How I Unlock All 18 Achievements in Twisted Tower
My 100% achievement route through the first run, ticket and weapon cleanup, Secret Safari, the sub-four-hour clear, no-death run, and Adventure Plus.
Updated:
Quick Answer
Twisted Tower has 18 achievements.
I split my 100% route into three stages:
First playthrough
Get the story achievements, all four movement toys, 100 slides, at least 2,000 tickets, and every Secret Area I can collect safely.
Cleanup / challenge runs
Finish Speedy Spree in under 4 hours and No-Death Daredevil without dying.
Post-game
Enter Adventure Plus, finish the remaining weapon upgrades, then beat the Tower again for Plus Mode Pandemonium.
I do not spend tickets aggressively before Ticket Titan. Once I have held 2,000, I can turn the saved currency into the upgrades needed for Weapon Wizard and Alt Fire Fiend.
The first few Twisted Tower achievements arrive almost by themselves.
The last few do not.
The launch-week completion numbers make that difference obvious:
First Foe was already at 97.8% and Tickets, Tickets, Tickets! at 93.7%, while No-Death Daredevil was only 1.5%, Secret Safari was 0.7%, and Plus Mode Pandemonium was down at 0.5%.
That is why I do not try to force all 18 into one overloaded first playthrough.
I use the first run to learn the Tower, preserve tickets and collect progression achievements. Then I use that knowledge for the runs where one bad jump or wrong turn actually matters.
First Foe — Kill the First Enemy
Requirement: defeat the first foe.
This is the easiest achievement in the set and had a 97.8% launch-week completion rate.
I do nothing special for it.
I pick up the Twisted Mallet on the Beach, follow the opening route and fight normally.
If this achievement is somehow still missing after reaching the Lobby, I would check whether the platform registered the first kill rather than changing anything about my route.
Tickets, Tickets, Tickets! — Collect 100 Tickets
Requirement: collect 100 tickets.
Tickets are the main currency I use at weapon upgrade stations and supply stands.
The first 100 come naturally if I break nearby objects and collect rewards directly on the route.
I do not stop the opening progression to farm them.
The more important ticket decision starts after this achievement:
I stop treating every available upgrade as an automatic purchase.
That matters because a much harder achievement later asks me to hold substantially more currency.
Secret Spectacle — Find One Secret Area
Requirement: uncover at least one Secret Area.
I can get this extremely early.
The first hidden area appears during the opening Beach route, and Secret Spectacle had an 88.5% launch-week completion rate.
The important distinction is that Secret Spectacle only needs one.
I do not put every hidden location here because that would duplicate the actual all secrets route.
First Floor Frolic — Reach the First Floor
Requirement: ascend to the first floor.
This comes from normal progression.
I move from the Beach into the Lobby, get the Hotel Ticket and begin climbing through the Tower.
There is no separate collectible or challenge attached to it.
If I am following the normal Twisted Tower progression route, I expect this without any special detour.
Harpoon Hero — Get the Harpoon
Requirement: collect the Harpoon.
The Harpoon is my first major movement toy and had a 44.3% launch-week achievement rate.
I reach it after finishing the Hotel progression and returning toward the Lobby route.
The game’s own Harpoon card gives the mechanic clearly:
I launch it at blue targets to grapple across the room.
That is why I do not keep trying to brute-force unreachable jumps before I have it.
The exact toy progression stays together in my movement toys route.
Dashingly Handsome — Get the Fairy Wings
Requirement: collect the Fairy Wings.
This achievement drops to 23.9%, much lower than Harpoon Hero.
I get the Wings after the Mermaid Palace / Sewer stretch sends me back to the Lobby with another Twisted Token.
The difference is immediately noticeable.
Once the Wings are active, moving around the Lobby and through the routes beyond it is much faster.
I do not use that extra mobility as an excuse to revisit every old side room immediately.
I keep following the main progression toward Clown Casino and save optional cleanup for places where I know exactly what I am returning for.
Bouncy Boot Bonanza — Get the Bouncy Boots
Requirement: collect the Bouncy Boots.
