Mermalair

This page contains spoilers for the main story of Around The Clock At Bikini Bottom. Those who haven't played the game and wish to avoid spoilers are advised to click away.

* Loading Screen
* Map View

## Details

### Enemies

Belcher
Volter
Squirters
Alphas
Jellien Mermaid Man
Jellien Barnacle Boy

### Bosses

League Of Villains:
Atomic Flounder
Sinister Slug
Jumbo Shrimp & Sneaky Hermit
Prawn
Dirty Bubble
Man Ray

### Goals

As Krabs**Generator Shutdown**

* Locate and shutdown all three generators.
* Enter the Villain Containment Chamber.

As Patrick

**STARFISHMAN TO THE RESCUE!**

* BEAT UP THE BADDIES!

## Navigation

### Next Level

Industrial Park
Krusty Krab

**The Mermalair** is the tenth stage in Around the Clock at Bikini Bottom, where you play as Mr. Krabs in the first section, and Patrick in the second. The loading screen shows **The Dirty Bubble**, in a section of the Mermalair.

## Story

*SpongeBob and Patrick want to enlist their favorite superheros in their battles against the Jellien scum. Without hesitation, Mr. Krabs chucks them into his boatmobile and speeds off toward Shady Shoals.*

*However, they'll be joining forces with the duo's second worst nemesis in order to rescue the old coots.*

## Cutscene

SpongeBob, Patrick, and Mr. Krabs drive to the Mermalair. SpongeBob notices then questions if that is the Dirty Bubble. Mr. Krabs questions who that is and SpongeBob says that he's responsible for kidnapping Mermaid Man and Barnacle Boy and harming customer in the Krusty Krab, he asks if Krabs remembers when the Krusty Krab got attacked by Dirty Bubble. Mr. Krabs says he does remember that and then he gets mad about him harming the customers and says he can press charges.

The Dirty Bubble wakes up as Mr. Krabs yells at him. He was crying saying that he's already been ridiculed. SpongeBob says that he's down in the dumps and asks what's wrong, Patrick asks if he wants a hug. The Dirty Bubble tells him to get away, and tells them that Man Ray left him for another crowd. SpongeBob asks who and Dirty Bubble tells him the old farts. Mr. Krabs asks if he's referring to Mermaid Man and Barnacle Boy and the Dirty Bubble says yes. He says that Man Ray didn't think he was evil enough and he starts to cry again. Dirty Bubble tells them that the elderlies, including Mermaid Man and Barnacle Boy were cloned by the Jelliens, so Man Ray went with them, he also says that Man Ray is no longer interested in robbing from the elderly. They now know that they've been cloned and they know that they're working with an infamous villian. SpongeBob tells the Dirty Bubble not to worry because they'll help him stop Mermaid Man and Barnacle Boy. The Dirty Bubble was surprised thinking that they'd do that for him.

So they're walking into the Mermalair and then the Dirty Bubble tells them while the boys and them fiddle with some wiring deeper in the tunnel, he'd need Mr. Krabs to power down the security systems so they don't trip an alarm while they cut. Mr. Krabs asks how he can tinker with fancy machinery. The Dirty Bubble says he doesn't know and to press buttons until he finds one that deactivates the generator. He says that when he's done, he'll power down the door sealing the Villian Containment Area so Krabs can join them.

After powering the generators down, they go into the Villian Containment Chamber which it's revealed that the Dirty Bubble saids that they fooled him and that Man-Ray never neglected him which they set Atomic Flounder, Sinster Slug, Jumbo Shrimp, Sneaky Hermit, and Prawn free and Patrick transforms into Starfishman and takes the bad guys down SpongeBob is impressed on what he did and he dosen't know what he's talking about until he saids that he got him and dosen't know what they were on about they exit the Mermalair and headed back to the Krusty Krab. While they go back to The Krusty Krab, the doodles were spying on them and thinking on what they have to do to stop SpongeBob and his friends.

## Enemies

### Alpha

Alpha is an antagonist of The Mermalair. The alpha will be active once you approach the Disco-pad room. It will spit green slime at you that will cover your screen and slow you down, making it easier for it to catch you. The Alpha roams around the map.

### Mermaid Man and Barnacle Boy Clones

Both the two Heroes got cloned! If one of them spot you, they will hurl a Waterball at you that will immobilize you, making it easier to catch you. Like alphas, they roam around the map.

### Pads

As of completing The Mermalair, there will be a sign saying enter that will lead you to these different color pads. The pattern is based on the ambient music, listen for it, understand the pattern.

#### Pattern

The pattern is very basic, rotating between:

* Blue - Totally safe & cool.
* Yellow - A warning for when things get cooking...
* Red - Fries you well-done! (Instant death.)

## Quests

### Mr. Krabs

#### Generator Shutdown

* Locate and shutdown all three generators.
* Enter the Villain Containment Chamber.

## Acing the Level

Acing this level can be very difficult due to length and the three separate trials you have to go deathless in and then a boss rush after! Remember to get the Spatula and Token too! If you die at all you have to start the whole level over, including Tokens and Spatulas...

