Is Mermaid Palace the Waterpark?
Yes — Mermaid Palace is the in-world branding for Steam's Waterpark level.
Twisted Tower Waterpark walkthrough: Mermaid Palace decks, wet sightlines, mid-climb Ticket upgrades, open secrets, and a clean prep handoff into Clown Casino.
Waterpark / Mermaid Palace mid-climb route.
~7 min read
Twisted Tower Waterpark — branded in-world as Mermaid Palace — is level two of the Steam five-floor climb. This Twisted Tower Waterpark walkthrough covers the Hotel handoff, wet atrium combat, Ticket spends that matter here, mid-climb secrets, and a Casino-ready exit. Built from Atmos Games / 3D Realms facts (app 1575990, August 18, 2026). Verified August 20, 2026 · Steam.
| Fact | Detail |
|---|---|
| Position | Level 2 of 5 |
| In-world name | Mermaid Palace water park |
| Previous | Hotel |
| Next | Clown Casino |
| Tone | Chlorine atriums, slides, Twister film posters / PA lore |
| Focus | Wet sightlines · mid-climb secrets · gear check |
| Campaign | 5 levels · 20+ secrets · 18 achievements · Adventure Plus after first clear |
Matched by build plan, shared topics, and guide progression — not random related links.
Near the end of Hotel, Piper reports Charlotte dragged toward the Mermaid Palace water park — coverage frames it as a Charlotte-linked attraction. Treat that as your hard handoff: finish Hotel's exit checklist, then commit downward/forward into Waterpark geometry.
UI and dialogue say Mermaid Palace; Steam's area list says Waterpark. This site uses both so searchers for either land on the same guide. Early "fairy-tale castle" marketing does not replace this floor — castle talk is development history / late tease, not level two.
Do not "power through" Mermaid Palace under-geared. Revisit Hotel habits or the beginner guide, spend Tickets, then return. Campaign spine: walkthrough.
Hotel taught the verbs: slide, smash, upgrade, note X-doors. Waterpark teaches the sentence: those verbs must work in open vertical space with longer fights and louder story noise. If you only memorized Hotel corridors, rebuild the habit on the first deck before you chase every side room.
Waterpark opens vertical space: pool decks, slide towers, railings, and long chlorine halls. Mr Quackers-style shotgun mascots and hallway gunners love those lanes. Hotel's narrow corridors forgave bad positioning; Mermaid Palace does not.

| Space | Threat | Response |
|---|---|---|
| Open pool deck | Crossfire + chasers | Slide pillar to pillar; never heal in the open |
| Slide / attraction tunnel | Ambush at exits | Pre-aim the landing; shotgun ready |
| Service corridor | Close Huggee pressure | Mallet finishes after stagger |
| Railing overlook | Sniper-angle mascots | Drop elevation or break LOS downstairs |
| Gift-shop / lobby knot | Mixed ranges | Clear with mid-range, then loot smashables |
If you already own Harpoon or Fairy Wings from an early drop, Waterpark is where they stop feeling optional — ledges around slides and tank rooms often hide Tickets and secrets. If you do not own them yet, keep climbing; toys lists what each unlocks without demanding a forced detour.
Twister film bits and Charlotte nostalgia are thick here. Listen while reloading behind cover, not while standing on a diving board silhouette with half health. Lore dumps never refill ammo.
Alternate your expectations: decks want mid-range strafing and slide chains; tunnels want shotgun readiness and mallet cleanup. Switching weapons as you cross that threshold is faster than dying with the wrong gun raised. Keep snacks hotkeyed mentally — Waterpark punish windows are longer than Hotel's.
Waterpark is the first real audit of your Hotel Ticket choices. If damage was skipped, buy it the moment a kiosk appears. If you already have damage, ammo capacity and reload keep automatic weapons alive across longer fights.