The launch-week completion rate was 14.3%.
This is the traversal change that finally makes the Lobby trampoline useful.
I see that trampoline near the beginning of the game, but there is no reason to keep testing it then.
After the Clown Casino progression and the return to the Lobby, the situation changes.
I can finally use the trampoline to reach higher routes.
That is my practical confirmation that the Boots are now part of my movement set.
I treat this as another example of Twisted Tower showing a mechanic well before it wants me to solve it.
If something obviously needs bouncing and I am still early in the Hotel or Mermaid Palace, I leave it and keep progressing.
Sliding Spree — Slide 100 Times
Requirement: slide on the ground 100 times.
This one is easy to make annoying for no reason.
I do not try to count slides while fighting.
Sliding is taught almost immediately on the Beach:
sprint → crouch
From that point on, I use it while moving through safe corridors and repeat the remaining slides somewhere with space once I am close to cleanup.
There is no resource cost and no reason to attach it to a dangerous encounter.
I especially prefer doing the final repetitions before starting a challenge run so I am not thinking about a counter while attempting No-Death Daredevil.
Jet Pack Joe — Get the Twisted Jet Pack
Requirement: collect the Twisted Jet Pack.
Only 9.4% of players had reached this achievement in the launch-week data.
It comes much later than the other traversal unlocks.
After Fairground Forest, I return to the Lobby, use the trampoline route and progress through the Bell Tower side until I reach the Jet Pack.
The unlock card gives the useful mechanic directly:
jump again in mid-air → extra boost
That is much more useful to me than just thinking of it as another collectible.
Piper also makes the progression requirement clear: I need the Jet Pack for the Lightspeed Land route.
If I can see the upper route but cannot reach it, I finish the Bell Tower progression instead of repeatedly attempting the same jump.
Ticket Titan — Hold 2,000 Tickets
Requirement: hoard 2,000 tickets.
This is where my spending strategy changes.
The achievement was at 6.9% in the launch-week data.
Because the requirement specifically tells me to hoard 2,000, I do not rely on the game counting tickets I have already spent.
I aim to see the balance reach 2,000 before I start dumping currency into expensive cleanup upgrades.
That does not mean I refuse every early purchase.
If one upgrade is solving a real combat problem, I buy it.
What I avoid is:
small upgrade available → buy it automatically
The Marble Magnum gives me a good reason to be selective.
With the useful ticket-related upgrade active, accurate headshots can improve ticket income substantially.
During the Clown Casino route, one Marble Magnum headshot on a target gave me 50 tickets.
I do not assume every enemy always pays exactly 50.
The useful lesson is that the Magnum gives me a route to stronger ticket income when I land the right shots.
Once Ticket Titan unlocks, I no longer need to protect the 2,000-ticket balance.
That is when I am much more comfortable spending heavily on the weapon achievements.
Charlotte’s Hero — Finish the Game
Requirement: scale the entire Tower and finish the story.
The launch-week completion rate was 6.6%.
My route eventually reaches:
Lightspeed Land
→ Charlotte’s Castle
→ Ticket to the Top
→ Tower Top
→ final challenge.
I do not delay the ending just because I still have upgrade achievements left.
Finishing the game is useful because it also opens the post-game mode required by two other achievements.
Alt Fire Fiend — Upgrade Every Available Alternate Fire
Requirement: upgrade every available alternate fire.
This was already down to 6.1% in the launch-week statistics.
Not every weapon has the same secondary-fire setup, so I do not treat this as “buy one secondary upgrade on every gun.”
I work through the upgrade stations and finish every alternate-fire upgrade that is actually available.
This is one reason I prefer completing Ticket Titan first.
Holding 2,000 tickets and spending heavily on upgrades work against each other if I try to do both simultaneously.
My order is:
reach 2,000
→ unlock Ticket Titan
→ start spending aggressively on remaining upgrade requirements
That removes the currency conflict.
Speedy Spree — Finish in Under Four Hours
Requirement: beat the Tower in under 4 hours.
Only 4.0% of players had it in the launch-week data.
I save this for after I know the complete route.
