[{"data":1,"prerenderedAt":2451},["ShallowReactive",2],{"header-menu-libraries:en":3},{"guide":4,"gameplay":514,"monsters":684,"maps":941,"equipment":1253,"upgrades":1663,"modes":1911,"updates":2173},[5],{"id":6,"title":7,"author":8,"body":9,"category":479,"coverLabel":480,"coverTone":481,"description":482,"draft":483,"extension":484,"faq":485,"featured":483,"game":495,"h1":496,"keyTakeaways":497,"meta":501,"navigation":502,"path":503,"publishedAt":504,"readTime":505,"seo":506,"sitemap":507,"statCards":508,"stem":509,"tags":510,"updatedAt":504,"__hash__":513},"guide\u002Fen\u002Fguide\u002Fguide.md","DONT SPLASH Roblox Beginner Guide","DONT SPLASH Editorial",{"type":10,"value":11,"toc":460},"minimark",[12,38,43,52,86,89,93,96,103,106,133,136,140,145,148,152,155,181,184,188,191,225,228,232,235,238,270,276,280,283,287,334,338,343,346,350,353,357,360,364,372,376,379],[13,14,15,16,20,21,28,29,37],"p",{},"If you are looking for the ",[17,18,19],"strong",{},"dont splash game roblox"," experience, your first goal is simple: complete one controlled Easy Run without treating the water like ordinary ground. Create a small party, move from platform to platform, use a Pebble to pull the blind creature away, then finish the two-valve exit sequence in Poolrooms. The current Roblox listing is ",[22,23,27],"a",{"href":24,"rel":25},"https:\u002F\u002Fwww.roblox.com\u002Fgames\u002F119958473240233\u002FDONT-SPLASH",[26],"nofollow","DONT SPLASH",". For the movement rules behind this opening route, see the ",[22,30,36],{"href":31,"target":32,"rel":33},"\u002Fgameplay","_blank",[34,35],"noopener","noreferrer","core gameplay guide",".",[39,40,42],"h2",{"id":41},"start-your-first-run","Start your first run",[13,44,45,46,51],{},"Use this opening route before worrying about upgrades or harder difficulties; the ",[22,47,50],{"href":48,"target":32,"rel":49},"\u002Fmodes",[34,35],"modes guide"," explains when to move beyond Easy:",[53,54,55,62,68,74,80],"ol",{},[56,57,58,61],"li",{},[17,59,60],{},"Create a Party with one player."," The Party setup supports 1–4 players. A solo room removes teammate collision and gives you time to learn the sound rule.",[56,63,64,67],{},[17,65,66],{},"Choose Easy."," Easy provides more platforms and shorter levels, which makes it the best learning route. Its base Coins reward is lower, so choose it for practice rather than maximum earnings.",[56,69,70,73],{},[17,71,72],{},"Watch the next landing before jumping."," Follow the yellow platforms and black arrows. Do not chain jumps when you cannot see whether the next platform is stable.",[56,75,76,79],{},[17,77,78],{},"Treat water as a hazard, not a shortcut."," Touching the water creates a splash and slows movement. Green or sinking platforms are temporary positions; keep moving toward the next safe platform.",[56,81,82,85],{},[17,83,84],{},"Use checkpoints when they appear."," Some darker-edged platforms save progress between rooms, reducing the amount of route you repeat after a failed attempt.",[13,87,88],{},"The current route includes nine consecutive rooms. Older videos may show only the early rooms, so do not assume that a short older route represents the current full run.",[39,90,92],{"id":91},"the-sound-rule-controls-every-jump","The sound rule controls every jump",[13,94,95],{},"The creature cannot see your avatar, but it can hear important noises. Your position becomes more dangerous when you touch water, throw an item, or activate a loud machine. Dry platforms hide you from the main tracking rule; they do not remove the need to plan your next move.",[97,98],"guide-video-embed",{":segments":99,"description":100,"title":101,"videoId":102},"[{\"start\":3,\"label\":\"Use Pebbles to distract the blind creature\"}]","This walkthrough demonstrates how the blind creature follows splashes, then shows Pebble distractions while progressing through later rooms.","Use Pebbles to cross the DONT SPLASH rooms","b_NLSW3kBWw",[13,104,105],{},"Use this decision rule whenever the creature is near your route:",[107,108,109,115,121,127],"ul",{},[56,110,111,114],{},[17,112,113],{},"Next landing is safe and the creature is far away:"," cross normally and preserve your lure.",[56,116,117,120],{},[17,118,119],{},"The creature is blocking the crossing:"," throw a Pebble to a side or rear position, away from your intended landing, then move while it investigates the splash.",[56,122,123,126],{},[17,124,125],{},"You need a louder or longer distraction:"," Bottles make a louder splash and can draw a more distant target, but they require Coins.",[56,128,129,132],{},[17,130,131],{},"You are carrying a Flare:"," a successful hit can stun the creature for about five seconds. The same creature cannot be stunned again for about eight seconds, so a Flare is a timing tool, not a permanent solution.",[13,134,135],{},"Never throw a Pebble onto the platform you plan to use next. A successful lure that creates a new splash on your own route can make the crossing harder rather than safer.",[39,137,139],{"id":138},"use-equipment-as-a-route-decision","Use equipment as a route decision",[141,142],"guide-table",{":columns":143,":rows":144},"[{\"key\":\"item\",\"label\":\"Item or system\"},{\"key\":\"action\",\"label\":\"What you do\"},{\"key\":\"best_use\",\"label\":\"Best beginner use\"}]","[[\"Pebbles\",\"Pick them up on the route or use available stock, then throw one away from your next landing.\",\"Your first distraction because it creates a small splash without requiring a shop purchase.\"],[\"Bottles\",\"Buy and equip them with Coins, then throw for a louder splash.\",\"Use when a Pebble does not pull a distant creature far enough away.\"],[\"Flare\",\"Hit the creature to stun it temporarily.\",\"Create a short crossing window when a lure alone is not enough.\"],[\"Rescue Rope\",\"Use it to pull a downed teammate back to a platform when the distance allows.\",\"A co-op tool, not a replacement for learning the solo route.\"],[\"Checkpoints\",\"Reach the checkpoint platform and continue.