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Twisted Metal vehicles and weapons guide



Note: In parentheses you’ll find the damage output and the color of the weapon.

Homing Missile (12/purple): A simple yet effective weapon with good tracking and range.

Fire Missile (16/orange): Very similar to a standard homing missile, but with less range and tracking. In return you get a higher damage output.

Power Missile (75/red): This weapon is extremely powerful, but does not lock on to its target. You’ll have to line up head-on with your foe before firing.

Shotgun (5-40/light blue): It’s all about getting close with the shotgun. From touching distance, you can do a whopping 40 points of damage, but the damage decreases severely as you increase the distance.

Ricochet (35, 16/blue): The Ricochet is tricky. Press R2 to release it in a straight line, and it will bounce off of anything that isn’t a vehicle. A pre-bounce direct hit causes 25 damage, and a post-bounce direct hit causes 35. If you charge the Ricochet before releasing it, you can detonate it manually for up to 16 points of damage.

Sniper Rifle (16, 36, 60, instant death/green): Press R2 to target an enemy. Depending on how long you can keep them in your sights, different areas of their vehicle will be hit when you fire. Watch the target reticule for small symbols indicating the level of damage you’ll do. If your vehicle is stopped, the timer counts down much more quickly.

Remote Bomb (35, 50/green): The Remote Bomb will stick to whatever surface you throw it at and must be detonated manually. If you wait until it reaches stage 2, the explosion will do more damage. The values given come from direct hits to a vehicle.

Napalm (10-35/orange): Press R2 to lob the napalm bomb high into the air, then press again to have it drop its contents. A direct hit will score 35 damage points, whereas an indirect hit will score only 10. A great weapon to use on groups of enemies.

Swarmer Missile (4-48/yellow): The Swarmer missiles are very fast and launch in different numbers depending on how long you hold down R2 before releasing. A full salvo does 48 damage.

Stalker Missile (45/pink):
When shot without first charging the weapon, a Stalker missile acts in the same manner as a Power missile - as in no tracking. If you do charge the weapon first, the Stalker turns into a guided missile.


Mounted Guns (1 per bullet):
It’s what you start the game with. It can be effective, but there are better options.

Submachine Guns (4 per spray):
This weapon sprays a few bullets with a one second delay between sprays. Although weak, there is some degree of tracking to the weapon.

12 Gauge Shotgun (8 max single, 17 double):
Being a double-barreled shotgun, you can fire this weapon twice in succession before having to reload, which takes about three seconds. Like any shotgun, you need to be very close to get the maximum damage values.

Magnum Revolver (11 max):
Six shots can be fired for 11 damage each before the ten-second reload cycle starts.

Rockets (15 max):
Fires a salvo of homing rockets that do a max of 15 damage. The tracking arc is not that wide, but these rockets are awesome at long range. Reload time is about eight seconds.

Laser Pistol:
This powerful, chargeable sidearm becomes available only after you beat the story on Twisted difficulty.