### Acing the Main Area

As you roam the Mermalair, enemies will be lurking about, Deathless means you can't let any of them take you down! Keep your eyes peeled for the Berry statue too, as you need that to score an ace!

#### Getting to the first zone.

Watch yourself, Belchers might be above you. Walking through the Generator room, Volters will pop up and shoot at you, good life advice for a deathless run, dodge that, but don't fall off the bridge.

#### Zone 1

Before approaching the pads, go get the spatula. Its easy to pick up and just requires you wandering a little off the track.

Be Patient during this part, listen to the music and pay close attention to the squares, they will always go Blue Yellow Red, the challenging bits come at parkour over the spinning squares, take your time and use the safe spot to your advantage, and the last part of this challenge where you have to manage to jump over the red square, keep calm and time your jump VERY carefully, practice it if you need to.

#### Zone 2

This zone is just lasers, if you have good timing, you can jump and slide in between these with ease. Easy area to slip through.

#### Zone 3

This zone is full of Belchers on a pathways leading to the computer room, be ready to spam your Keyboard and take out the last computer before making your way back to the start.

#### Surviving your way back to the VCC

Loads of enemies block the way, but you can easily double back to the into area, if you have room to run, Zone 0 is to the left once you get back through zone 3. Once you get back here though, go place the Berry statue on the pedestal and go get the token, lest you only get an A!

### Acing the Boss Rush

Starfishman to the rescue! Impress your friends (and some sneaky spying doodles) in your underpants by managing to not die during this fight!

### Atomic Flounder

You can block or stand back from his hooks, but MUST step back when he goes for a clap. His Pattern is usually

* Jab
* Vulnerable 1
* Jab
* Clap
* Vulnerable 2
* Clap
* Clap
* Vulnerable 3
* TKO

Getting hit resets his pattern back to the right after the last vulnerable he took damage from, failing to three-hit combo him has the same consequence, but you can take your time.

### Sinster Slug

Keep your distance, he just spins, keep your eyes on him and wait for him to get tired after a spin. If he gets too close, your only hope of mitigating damage is to jump and hope he is more tired than he let on. Later phases have longer spin time. Not that it matters for a deathless run, but you get a checkpoint here. (Unless you are reading here to learn how to beat the level normally.)

### Jumbo Shrimp and Sneaky Hermit

You have to attack whenever he charges, its a short time-frame, but if you hit him right after he reaches you, you can land a three-hit combo. After this, phase 2 starts, watch out about the sneaky nippers and wait for them to charge again. Phase three of the fight has Hermit send a rolling bomb after you, keep your distance, dodge the sneaky nippers and wait for his charge, then finish the fight.

### Prawn

Prawn's main challenges are the fact he affects the floors' Pads, meaning you have to stand by the edge, and how he pushes you with his backpack, just keep moving and wait for him to be vulnerable, the floor will shut off when that happens and you can rush in for a three-hit combo before rushing back to the edge of the map. The later phases just have you circling for longer before his next vulnerable point, if you fall at all, you have to restart the whole level. (Checkpoint)

### Dirty Bubble

Time to put this liar in his place! He is the only boss who requires only one hit to take damage. He starts the fight by blowing little dirty bubbles, just punch them as they come, you can hit multiple in one hit for efficiency and sound overlapping. He then takes to the platform and does an attack similar to prawn, but in a constant hose instead of a bunch of projectiles. Later phases spawn more little bubbles and have longer spray attacks. The difference is circling HIM instead of circling the arena (Thanks to JayskiBean for mentioning it), but it should be easy to find your opening and pop the bubble.

### Man Ray

Fighting Man Ray and his Ray Gun can be a challenge, just keep running laps around the edge until he goes for his bait attack, the first shot he shoots is a freeze ray, so if that hits you, you take no damage, but have to spam a button to break free. Then Heat ray attacks. You have to hit him when he baits, then block, but later phases shorten the window for blocking, so be precise with when he goes for a hook. Phase three is a near instant hook after you hit his bait, Make sure you didn't burn too much POW! or you are going to repeat the phases.

## Trivia

* During a cutscene, Mr. Krabs scolds Dirty Bubble for implying that comic books are for nerds, instead referring to them as "prized possessions". This is a possible reference to the episode Mermaid Pants, in which it is revealed that Mr. Krabs owns a secret comic book collection in mint condition, and treasures the comics for more than just their monetary value.
* The villains Atomic Flounder, Sinister Slug and Jumbo Shrimp look very different to their in-show counterparts.
	+ This is due to their appearances being modeled off the shown cardboard cutouts in the show rather than the characters themselves. It is unknown why the cutout designs were used.
* Though all the villains are accounted for, Mermaidman and Barnacleboy's nemesis The Moth and Kelp Thing do not appear.
* Previously, the difficulty rating for this level was *Intense,* but has since been downgraded to *Average* as of the new update.
	+ The same thing happened with Jellyfish Fields.
* As seen in a Twitch Stream TheGameSalmon did, this level could be considered the hardest one to S-Rank.