\",\"Reduce the distance you repeat after a mistake.\"]]",[13,146,147],{},"Pebbles are the safest first item to learn because their purpose is clear: make noise somewhere you do not intend to stand. Save paid equipment until you know whether your problem is distance, timing, or a blocked crossing.",[39,149,151],{"id":150},"handle-the-later-rooms-differently","Handle the later rooms differently",[13,153,154],{},"The early rooms teach stable platform movement, but the later sequence changes the timing. Moving Platforms, Drifting Platforms, Memory Bridge, and Crushing Walls should not be approached with the same rhythm as a stationary jump section.",[107,156,157,163,169,175],{},[56,158,159,162],{},[17,160,161],{},"Moving Platforms:"," watch the platform cycle and commit only when the next position gives you a clear landing.",[56,164,165,168],{},[17,166,167],{},"Drifting Platforms:"," account for movement while you wait; the platform you see now may not be where you land.",[56,170,171,174],{},[17,172,173],{},"Memory Bridge:"," observe the safe pattern before rushing across. A failed guess is usually worse than one extra moment of setup.",[56,176,177,180],{},[17,178,179],{},"Crushing Walls:"," move through the opening when it is available and keep a dry fallback in mind.",[13,182,183],{},"The exact arrangement can change with updates. Use the current room geometry and arrows in your run instead of memorizing an old video frame by frame.",[39,185,187],{"id":186},"open-both-poolrooms-valves","Open both Poolrooms valves",[13,189,190],{},"The final objective is not complete when you reach the exit area. In Poolrooms, find the red Maintenance valve wheels and hold the interaction until each one finishes. The order is less important than checking the progress message:",[53,192,193,196,203,206,209,216,219],{},[56,194,195],{},"Locate and open the first valve.",[56,197,198,199,37],{},"Confirm the game shows ",[200,201,202],"code",{},"Valve opened (1\u002F2)",[56,204,205],{},"Reposition while watching the water and the creature.",[56,207,208],{},"Locate and open the second valve.",[56,210,211,212,215],{},"Confirm that the objective has advanced beyond ",[200,213,214],{},"1\u002F2"," before leaving the area.",[56,217,218],{},"Follow the yellow blocks upward as the water rises, then continue through the rotating section and corridor.",[56,220,221,222,37],{},"Keep moving until the game displays ",[200,223,224],{},"YOU ESCAPED",[13,226,227],{},"If you leave after only one valve, the locked exit is not a bug: the required machine objective is incomplete. The water-rise section also changes the value of dry positioning, so keep your next yellow block visible before committing to a jump.",[39,229,231],{"id":230},"spend-coins-after-the-result-screen","Spend Coins after the result screen",[13,233,234],{},"Finish the run and read every line on the results screen. Easy pays a reduced base reward, while the first-escape reward is listed as a separate result item. Do not assume a single number from an older guide is your current total.",[13,236,237],{},"When you have Coins, choose the purchase that fixes your current failure:",[53,239,240,246,252,258,264],{},[56,241,242,245],{},[17,243,244],{},"Throwing Range"," helps if your Pebbles or Bottles cannot reach a useful distraction point.",[56,247,248,251],{},[17,249,250],{},"Pebble Skipping"," helps one Pebble make more water contacts, expanding its distraction area; it does not make water safe to touch.",[56,253,254,257],{},[17,255,256],{},"Bottles"," provide a louder lure when distance is the problem.",[56,259,260,263],{},[17,261,262],{},"Rescue Rope"," is more relevant in co-op, when recovering a downed teammate is worth the purchase.",[56,265,266,269],{},[17,267,268],{},"Rescue Speed"," matters after you begin relying on team rescues.",[97,271],{":segments":272,"description":273,"title":274,"videoId":275},"[{\"start\":30,\"label\":\"Upgrade Throwing Range and Pebble Skipping\"}]","This guide segment supports the upgrade choices in this section by showing Pebble equipment and Coin upgrades for Throwing Range and Pebble Skipping.","Choose Pebble upgrades with your DONT SPLASH Coins","yyYYrVLwOJI",[277,278],"guide-calculator",{"id":279},"coin-shortfall",[13,281,282],{},"Use the Coin shortfall calculator when you know an in-game price and want to see how many Coins remain. Enter the current price and balance rather than relying on a fixed example, because shop values and unlock requirements can change.",[39,284,286],{"id":285},"common-first-run-mistakes","Common first-run mistakes",[107,288,289,295,301,307,316,322,328],{},[56,290,291,294],{},[17,292,293],{},"Jumping before checking the landing:"," pause long enough to identify the next platform and its movement.",[56,296,297,300],{},[17,298,299],{},"Using a lure on your own route:"," throw to the side or behind you, never onto the next platform you need.",[56,302,303,306],{},[17,304,305],{},"Standing on a sinking platform:"," keep moving toward the checkpoint or next stable platform.",[56,308,309,312,313,315],{},[17,310,311],{},"Stopping at one valve:"," ",[200,314,214],{}," means half finished, not escaped.",[56,317,318,321],{},[17,319,320],{},"Assuming old videos show all rooms:"," the current local record covers nine rooms, including later hazards absent from early walkthroughs.",[56,323,324,327],{},[17,325,326],{},"Spending before learning the failure:"," complete a run first, then buy range, skipping, or louder lures based on the problem you actually had.",[56,329,330,333],{},[17,331,332],{},"Trusting unconfirmed Codes lists:"," the supplied evidence does not verify an active code, so do not treat social posts as guaranteed rewards.",[39,335,337],{"id":336},"faq","FAQ",[339,340,342],"h3",{"id":341},"is-easy-the-best-difficulty-for-a-first-run","Is Easy the best difficulty for a first run?",[13,344,345],{},"Yes. Easy is documented as having more platforms and shorter levels, making it a better place to learn movement and the