Is Hotel the first level?
Yes — first of five on the Steam listing.
Twisted Tower Hotel walkthrough: opening rooms, early weapons, Tickets, Huggee Bear fights, and X-door notes before Mermaid Palace. Clear the first floor fast.
Opening Hotel rooms, early weapons, first secrets.
~7 min read
Twisted Tower Hotel is level one of five on Steam — the abandoned 1950s resort floor where you learn slide combat, Ticket kiosks, and Huggee Bear pressure before Mermaid Palace. This Twisted Tower Hotel walkthrough stays practical: opening route, early arsenal, taped/restricted doors, and a clean exit checklist. Game by Atmos Games / 3D Realms (app 1575990, August 18, 2026). Verified August 20, 2026 · Steam.
| Fact | Detail |
|---|---|
| Position | Level 1 of 5 |
| Tone | 1950s resort / horror exploration |
| Teaches | Slide, Tickets, mascots, restricted doors |
| Key NPCs | Mr Twister (PA), Piper (ally — details TBA), Charlotte (goal) |
| Early threats | Huggee Bear, Jerry Jiraffe (spelling also Jiraff), prop mascots |
| Currency | Tickets from combat + smashables |
| Next floor | Waterpark / Mermaid Palace |
| Campaign facts | 5 levels · 20+ secrets · 18 achievements |
Matched by build plan, shared topics, and guide progression — not random related links.
The opening beats drop you into Twister's abandoned theme-park tower. Expect a short orientation: movement prompts, first melee/ranged toys, and Twister's "welcome, chap" monologues that frame Charlotte as the rescue target.
Upgrade kiosks / vending stations sell weapon upgrades for Tickets — when you are short, clear more rooms and return (exact vendor banter TBA). Film posters and apartment flashbacks are lore; they do not replace map progress. Dining-hall PA lines name Huggee Bear and related mascots so you recognize the fantasy before the guns start.
Skim the beginner guide for Ticket and arsenal priorities, then return here for Hotel-specific routing. Full campaign order lives on the walkthrough.
The climber is Tiny Martin in early interviews and Vincent in some reviews — unify on the in-game string when captured. Charlotte is the rescue goal; Mr Twister is the filmmaker-host on the PA; Piper is a comic ally mentioned in coverage (nickname “Goldfish” and detailed quirks stay unverified). You do not need a lore wiki to finish Hotel — know Charlotte / Twister / Piper so name-drops do not derail combat focus.
Hotel is generous with breakables on purpose. Tickets fund the same upgrade axes used all climb: damage, ammo capacity, reload, and special attacks.

| Source | What you get | Beginner habit |
|---|---|---|
| Smashables / props | Tickets | Clear a room visually before exiting |
| Mascot kills | Tickets, snacks, ammo | Loot corpses in cover, not mid-chase |
| Crates / carnival food | Ammo + Twisted Snacks heals | Heal immediately after a wave |
| Weapon pickups | Mallet, pistol, tommy, shotgun… | Equip a mid-range + close-range pair |
| Kiosks | Stat upgrades | Damage first on the gun you actually fire |
Keep the mallet for staggered finishes. Make Dart-Throwin' Tommy Gun or an upgraded Rubber-Band Pistol your hallway gun, and grab Fartin' Shotgun energy for doorways. Chain-gun, slingshot, and ray gun can wait unless Hotel literally drops them in your path — depth beats width. Lists: weapons, spend order: weapon upgrades.
Twisted Tokens show up as a side collectible / unlock cue in coverage — color, exact sinks, and Piper commentary stay TBA. Do not empty your combat Ticket wallet chasing token luxuries before the Hotel exit fight; Tickets on your primary gun come first.
Enough means you can buy the first damage tier (or ammo if damage is already owned) and still keep a snack buffer. Hoarding for Ticket Titan-style achievements is a second-run problem. On a first Hotel clear, a kiosk purchase that makes Huggee fights shorter is always correct.
Mid-Hotel you will hit doors marked with an X / reconstruction-style tape — closed for later returns. Exact PA wording and any player voice-notes about “come back after the top” stay TBA; treat the doors as pins, not first-climb puzzles.
