Twisted Tower Puzzles: VIP Keypad and Route Solutions
Solve the Mermaid Palace VIP keypad, Harpoon targets, colored locks, switches, and rotating rooms without following guides for the wrong game.
Quick answer
- Enter 1326 at the Crimson Pearl VIP keypad in Mermaid Palace after finding the temporary-entry notice.
- Charge blue Harpoon targets when a quick shot does not keep the grapple route active long enough to cross.
- Match colored keys to colored locks, then finish the local switch or rotation step before searching another room.
- Clock and paintbrush search results currently point to a different game with a similar title, so verify Steam app 1575990 first.
Twisted Tower VIP Keypad Solution
See the Mermaid Palace keypad location and the exact four-digit answer in a focused current-version guide.
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These related Twisted Tower pages answer the next questions around this topic.
Mermaid Palace VIP Keypad: 1326
The Crimson Pearl VIP entrance in Mermaid Palace uses the four-digit number 1326. The clue appears on a temporary-entry notice elsewhere on the active Waterpark route. You can enter the number as soon as you return to the keypad.
- Find the temporary-entry notice. Search the accessible Mermaid Palace rooms before assuming the keypad needs an item.
- Return to the Crimson Pearl entrance. Follow the route back to the VIP keypad after reading the notice.
- Enter 1326. Confirm the full sequence and continue through the unlocked entrance.
The internal route can vary between climbs, so the notice and keypad may not be separated by the same number of rooms in every playthrough. The number and the Crimson Pearl destination remain the useful anchors.
Harpoon Targets and Timed Grapple Routes
The Harpoon turns blue targets into traversal points. A quick shot can activate a nearby target, while some crossings need a charged shot so the route stays active long enough to reach the other side.
Use this sequence when a blue-target route appears blocked:
- Stand where you can see the target and the landing area at the same time.
- Clear nearby enemies before starting a timed crossing.
- Hold the Harpoon action to charge the shot when a quick tap expires too early.
- Fire at the blue target, confirm the route is active, and cross immediately.
- Look for a second target or local switch before assuming the first activation failed.
If the grapple point appears but vanishes during the jump, timing is the likely problem. If nothing changes after a charged hit, search the same room for a button, switch, or required angle that exposes the next target.
Colored Keys, Switches, and Rotating Rooms
Treat each locked branch as a local dependency. Identify the gate first, then solve only the interaction that can satisfy it.
| Blocker | What to look for | Reliable next action |
|---|---|---|
| Colored lock | A key with the same color on the current route | Collect the matching key and return to that lock. |
| Floor button or wall switch | A movable block, reachable ledge, or newly powered route | Press or hold the control, then watch what changes before leaving the room. |
| Rotating room | An interaction that changes the room orientation | Rotate once, inspect the new doors and Harpoon angles, then rotate again only when needed. |
| Blue Harpoon target | A clear line of sight and a reachable landing point | Charge the shot if the active window is too short. |
| Closed arena exit | Remaining enemies or an unfinished local interaction | Clear the room and check the arena edges for the active control. |
When progress stops, identify the gate before trying random interactions. A colored lock asks for a matching key. A blue target asks for the Harpoon. A room with changing geometry asks you to compare the route before and after rotation.
Room rotation can also change your sightline without opening a door directly. After each turn, check upper ledges, ceiling targets, and the side that was previously behind scenery. The useful result may be a newly exposed Harpoon target several steps away.
Clock and Paintbrush Search Results
Searches for a Twisted Tower clock puzzle or paintbrush puzzle currently mix this game with a different puzzle adventure that has a similar name. Those item chains do not match the current Steam release from Atmos Games.
For this game, verify that a guide shows the Hotel, Mermaid Palace Waterpark, Clown Casino, Carnival Forest, or Space Station. The recurring blockers in the reviewed release are the VIP keypad, blue Harpoon targets, colored keys, switches, blocks, and rotating rooms.
If a result asks you to combine inventory objects around a clock or paintbrush, stop before following it. Check the Steam app identity and look for the actual floor name shown in your save.