splash rule. The tradeoff is a lower base Coin reward, including a half-rate Easy reward in the supplied native record.",[339,347,349],{"id":348},"what-is-the-safest-way-to-pass-the-creature","What is the safest way to pass the creature?",[13,351,352],{},"Stay on a dry platform, throw a Pebble to a side or rear location, wait for the creature to commit to that sound, and cross quickly. If the crossing is still blocked, a Bottle or a well-timed Flare can create a larger or shorter opening.",[339,354,356],{"id":355},"do-pebbles-make-me-safe-from-the-creature","Do Pebbles make me safe from the creature?",[13,358,359],{},"No. Pebbles redirect attention by making noise. They do not prevent your own splash, guarantee a path, or replace checking the next landing.",[339,361,363],{"id":362},"is-dont-splash-on-roblox","Is DONT SPLASH on Roblox?",[13,365,366,367,371],{},"Yes. The supplied Roblox record identifies the game page as ",[22,368,370],{"href":24,"rel":369},[26],"DONT SPLASH on Roblox",". Use that listing for the current launch link rather than an unverified third-party URL.",[339,373,375],{"id":374},"are-there-confirmed-dont-splash-roblox-codes","Are there confirmed DONT SPLASH Roblox codes?",[13,377,378],{},"No active code is confirmed by the supplied evidence for this guide. Treat code claims as unverified until the game itself accepts them or an authoritative current source documents them.",[380,381,382,392,399,407,415,423,431,439,445,451,457],"details",{},[383,384,385,389],"summary",{},[386,387,388],"span",{},"Sources",[386,390,391],{},"Reviewed October 29, 2026",[13,393,394,396],{},[22,395],{"href":24},[22,397,24],{"href":24,"rel":398},[26],[13,400,401,404],{},[22,402],{"href":403},"https:\u002F\u002Fdontsplash-roblox.wiki\u002Fbeginner-guide",[22,405,403],{"href":403,"rel":406},[26],[13,408,409,412],{},[22,410],{"href":411},"https:\u002F\u002Fdontsplash-roblox.wiki\u002Fplayers\u002Fbasic-traversal",[22,413,411],{"href":411,"rel":414},[26],[13,416,417,420],{},[22,418],{"href":419},"https:\u002F\u002Fdontsplash-roblox.wiki\u002Fplayers\u002Fpebbles",[22,421,419],{"href":419,"rel":422},[26],[13,424,425,428],{},[22,426],{"href":427},"https:\u002F\u002Fdontsplash-roblox.wiki\u002Fplayers\u002Fthe-creature",[22,429,427],{"href":427,"rel":430},[26],[13,432,433,436],{},[22,434],{"href":435},"https:\u002F\u002Fdontsplash-roblox.wiki\u002Fplayers\u002Flocked-exit",[22,437,435],{"href":435,"rel":438},[26],[13,440,441],{},[22,442,444],{"href":443},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=b_NLSW3kBWw","Walkthrough video",[13,446,447],{},[22,448,450],{"href":449},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=tmJZazwQTeA","Easy-run video",[13,452,453],{},[22,454,456],{"href":455},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=yyYYrVLwOJI","Equipment and upgrade video",[13,458,459],{},"The guide combines the supplied Roblox listing and timestamped gameplay references. The wiki supports the dry-platform, sound, lure, checkpoint, valve, and escape flow. Gameplay videos support route demonstrations but do not independently establish fixed prices, permanent room layouts, active codes, or all current difficulty unlock conditions. Recheck mutable values and room geometry in the live experience after updates.",{"title":461,"searchDepth":462,"depth":462,"links":463},"",2,[464,465,466,467,468,469,470,471],{"id":41,"depth":462,"text":42},{"id":91,"depth":462,"text":92},{"id":138,"depth":462,"text":139},{"id":150,"depth":462,"text":151},{"id":186,"depth":462,"text":187},{"id":230,"depth":462,"text":231},{"id":285,"depth":462,"text":286},{"id":336,"depth":462,"text":337,"children":472},[473,475,476,477,478],{"id":341,"depth":474,"text":342},3,{"id":348,"depth":474,"text":349},{"id":355,"depth":474,"text":356},{"id":362,"depth":474,"text":363},{"id":374,"depth":474,"text":375},"Guide",null,"amber","Learn the first DONT SPLASH Roblox route: stay dry, use Pebbles to move the creature, open both valves, and finish your first escape.",false,"md",[486,489,492],{"question":487,"answer":488},"What should I do first in DONT SPLASH?","Open the Roblox game page, create a one-player Easy Party, and learn the dry-platform route. Easy has more platforms and shorter levels, although its base reward is lower.",{"question":490,"answer":491},"Can the creature see me in DONT SPLASH?","The supplied game materials describe the creature as blind and driven by sound. Water contact, thrown items, and loud machines can reveal a position, so staying dry reduces attention rather than making you invulnerable.",{"question":493,"answer":494},"How many valves do I need to open?","Two. A Valve opened (1\u002F2) message means only the first valve is complete; the exit sequence is not finished until both valves are open.","dont splash","DONT SPLASH Beginner Guide",[498,499,500],"Start with a one-player Easy Party so you can learn the platform route with less pressure.","Stay on dry platforms whenever possible, and throw a Pebble away from your next landing spot to move the creature.","In Poolrooms, open both Maintenance valves before following the rising-water route to the exit.",{},true,"\u002Fguide","2026-10-29","8 min read",{"title":7,"description":482},{"loc":503,"lastmod":504},[],"en\u002Fguide\u002Fguide",[511,19,512],"dont splash game","dont splash on roblox","ws2S3xyqfcI_xK-KFVxjRbnpr1bp1zxK435vpqqQ0Rs",[515],{"id":516,"title":517,"author":518,"body":519,"category":659,"coverLabel":480,"coverTone":481,"description":660,"draft":483,"extension":484,"faq":661,"featured":483,"game":495,"h1":671,"keyTakeaways":672,"meta":676,"navigation":502,"path":31,"publishedAt":504,"readTime":677,"seo":678,"sitemap":679,"statCards":680,"stem":681,"tags":682,"updatedAt":504,"__hash__":683},"gameplay\u002Fen\u002Fgameplay\u002Fgameplay.md","Dont Splash the Water Roblox Guide","dont splash Editorial",{"type":10,"value":520,"toc":649},[521,528,532,535,539,542,546,549,552,556,560,563,567,574,578,585,591,600,602,606,610],[13,522,523,524,527],{},"If