section gives me access to Tower Top.

Tower Top ticket granting elevator access to the final area in Twisted Tower
The Tower Top ticket is my final route confirmation: I use it in the elevator and move into the last challenge.

At this point I stop treating the Tower like an open cleanup space.

If I still care about a Secret Area or another optional objective, I check that before I commit to the endgame.

If I only want to finish the story, I keep climbing.

What Changes After the First Clear

Completing the first playthrough activates Adventure Plus.

The activation screen also states that restricted doors are now open.

Adventure Plus activated with restricted doors now open in Twisted Tower
Adventure Plus activates after the first clear and opens the restricted doors that were unavailable during the initial climb.

That explains the restricted doors I deliberately ignored during the first run.

I do not waste first-playthrough time treating those doors as missing-key puzzles.

After the ending, they finally become part of the post-game route.

Adventure Plus is also tied to the final achievement cleanup, so once I finish the story I check my achievement progress before deciding what the next run needs to accomplish.

The Rule I Use Whenever I Am Unsure What to Do Next

When Twisted Tower stops making sense, I ask what kind of blocker I am actually looking at.

If I have just received a Twisted Token, I usually return to the Lobby.

If I can see a route but lack the movement mechanic, I keep progressing until I have the appropriate toy.

If I am standing in front of a specific area mechanism, I solve that area’s puzzle chain instead of leaving the entire level.

If the door is clearly restricted, I leave it for post-game progression.

And if I am already doing a challenge run, I ask one more question:

does this detour actually help me finish the achievement I am attempting?

If it does not, I leave it for another run.