| If you feel… | Buy | Defer |
|---|---|---|
| TTK too slow on elites | Damage on primary | New unupgraded guns |
| Reloading mid-deck | Ammo capacity / reload | Special cosmetics |
| Fine in halls, dying in atriums | Keep mid-range; add shotgun for exits | Sniper-only fantasy |
| Secret-blocked by height | Save for / equip traversal toy | Hoarding Tickets for no reason |
| Boss preview feels brutal | Damage + snacks stockpile | 100% side rooms first |
Tommy / chain energy for decks, shotgun for tunnel exits, mallet for cleanup, slingshot/ray only if already invested. Full naming on weapons; spend tables on weapon upgrades; soft planner: ticket planner.
If your tommy-style special includes a slowdown or crowd break, save it for atrium crossfires and elite clown pressure, not for the first lone Huggee. Waterpark wastes specials faster than Hotel because fights last longer — treat the meter like a boss resource even on trash pulls that feel wide.
Mid-climb secrets cluster around attraction geometry: under-slide alcoves, locked lifeguard rooms, token doors, and toy-gated rails. Steam's 20+ secret count is campaign-wide — Mermaid Palace owns a meaningful share, not all of them.
| Detour type | Worth it now? | Notes |
|---|---|---|
| Visible alcove with smashables | Yes | Tickets fund the next upgrade |
| Token door you can already open | Yes | Usually toy / heal value |
| Harpoon-blue target in sight | Yes if you have Harpoon | Achievement path overlaps |
| Fairy Wings air line | Yes if owned | Otherwise pin for later |
| X / reconstruction style gate | No | Adventure Plus territory |
| Pure lore tape behind a wipe risk | Optional | Come back after Casino prep |
One backtrack per new toy is healthy; five incomplete loops while Charlotte quest markers point at Casino is not. Catalog pages: secrets, collectibles, tracker stub: progress tracker.
Expect at least one token or toy-adjacent tease while Piper and Twister keep mentioning Charlotte's trail. Grab what your current kit can reach. Harpoon Hero and Fairy Wings achievements are campaign-spanning — Mermaid Palace is a common place to notice the gap, not always the place you must finish them.
Late Waterpark dialogue steers Charlotte's trail toward the Clown Casino and may require a ticket / access beat before the floor transition. Treat that as your soft final exam for Mermaid Palace.
Next deep page: Clown Casino walkthrough. For pacing across all five floors, keep walkthrough open. Boss expectations: bosses.
Clown Casino leans harder on puzzle boards and interior gunfights. Mermaid Palace is your last big outdoor-atrium exam. If decks still melt you, another damage tier here is cheaper than rage-quitting the first Casino puzzle room under mascot pressure.
Most Mermaid Palace failures are Hotel habits that stopped working — not new obscure keys.
| Mistake | Fix |
|---|---|
| Entering with Hotel pea-shooter | Buy damage before the first big deck |
| Healing on open tiles | Slide to cover, then snack |
| Ignoring smashables between fights | Tickets still matter mid-climb |
| Force-clearing toy gates | Pin and continue to Casino |
| Tunnel vision on lore posters | Read after the room is clear |
| Carrying only long range | Keep a shotgun/pistol for exits |
| Skipping Piper / ticket gate hints | Listen — access beats are telegraphed |
| Saving every Ticket for Casino | One upgrade now prevents a wipe tax |
Ask four questions: Can I clear a deck without panic-healing? Did I spend Tickets this floor? Did I leave at least one pinned secret instead of soft-locking? Do I still have a close-range gun? Four yeses means you are ready; any no means one more Mermaid Palace loop, not a stubborn push.
Yes — Mermaid Palace is the in-world branding for Steam's Waterpark level.
Before: Hotel. After: Clown Casino.
Grab open and toy-ready secrets; leave reconstruction / missing-toy paths for later or Adventure Plus.
Sightlines favor mascots — upgrade damage, slide between cover, and stop healing in the open. See tips.
Yes. Waterpark is the first real upgrade audit. Priority guide: weapon upgrades.
5 — listed on the walkthrough.
After a first clear — it reopens alternate and restricted paths. See Adventure Plus.
August 20, 2026
Matched by build plan, shared topics, and guide progression — not random related links.