you are searching for a ",[17,525,526],{},"dont splash the water roblox"," guide, the key is to choose a safe landing before you jump. Follow the black arrows, face the next platform, and adjust your jump to its distance and movement. A Splash can also make noise that alerts a nearby Monster, so avoiding the water protects both your route and your position.",[39,529,531],{"id":530},"read-the-route-before-jumping","Read the route before jumping",[13,533,534],{},"Start from a stable platform and scan for the next landing point. Black arrows can appear on floors, walls, pillars, or dry corridors; use them to confirm the route before committing to a jump. Do not rely on a fixed jump rhythm, because Narrow Ledges, Wide Platforms, Moving Platforms, and special platforms need different timing.",[141,536],{":columns":537,":rows":538},"[{\"key\":\"platform\",\"label\":\"Platform or section\"},{\"key\":\"jump\",\"label\":\"Safer approach\"},{\"key\":\"main_risk\",\"label\":\"Main risk\"}]","[[\"Narrow Ledge\",\"Use a short jump and line up early\",\"Low landing tolerance\"],[\"Wide Platform\",\"Face it and use a longer jump when distance requires\",\"Overshooting the landing\"],[\"Moving Platform\",\"Watch its position and jump when the gap is manageable\",\"Jumping on a fixed rhythm\"],[\"Sinking Platform\",\"Land, turn, and continue immediately\",\"Staying until it sinks\"],[\"Rotating Bridge\",\"Wait for the long platform to face a usable direction\",\"Jumping before alignment\"]]",[13,540,541],{},"The jump sound is not a reliable timing signal by itself. Use your character's position, the gap, and the platform's current direction instead.",[39,543,545],{"id":544},"keep-splash-from-becoming-a-monster-alert","Keep Splash from becoming a Monster alert",[13,547,548],{},"Water is more than a fail hazard. Falling in creates a Splash, and the sound may give a Monster a reason to pursue you. If you land in the water, do not stop to recover in place: move toward the nearest safe platform and leave the noisy area. When a Monster is already close, staying quiet and taking the next safe route is safer than forcing a long jump.",[13,550,551],{},"In multiplayer, teammates can help watch the route and coordinate a rescue, but the exact rescue limits depend on the room and equipment. Do not treat another player as a guaranteed recovery if the next platform is already reachable.",[39,553,555],{"id":554},"handle-sinking-and-rotating-sections","Handle sinking and rotating sections",[339,557,559],{"id":558},"sinking-platforms","Sinking Platforms",[13,561,562],{},"Sinking Platforms descend while you stand on them. Use one as a temporary landing, not a permanent safe floor. After landing, immediately identify the next platform and continue. Dark-edged platforms can provide a brief stopping point in this section, but they do not remove the need to move on.",[339,564,566],{"id":565},"rotating-bridge","Rotating Bridge",[13,568,569,570,573],{},"At the ",[200,571,572],{},"ROTATING BRIDGE"," area, stop on a fixed platform and observe the long rotating platform. Wait until its angle gives you a clear landing, then jump onto it and ride or cross it toward the next fixed platform. Blindly chaining jumps is the common mistake here: the bridge can rotate away while you are in the air.",[39,575,577],{"id":576},"confirm-checkpoints-and-finish-the-course","Confirm checkpoints and finish the course",[13,579,580,581,584],{},"When a route reaches a gray square checkpoint pad, continue only after the screen displays ",[200,582,583],{},"Progress saved",". This confirmation matters because not every visible platform is a checkpoint. A saved checkpoint normally reduces the distance you must repeat after a failure, while the full list of course exits and checkpoint locations is not documented here for every course.",[97,586],{":segments":587,"description":588,"title":589,"videoId":590},"[{\"start\":112,\"label\":\"Use short jumps on narrow ledges and longer jumps on wide platforms\"},{\"start\":161,\"label\":\"Keep moving while standing on sinking platforms\"},{\"start\":224,\"label\":\"Ride the rotating bridge\"},{\"start\":832,\"label\":\"Confirm saved progress before moving through aggressive platforms\"}]","These moments show the jump lengths, sinking and rotating platform sections, and checkpoint progress covered in this gameplay route.","Time jumps and platform sections in the course","47fznbYVtLw",[13,592,593,594,599],{},"After the checkpoint, keep following the arrows and platform route until you reach the Exit. Completing a course awards Coins, which can be used for progression systems such as Pebbles, Rescue Equipment, Throwing Range, Pebble Skipping, and Rescue Speed. The available upgrade costs and the best spending order are not established by the gameplay evidence, so choose upgrades from the in-game values shown to you; compare the documented choices in the ",[22,595,598],{"href":596,"target":32,"rel":597},"\u002Fupgrades",[34,35],"permanent upgrades guide"," before spending.",[277,601],{"id":279},[39,603,605],{"id":604},"quick-recovery-checklist","Quick recovery checklist",[607,608],"guide-checklist",{":items":609,"title":605},"[\"Stop and identify the next safe landing before jumping.\",\"Use short jumps for narrow ledges and longer jumps only when the gap requires them.\",\"Watch moving platforms instead of repeating a memorized rhythm.\",\"Leave Sinking Platforms quickly after landing.\",\"Wait for Rotating Bridge alignment before jumping.\",\"If you splash, move away from the sound and toward a safe platform.\",\"Look for `Progress saved` before counting a checkpoint as active.