What order do the levels go in?
Hotel, Waterpark, Clown Casino, Carnival Forest, then Space Station.
Twisted Tower walkthrough: clear Hotel to Space Station in order, spend Tickets wisely, and leave X-doors for Adventure Plus. Spoiler-light ending prep.
Five levels from Hotel to Space Station in one clear route.
~7 min read
This Twisted Tower walkthrough is the spoiler-light spine for the full Steam climb: five carnival floors from Hotel to Space Station, Tickets spent on toy-weapon upgrades, and 20+ secrets saved for smart backtracks. Built from verified Atmos Games / 3D Realms facts (app 1575990, released August 18, 2026). Verified August 20, 2026 · Steam.
| Level | Focus | Deep guide |
|---|---|---|
| 1 · Hotel | Opening climb · early secrets | Hotel walkthrough |
| 2 · Waterpark | Mermaid palace · waterpark secrets | Waterpark walkthrough |
| 3 · Clown Casino | Casino puzzles · boss | Clown Casino |
| 4 · Carnival Forest | Fairground forest route | Carnival Forest |
| 5 · Space Station | Lightspeed Land finale | Space Station |
Matched by build plan, shared topics, and guide progression — not random related links.
Steam lists a fixed five-area climb. Early marketing once floated a fairy-tale castle finale; the live listing is Space Station (Lightspeed Land framing in community notes). Do not plan a castle floor for 1.0 clears.
Story progress is upward and sequential. Exploration is not: Twisted Tokens, Harpoon ledges, Fairy Wings routes, and X-marked reconstruction doors intentionally leave gaps on a first pass. That is by design for Adventure Plus, not a bug in the walkthrough order.
Stay here for pacing — when to upgrade, when to leave a secret, how floors escalate. Open Hotel and Waterpark when you are physically inside those maps and need local beats. Beginners who have not finished Hotel yet should skim beginner guide first.
Level order, Tickets, toy weapons, mascot names, 18 achievements, Adventure Plus, and the 20+ secrets claim come from Steam / Atmos / 3D Realms materials plus a full-climb longplay pass. Exact Ticket prices, boss HP, and every secret coordinate stay out of this spine until measured — guessy DPS tables help nobody mid-fight.
Hotel is the onboarding floor: abandoned resort corridors, dining-hall mascot intros (Huggee Bear and related taunts), Piper route hints, and the first Ticket upgrade kiosks. Charlotte sightings push you upstairs toward guest bedrooms and the exit toward Mermaid Palace.

| Beat | Do this | Skip / defer |
|---|---|---|
| Movement tutorial | Master sprint-crouch slide immediately | Fancy toy routes you do not have |
| First weapons | Mallet + pistol/tommy; smash for Tickets | Ray gun chasing |
| Upgrade kiosk | Damage or ammo on your primary | Cosmetic / fringe toys |
| X-marked doors | Read the reconstruction note; mark mentally | Trying to glitch through |
| Piper scenes | Listen for Charlotte / cage / palace hints | Ignoring side dialogue entirely |
| Hotel exit | Top off snacks/ammo; bank leftover Tickets | Full secret safari |
You are "done enough" when the Waterpark transition is open, your primary gun has at least one meaningful upgrade, and you can list the X-doors you left behind. Room-by-room combat and secret pins belong on the Hotel walkthrough.
Running dry on ammo because you never smashed props; fighting Huggee packs in dead-end lobbies; spending every Ticket on a toy before damage. Fix those before blaming the boss. Broader habits: tips.
Can you slide on demand? Do you recognize Huggee chase audio? Have you spent Tickets at least once? Did you read an X-door note without forcing it? If any answer is no, stay on the Hotel page until those four are yes — Waterpark assumes them.
Piper flags Charlotte being dragged toward the Mermaid Palace water park — Steam's second listed area. Expect chlorine-stained atriums, slide/attraction geometry, thicker Twister film-lore (poster / PA beats — exact titles TBA), and a step up in mascot density.

Hotel taught the vocabulary. Waterpark tests whether you actually upgraded. Mid-range guns matter more across open pool decks; shotgun still wins service corridors. If fights feel sticky, leave a secret, visit a kiosk, then resume — do not force a 100% loop while under-gunned.
Near the end of Waterpark, dialogue steers you toward Clown Casino and may gate progress behind a ticket / key-style beat. Top off heals, spend Tickets on the gun you actually fire, and only then open Clown Casino. Full Mermaid Palace notes: Waterpark walkthrough.
The back half of the climb raises puzzle weight, cover complexity, and boss gear checks. Keep the same Ticket discipline: combat upgrades first, traversal toys when the floor gifts them.
| Floor | What escalates | Walkthrough focus |
|---|---|---|
| Clown Casino | Puzzle boards, chip/attraction rooms, sharp boss | Casino guide · puzzles |
| Carnival Forest | Outdoor fairground cover, late mascots, secret density | Forest guide · enemies |
| Space Station | Finale systems, last sinks, ending approach | Space Station · endings |
Each major area ends with a boss that audits your upgrades and toys. If a fight spikes, check bosses and your Ticket spend on weapon upgrades before rerouting the whole map.
Community shorthand may say Lightspeed Land for the finale park layer, or Charlotte's Castle for a late construction tease. For routing, stick to Steam's five names so achievement and secret trackers stay aligned.
Steam advertises 20+ secrets. Achievements track toys (Harpoon Hero, Dashingly Handsome, Bouncy Boot Bonanza, Jet Pack Joe), Ticket hoards, Sliding Spree, and full-clear variants. None of that requires finishing every side room before Waterpark.
Adventure Plus is NG+ on the same climb fantasy — previously reconstruction-locked and alternate paths become the point. Do not burn a first clear trying to force them. Overview: Adventure Plus.
Ticket Titan-style hoard achievements want volume; Weapon Wizard wants max upgrades. Both are clearer after you own the combat loop. Use the ticket planner as a soft checklist, not a speedrun bible.
Ending variants hinge on climb choices, collectible thoroughness, and Adventure Plus routes. This walkthrough stays spoiler-light on purpose.
| Prep goal | Do on first clear? | Where to go deeper |
|---|---|---|
| Reach Space Station alive | Yes — primary | Space Station |
| Note unfinished X-doors | Yes | Adventure Plus |
| Chase every ending flag | No — after map knowledge | endings |
| 18 achievements in one sitting | No | achievements |
| No-death / speed challenges | Separate saves | tips |
Hotel, Waterpark, Clown Casino, Carnival Forest, then Space Station.
Start with Hotel and Waterpark, then follow the climb module through Casino, Forest, and Space Station.
No. Clear open secrets, upgrade your primary, and leave X-marked reconstruction paths for Adventure Plus.
20+ secrets advertised; 18 Steam achievements.
Live Steam listing is Space Station. Fairy-tale castle was early/demo framing — do not route around it for 1.0.
After you understand the climb — see endings. This page stays spoiler-light.
Short campaign, high replay via secrets, toys, and Adventure Plus. Mode: Single-player.
Either the beginner guide if Hotel still feels new, or Hotel walkthrough if you are ready for room notes.
August 20, 2026
Matched by build plan, shared topics, and guide progression — not random related links.