Treat X doors as pins, not puzzles to break. Forcing them early wastes health and confuses routing. Adventure Plus and post-clear returns are the intended reopen. Overview: Adventure Plus.
Many "missing content" feelings after Hotel are these taped paths. Log the room theme (guest wing, service stair, theater adjacent) and keep climbing. Secret and ending pages assume you already understand this gate: secrets, endings.
A sticky note with three fields is enough: floor (Hotel), landmark (e.g. guest bedrooms / dining adjacent), lock type (X tape vs toy ledge). That note becomes your Adventure Plus shopping list so you are not re-exploring blind after Space Station.
Hotel fights teach the mascot language used everywhere else. Huggee Bear is the poster chaser: big head, aggressive melee, punishes camping. Jerry Jiraffe (also spelled Jiraff in some notes) appears in Twister dining-hall branding — expect long-frame gun pressure in open halls when he shows up.

| Situation | Do | Avoid |
|---|---|---|
| Huggee in a lobby | Slide past, strafe, mallet finish | Backing into a corner |
| Multiple mascots | Thin with mid-range, slide to new cover | ADS in the open |
| Low ammo | Mallet + smash for Tickets/ammo | Saving snacks "for later" while dying |
| Elite / clown pressure | Spend special if upgraded; reset LOS | Dueling without heals |
| Boss / exit check | Enter with damage upgrade + full snacks | Arriving broke and curious about side doors |
Twister loves announcing you. Use the noise as a calendar — dining hall, guest wings, and cage cutaways usually precede denser spawns. Piper's Charlotte updates are route arrows, not optional flavor.
Steam ships adjustable difficulty. If Hotel is your first immersive-sim FPS, lower it, learn the loop, then raise it for Waterpark. Habit tips: tips; roster: enemies; boss patterns: bosses.
Twister's dining-hall welcome is the first set-piece that combines PA taunting, mascot name-drops, and denser spawns. If you enter that wing broke on ammo and Tickets, turn around, smash the previous lobbies, and buy damage. The set-piece is teaching you the Waterpark standard early.
Across the campaign Steam advertises 20+ secrets. Hotel holds several early ones, but not all are first-pass reachable without Harpoon, Fairy Wings, or Adventure Plus.
| Secret type | Grab on first Hotel pass? | Why |
|---|---|---|
| Open side room / obvious alcove | Yes | Free Tickets and snacks |
| Token-marked side reward | Yes if combat-safe | Piper often telegraphs value |
| Toy-gated ledge you already can reach | Yes | Prevents a later backtrack |
| X reconstruction door | No | Designed for later / NG+ |
| Optional lore tape only | Optional | Story, not power |
If you can see the pickup without a toy you lack, take it. If the path needs a grapple point or a taped door, pin it and leave. Full cataloguing belongs on secrets and collectibles; toys that reopen geometry are listed on toys.
Early Ticket milestones (including the easy hundred-Ticket badge) fall out of normal smash-and-clear play. Toy achievements like Harpoon Hero wait until the toy exists. Do not reroute Hotel into an achievement hunt; let achievements schedule those after you can survive Mermaid Palace.
Piper eventually points Charlotte's cage path down toward Mermaid Palace — the Waterpark. Your job is to arrive there solvent and armed, not 100% complete.
Continue with the Waterpark walkthrough. If you want campaign pacing context, return to the full walkthrough. For Ticket planning before Mermaid Palace spends, peek at weapon upgrades.
Yes — first of five on the Steam listing.
Damage (then ammo) on the toy gun you actually fire. See weapon upgrades.
No. X-marked reconstruction doors are meant for later returns / Adventure Plus.
A comic-relief ally in coverage who can flag Charlotte / route direction. Nickname “Goldfish” and detailed personality beats stay unverified — listen when he appears, but do not treat fan summaries as UI canon.
Early interviews use Tiny Martin; some reviews use Vincent. Confirm against the in-game string — this guide does not lock one name yet.
Huggee Bear is the signature chaser; Jerry Jiraffe is also name-dropped in Hotel branding. Full roster on enemies.
Waterpark / Mermaid Palace — Waterpark walkthrough.
August 20, 2026
Matched by build plan, shared topics, and guide progression — not random related links.