\"]",[380,611,612,618,626,634,642],{},[383,613,614,616],{},[386,615,388],{},[386,617,391],{},[13,619,620,623],{},[22,621],{"href":622},"https:\u002F\u002Fdont-splash.wiki\u002Fplatform-route\u002F",[22,624,622],{"href":622,"rel":625},[26],[13,627,628,631],{},[22,629],{"href":630},"https:\u002F\u002Fdont-splash.wiki\u002Fmonster-hearing\u002F",[22,632,630],{"href":630,"rel":633},[26],[13,635,636,639],{},[22,637],{"href":638},"https:\u002F\u002Fdont-splash.wiki\u002Ftools-and-controls\u002F",[22,640,638],{"href":638,"rel":641},[26],[13,643,644,646],{},[22,645],{"href":24},[22,647,24],{"href":24,"rel":648},[26],{"title":461,"searchDepth":462,"depth":462,"links":650},[651,652,653,657,658],{"id":530,"depth":462,"text":531},{"id":544,"depth":462,"text":545},{"id":554,"depth":462,"text":555,"children":654},[655,656],{"id":558,"depth":474,"text":559},{"id":565,"depth":474,"text":566},{"id":576,"depth":462,"text":577},{"id":604,"depth":462,"text":605},"Gameplay","Learn how to avoid water in Dont Splash the Water Roblox: read platforms, time jumps, cross sinking and rotating sections, and recover safely.",[662,665,668],{"question":663,"answer":664},"How do I avoid the water in Dont Splash?","Face the next platform, judge its distance and movement, then jump only when the landing is clear. Use short jumps for narrow ledges and longer jumps for wider or farther platforms.",{"question":666,"answer":667},"What should I do if I fall into the water?","Move away from the splash location as quickly as possible and look for the next safe platform. The noise may draw a Monster, so do not stay in the water waiting.",{"question":669,"answer":670},"How do I know a checkpoint saved?","Reach the checkpoint pad and wait for the on-screen message `Progress saved`. Reaching a conspicuous platform alone does not confirm a saved checkpoint.","Avoid Water & Monster Alerts",[673,674,675],"Aim for the next platform before you jump; the safe landing matters more than a fixed rhythm.","Treat Splash as both a fall and a possible sound cue for nearby Monsters.","Keep moving on Sinking Platforms and wait for Rotating Bridge to line up.",{},"6 min read",{"title":517,"description":660},{"loc":31,"lastmod":504},[],"en\u002Fgameplay\u002Fgameplay",[495,526],"8ghu1yyhq-acX2gYhwcL-Ntjlz5sjGRPXCyUI5XG4xc",[685],{"id":686,"title":687,"author":518,"body":688,"category":915,"coverLabel":480,"coverTone":481,"description":916,"draft":483,"extension":484,"faq":917,"featured":483,"game":495,"h1":927,"keyTakeaways":928,"meta":932,"navigation":502,"path":933,"publishedAt":504,"readTime":934,"seo":935,"sitemap":936,"statCards":937,"stem":938,"tags":939,"updatedAt":504,"__hash__":940},"monsters\u002Fen\u002Fmonsters\u002Fmonsters.md","Don't Splash Horror Game: Monsters Guide",{"type":10,"value":689,"toc":908},[690,703,707,710,713,716,736,739,743,746,750,757,762,766,769,775,807,810,814,817,820,852,855,859,866,869],[13,691,692,693,696,697,702],{},"If you are looking for a ",[17,694,695],{},"dont splash horror game"," guide, the monster rule is simple: IT hears water. The creature is blind, so looking away or hiding behind a wall does not undo a splash you already made. Your safest route is to land fully on dry platforms, keep noisy water contacts away from your next crossing, and use a Pebble when you need to move its attention; the ",[22,698,701],{"href":699,"target":32,"rel":700},"\u002Fequipment",[34,35],"equipment guide"," compares that distraction with visibility and recovery tools.",[39,704,706],{"id":705},"how-it-hunts-players","How IT hunts players",[13,708,709],{},"IT is the named water-dwelling creature in DONT SPLASH. The supplied game and wiki evidence describes it as blind: it does not use normal visual tracking to find an avatar. Instead, it patrols below the water and investigates the location of a splash or other relevant water disturbance.",[13,711,712],{},"That makes this a sound-based threat rather than a line-of-sight enemy. A monster in front of you is not automatically a detection, while a loud landing behind you can start a charge. Headphones may help you notice movement or warning sounds, but those cues should not be treated as an exact distance measurement.",[13,714,715],{},"The useful states to read are:",[53,717,718,724,730],{},[56,719,720,723],{},[17,721,722],{},"Patrol:"," IT moves through the area without pursuing a visible player.",[56,725,726,729],{},[17,727,728],{},"Charge:"," after detecting a splash, it heads toward the disturbance's location.",[56,731,732,735],{},[17,733,734],{},"Reset:"," after the pursuit ends, it returns to its normal behavior; the exact reset timing can vary by stage and situation.",[13,737,738],{},"The charge is directed at the sound source, not guaranteed to be the player's current position. That distinction gives you a route decision: make the disturbance somewhere you do not need to cross, then move along the opposite dry edge.",[39,740,742],{"id":741},"what-counts-as-a-splash","What counts as a splash?",[13,744,745],{},"Treat the following actions as possible detection events rather than assuming only a full fall into the water is dangerous:",[141,747],{":columns":748,":rows":749},"[{\"key\":\"event\",\"label\":\"Event\"},{\"key\":\"risk\",\"label\":\"Why it matters\"},{\"key\":\"safer_choice\",\"label\":\"Safer choice\"}]","[[\"Entering or falling into water\",\"Creates the clearest signal and can expose the route you are trying to use.\",\"Wait for a fully dry landing before moving on.\"],[\"Clipping the surface during a jump\",\"You can be heard before your feet reach the water, so a near miss can still become a chase.\",\"Aim for the center of the dry platform, not its water-side edge.\"],[\"Landing on a dry platform\",\"A normal dry landing is generally quieter than water contact.\",\"Prefer a controlled dry route even when it takes longer.\"],[\"Throwing an object into water\",\"The thrown object can create a remote signal that redirects IT.\",\"Use the signal deliberately and keep the throw away from your escape route.