The good news is that I do not need a highly technical speedrun.
A complete run through the story can reach the ending at roughly three hours even with exploration and some inefficient movement.
That gives me meaningful room under the four-hour requirement once I stop taking optional detours.
My Speedy Spree priorities are:
- follow the current objective instead of clearing every room;
- return to the Lobby as soon as a Twisted Token finishes an area’s progression;
- do not revisit blocked X-marked doors;
- skip optional secrets unless I deliberately want them in the same run;
- do not shop every time I see a station;
- use the known Valve Wheel, Casino lever and Fairground Maze routes without re-exploring them;
- avoid unnecessary fights when progression does not require them.
The biggest time loss for me is not combat.
It is forgetting what the game expects next and searching an already-completed area.
Once that uncertainty is gone, the four-hour target becomes much more reasonable.
Adventure Plus Antic — Enter Adventure Plus
Requirement: enter Adventure Plus.
Finishing the main game unlocks Adventure Plus.
Adventure Plus Antic itself only requires me to enter the mode.
I do not assume undocumented carry-over rules or changes before starting it.
For achievement planning, the important fact is simply:
finish the game → Adventure Plus becomes available → enter it for the achievement
The full second clear matters later.
Weapon Wizard — Max Every Weapon
Requirement: upgrade all weapons to maximum.
This had fallen to 2.0% in the launch-week completion data.
I leave this until after Ticket Titan whenever possible.
Earlier in the game, tickets have competing jobs:
- supplies;
- useful combat upgrades;
- the 2,000-ticket hoard;
- full weapon investment.
After Ticket Titan is already finished, one of those constraints disappears.
That makes the late upgrade grind much cleaner.
I also stop buying food and ammunition automatically.
If I already have enough to survive the route in front of me, I would rather put those tickets toward a permanent weapon requirement.
No-Death Daredevil — Finish Without Dying
Requirement: complete the quest without a single death.
The launch-week completion rate was only 1.5%.
I do not combine this with my first blind playthrough.
The danger is not only bosses.
One of my first-run deaths happened during an optional Lightspeed Land Secret Area detour rather than the main progression.
That tells me exactly how I want to approach the achievement:
No-Death is a survival route first, completionist route second.
If an optional jump is not helping me finish the Tower, I do not add that risk to the attempt.
I also want the major progression blockers memorized before starting:
- Mermaid Palace Valve Wheel and Crimson Pearl order;
- the Sewer spider run;
- Clown Casino progression;
- Fairground Forest maze;
- Jet Pack route;
- Lightspeed Land weapon reset;
- Charlotte’s Castle;
- Tower Top.
I keep the full survival routing in the No-Death Daredevil route instead of duplicating it here.
Secret Safari — Find Every Secret in One Playthrough
Requirement: find every hidden Secret Area in a single playthrough.
This was one of the rarest achievements at launch at only 0.7%.
The phrase that matters is:
in a single playthrough
I cannot approach it as random cleanup spread across unrelated attempts.
The Journal tracks my Secret Areas, so I use it as a checkpoint before committing to the later parts of the Tower.
I already know the dangerous temptation here: the Lightspeed Land secret can turn a clean run into a death very quickly.
That is why I normally separate my first serious Secret Safari attempt from my first No-Death attempt.
Combining them is possible once I know every jump, but it gives me two reasons to lose a run at the same optional detour.
Every location and the story-order checklist stays in the Twisted Tower all secrets route.
Plus Mode Pandemonium — Beat the Tower in Adventure Plus
Requirement: beat the Tower one more time in Adventure Plus.
At 0.5%, this was the rarest achievement in the launch-week data.
The verified requirement is straightforward:
finish the normal game
→ unlock Adventure Plus
→ enter Adventure Plus
→ beat the Tower again
I do not plan around assumed changes to upgrades, enemies or item carry-over until I see what the mode actually gives me.
By the time I start this run, I already know the important routes from the normal playthrough and the challenge achievements.
That means my priority is no longer discovering where to go.
It is turning everything I learned from the first Tower clear into a cleaner second run.