\"]]",[13,751,752,753,756],{},"The important distinction for a ",[17,754,755],{},"dont splash horror roblox"," run is not whether IT can see you. Ask whether your jump, landing, or thrown item produced water noise, and whether the monster can investigate that location before you reach the next platform. The exact collision distance, fixed movement speed, and a universal splash radius are not documented in the supplied evidence, so do not plan around an unverified number.",[97,758],{":segments":759,"description":760,"title":761,"videoId":102},"[{\"start\":7,\"label\":\"Monsters hear splashes instead of seeing players\"}]","This moment supports the detection rule described here: the monsters are blind and investigate water splashes by sound.","Understand how Monsters hear splashes",[39,763,765],{"id":764},"how-to-use-pebbles-as-a-distraction","How to use Pebbles as a distraction",[13,767,768],{},"Pebbles are the most precise documented way to redirect IT. You can pick one up during a course or obtain it through the Equipment\u002Fshop systems described by the available guides. Use it as a route tool, not as a weapon.",[97,770],{":segments":771,"description":772,"title":773,"videoId":774},"[{\"start\":144,\"label\":\"Throw a Pebble into water to distract IT\"}]","This demonstrated throw supports the Pebble route: send the distraction into water so IT investigates away from the path you need.","Throw a Pebble to distract the monster","HrGg5XQodiw",[53,776,777,783,789,795,801],{},[56,778,779,782],{},[17,780,781],{},"Choose the escape side first."," Know which dry platforms or exit direction you intend to use before throwing.",[56,784,785,788],{},[17,786,787],{},"Create separation."," Throw the Pebble into water that is far from both your position and the route you still need.",[56,790,791,794],{},[17,792,793],{},"Watch the turn."," Wait until IT clearly begins moving toward the new splash instead of moving immediately after the throw.",[56,796,797,800],{},[17,798,799],{},"Cross from the opposite direction."," Use the gap while the monster is investigating the decoy location.",[56,802,803,806],{},[17,804,805],{},"Do not chain unsafe throws."," A second splash close to you can pull IT back across your intended path.",[13,808,809],{},"The same logic applies to a Flare or other noisy distraction when that equipment is available, but the supplied evidence does not establish a universal radius, duration, or landing behavior for those items. Use the current in-game result rather than assuming that every distraction works like a Pebble.",[39,811,813],{"id":812},"route-decisions-during-a-chase","Route decisions during a chase",[13,815,816],{},"When IT has already reacted, do not try to solve the encounter by simply running in a straight line. First identify where the last splash occurred. If that location is away from the exit, let the charge pull IT away and take a dry route around it. If the disturbance was near your intended crossing, pause and wait for the charge path to clear rather than making another panic jump.",[13,818,819],{},"For platform sections, use these priorities:",[107,821,822,828,834,840,846],{},[56,823,824,827],{},[17,825,826],{},"Before jumping:"," check that the complete landing area is dry. Water-side corners and midair surface clips are failure risks.",[56,829,830,833],{},[17,831,832],{},"During patrol:"," observe IT's direction and use its rear or a wider lateral gap when the stage permits it.",[56,835,836,839],{},[17,837,838],{},"After a splash:"," avoid crossing immediately through the investigation area; move only after you can see the route is clear.",[56,841,842,845],{},[17,843,844],{},"In multiplayer:"," communicate who will throw the Pebble and who will cross. Any player's splash can change the monster's investigation direction.",[56,847,848,851],{},[17,849,850],{},"After capture or a failed attempt:"," use available rescue, checkpoint, or retry systems to recover, but do not expect them to change IT's detection rule.",[13,853,854],{},"Some video evidence mentions rooms with multiple Monsters or settings that can increase the number of monsters. The exact maximum and per-difficulty spawn table are not reliably documented here, so treat each additional creature as another possible investigation path rather than assuming a fixed count.",[39,856,858],{"id":857},"what-is-not-documented","What is not documented",[13,860,861,862,865],{},"The supplied evidence identifies IT's behavior and the practical Pebble route, but it does not verify a health bar, a reliable attack method, fixed movement speed, fixed collision distance, or different numeric behavior for each appearance. This is why the best ",[17,863,864],{},"dont splash roblox horror game"," strategy is avoidance and sound management, not combat or a memorized timer.",[13,867,868],{},"If a future update changes the monster's visuals, patrol routes, or equipment behavior, confirm the current in-game prompt and result before relying on an older route. The core decision remains the same: keep water disturbances away from the path you need, and make any deliberate splash work in your favor.",[380,870,871,877,885,893,901],{},[383,872,873,875],{},[386,874,388],{},[386,876,391],{},[13,878,879,882],{},[22,880],{"href":881},"https:\u002F\u002Fdont-splash-wiki.wiki\u002Fen\u002Fmonster\u002Fdont-splash-monster-guide\u002F",[22,883,881],{"href":881,"rel":884},[26],[13,886,887,890],{},[22,888],{"href":889},"https:\u002F\u002Fdont-splash-wiki.wiki\u002Fen\u002Fmonster\u002Fdont-splash-water-sensitive-monster\u002F",[22,891,889],{"href":889,"rel":892},[26],[13,894,895,898],{},[22,896],{"href":897},"https:\u002F\u002Fdont-splash-wiki.wiki\u002Fen\u002Fmonster\u002Fdont-splash-what-counts-as-a-splash\u002F",[22,899,897],{"href":897,"rel":900},[26],[13,902,903,905],{},[22,904],{"href":24},[22,906,24],{"href":24,"rel":907},[26],{"title":461,"searchDepth":462,"depth":462,"links":909},[910,911,912,913,914],{"id":705,"depth":462,"text":706},{"id":741,"depth":462,"text":742},{"id":764,"depth":462,"text":765},{"id":812,"depth":462,"text":813},{"id":857,"depth":462,"text":858},"Monsters","Learn how monsters hear water in the DONT SPLASH horror game, what creates a splash, and how to redirect IT with Pebbles.",[918,921,924],{"question":919,"answer":920},"Can the monster see me in DONT SPLASH?","The available game and guide evidence describes IT as blind. It responds to splashes and related water disturbances rather than ordinary line of sight.",{"question":922,"answer":923},"What attracts the monster?","Entering or touching water, falling into a current, and throwing an object into water can create a detectable splash. A normal landing on a dry platform is generally quieter.",{"question":925,"answer":926},"Can I kill the monster?","A reliable attack or kill mechanic is not documented in the supplied evidence, so treat IT as a threat to avoid or redirect rather than an enemy to fight.","DONT SPLASH Monsters Guide",[929,930,931],"IT is blind and reacts to water sounds, so avoiding splash events matters more than hiding behind walls.","A dry platform is usually safer than a risky jump near the water, including a jump that only clips the surface.","Throw a Pebble well away from your route, wait for IT to turn toward the disturbance, then cross from the opposite side.",{},"\u002Fmonsters","5 min read",{"title":687,"description":916},{"loc":933,"lastmod":504},[],"en\u002Fmonsters\u002Fmonsters",[495,695],"if086Vw2kXFnKkwVgyxk_LK6qscbn8lesL-kewgcB1w",[942],{"id":943,"title":944,"author":8,"body":945,"category":1223,"coverLabel":480,"coverTone":481,"description":1224,"draft":483,"extension":484,"faq":1225,"featured":483,"game":27,"h1":1238,"keyTakeaways":1239,"meta":1243,"navigation":502,"path":1244,"publishedAt":504,"readTime":1245,"seo":1246,"sitemap":1247,"statCards":1248,"stem":1249,"tags":1250,"updatedAt":504,"__hash__":1252},"maps\u002Fen\u002Fmaps\u002Fmaps.md","DONT SPLASH Maps Guide",{"type":10,"value":946,"toc":1207},[947,963,967,970,974,977,981,985,992,998,1003,1007,1013,1020,1026,1030,1036,1042,1060,1066,1070,1081,1089,1094,1102,1106,1138,1140,1144,1147,1151,1154,1158,1161,1165,1168],[13,948,949,950,953,954,957,958,962],{},"If you are searching for ",[17,951,952],{},"dont splash Maps",", start with one practical rule: read the room mechanic before you jump. The confirmed ",[17,955,956],{},"Poolrooms"," route is a sequence of nine rooms, and each room tests a different decision—where to land, when to wait, which pattern to remember, or when to sprint. A failed jump can create a splash that gives a monster information, so rushing is not always faster; review the ",[22,959,961],{"href":933,"target":32,"rel":960},[34,35],"monster behavior guide"," when a route fails because of sound.",[39,964,966],{"id":965},"poolrooms-map-order","Poolrooms map order",[13,968,969],{},"The following is the recorded room order for the sequential Poolrooms route. Use it as a preparation checklist rather than assuming every difficulty has identical room length, monster pressure, or checkpoint placement.",[141,971],{":columns":972,":rows":973},"[{\"key\":\"room\",\"label\":\"Room\"},{\"key\":\"mechanic\",\"label\":\"Main mechanic\"},{\"key\":\"winning_decision\",\"label\":\"Best decision\"}]","[[\"1. Pillar Hall\",\"Square-platform jumps and wall arrows\",\"Line up the next landing and follow the arrows toward the exit\"],[\"2. Broken Walkway\",\"Narrow footholds and wide-platform jumps\",\"Choose short jumps for control or longer jumps only when the wide landing is clear\"],[\"3. Sinking Platforms\",\"Pads disappear or sink\",\"Keep moving; use dark-bordered pads as brief stops when available\"],[\"4. Rotating Bridge\",\"A bridge turns into alignment\",\"Wait for the bridge and entrance to line up before committing\"],[\"5. Moving Platforms\",\"Platforms change position\",\"Watch the next landing and jump when the route forms\"],[\"6. Drifting Platforms\",\"Pads or arrows push you sideways\",\"Correct your direction before the jump and stay centered\"],[\"7. Memory Bridge\",\"Safe segments appear in a pattern\",\"Watch a complete cycle, then copy the pattern\"],[\"8. Crushing Walls\",\"Walls close on a rhythm\",\"Wait for the open gap and cross without hugging the edge\"],[\"9. Locked Exit\",\"Finish objective and escape\",\"Complete the objective shown by your route, then sprint out\"]]",[13,975,976],{},"The rows separate the room name from the decision that gets you through it. Harder difficulties can make the route longer and add more monster pressure; a recorded Hard-mode explanation describes roughly twice the length of a normal map and up to seven monsters, but the exact layout and count depend on the selected setup.",[39,978,980],{"id":979},"how-to-clear-each-room","How to clear each room",[339,982,984],{"id":983},"rooms-13-control-the-landing","Rooms 1–3: control the landing",[13,986,987,988,991],{},"In ",[17,989,990],{},"Pillar Hall",", use the arrows on the walls or pillars as route information, not decoration. Square platforms reward a deliberate setup: stop, face the next platform, and jump only when the landing is reachable. If a monster is nearby, a controlled landing is safer than a panic jump that creates a splash.",[13,993,994,997],{},[17,995,996],{},"Broken Walkway"," gives you a choice between short jumps along narrow footholds and longer jumps toward wider platforms. Pick the route that matches your movement control. A wide platform is not useful if the jump is too long; a narrow foothold is not useful if you cannot stabilize on it.",[13,999,987,1000,1002],{},[17,1001,559],{},", ordinary pads are temporary. Move from one landing to the next before the platform disappears, and use a dark-bordered pad as a short pause when the route allows it. Do not treat a pause as a permanent safe spot.",[339,1004,1006],{"id":1005},"rooms-46-wait-for-alignment","Rooms 4–6: wait for alignment",[13,1008,1009,1010,1012],{},"The ",[17,1011,566],{}," is a timing check. Watch the bridge rotate, wait until the near side is aligned with your position, then cross toward the far landing. If a creature is watching the water-side landing, a Pebble can redirect attention when one is available; it does not remove the need to wait for alignment.",[13,1014,1015,1016,1019],{},"For ",[17,1017,1018],{},"Moving Platforms",", identify the next landing before leaving the platform you are on. The useful moment is when the moving pieces form a route, not simply when one platform passes close to you.",[13,1021,1022,1025],{},[17,1023,1024],{},"Drifting Platforms"," adds sideways movement. Stay near the center of the pad, correct for the drift before you jump, and aim for the next stable surface. Jumping while already being pushed toward an edge makes the next landing harder to recover.",[339,1027,1029],{"id":1028},"rooms-79-observe-then-finish","Rooms 7–9: observe, then finish",[13,1031,987,1032,1035],{},[17,1033,1034],{},"Memory Bridge",", watch a full pattern cycle before stepping onto the bridge. Cross only the segments you saw light up. If you lose the sequence, waiting for another cycle is safer than guessing and splashing.",[13,1037,987,1038,1041],{},[17,1039,1040],{},"Crushing Walls",", wait for the open gap in the wall rhythm. Keep away from the edge while you wait, then move through the opening in one committed pass. The room rewards recognizing the cycle; it does not reward charging at a closed wall.",[13,1043,1044,1045,1048,1049,1052,1053,1055,1056,1059],{},"At ",[17,1046,1047],{},"Locked Exit",", stop and identify which objective your run is presenting. The documented Poolrooms route says to open both ",[17,1050,1051],{},"Maintenance"," valves, climb the yellow blocks as the water rises, and continue down the corridor until ",[200,1054,224],{}," appears. Video records also show a camera-based finish in which players find four numbers on pillars and use them as a code. These descriptions conflict as a single universal route, so do not assume the example ",[200,1057,1058],{},"8, 8, 4, 2"," works in every run.",[97,1061],{":segments":1062,"description":1063,"title":1064,"videoId":1065},"[{\"start\":187,\"label\":\"Time jumps as the Rotating Bridge turns\"},{\"start\":505,\"label\":\"Follow the Memory Bridge light pattern\"},{\"start\":753,\"label\":\"Find the four numbers on the pillars\"}]","These moments reinforce the Rotating Bridge timing, the Memory Bridge pattern, and the pillar-number finish described in this Poolrooms route.","Poolrooms bridge timing, memory, and exit clues","VpOUj_BVeXE",[39,1067,1069],{"id":1068},"extra-routes-and-map-choices","Extra routes and map choices",[13,1071,1072,1073,1076,1077,1080],{},"The map-selection records also mention ",[17,1074,1075],{},"Valve Escape"," and ",[17,1078,1079],{},"Halloween Farm",", but they should not be treated the same as the confirmed nine-room Poolrooms sequence.",[107,1082,1083],{},[56,1084,1085,1088],{},[17,1086,1087],{},"Valve Escape:"," open both Maintenance valves, then move quickly as the water rises. The described escape uses yellow blocks and a rotating section before the corridor finish. The exact connection between this route and the nine named rooms is not established, so follow the objective and room prompts in your current run.",[97,1090],{":segments":1091,"description":1092,"title":1093,"videoId":774},"[{\"start\":351,\"label\":\"Open both Maintenance valves\"}]","This moment supports the Valve Escape instruction to open both Maintenance valves before moving through the rising-water route.","Open the Maintenance valves during Valve Escape",[107,1095,1096],{},[56,1097,1098,1101],{},[17,1099,1100],{},"Halloween Farm:"," appears in map-selection or event records, but the supplied pages say it did not load reliably during testing. Its complete playable route is therefore not documented here.",[39,1103,1105],{"id":1104},"map-survival-checklist","Map survival checklist",[53,1107,1108,1114,1120,1126,1132],{},[56,1109,1110,1113],{},[17,1111,1112],{},"Check the setup."," Map choice, difficulty, monster count, and party size affect the pressure you face.",[56,1115,1116,1119],{},[17,1117,1118],{},"Read the room."," Identify whether the next decision is timing, alignment, memory, drift control, or a finish objective.",[56,1121,1122,1125],{},[17,1123,1124],{},"Preserve control."," A failed landing can create a splash and reveal your position; use Pebbles to distract only when that is supported by the situation.",[56,1127,1128,1131],{},[17,1129,1130],{},"Use checkpoints."," The route records say checkpoints save between rooms, but do not assume every room has the same checkpoint position.",[56,1133,1134,1137],{},[17,1135,1136],{},"Re-check the finish."," If your exit shows valves, follow the valve route. If it presents pillar numbers and a camera objective, search for all four numbers before entering the code.",[39,1139,337],{"id":336},[339,1141,1143],{"id":1142},"do-dont-splash-maps-always-have-nine-rooms","Do DONT SPLASH maps always have nine rooms?",[13,1145,1146],{},"The confirmed Poolrooms records describe nine sequential rooms. Other route and event records—especially Valve Escape and Halloween Farm—are separate or version-dependent in the supplied evidence, so they should not be folded into that count.",[339,1148,1150],{"id":1149},"what-should-i-do-if-a-platform-is-moving","What should I do if a platform is moving?",[13,1152,1153],{},"Stop and watch the next landing. For rotating or moving platforms, wait until the route aligns; for drifting platforms, correct your position before jumping. The common mistake is treating proximity as a safe landing window.",[339,1155,1157],{"id":1156},"can-i-use-a-pebble-on-every-map-obstacle","Can I use a Pebble on every map obstacle?",[13,1159,1160],{},"No. Pebbles are documented as a way to draw monster attention away in some situations, but they do not solve platform timing, memory patterns, crushing walls, or the exit objective.",[339,1162,1164],{"id":1163},"is-halloween-farm-playable","Is Halloween Farm playable?",[13,1166,1167],{},"It is recorded as a map-selection or event option, but the supplied evidence does not confirm a complete, reliable playable route. Treat its availability and behavior as version-dependent.",[380,1169,1170,1176,1184,1192,1199],{},[383,1171,1172,1174],{},[386,1173,388],{},[386,1175,391],{},[13,1177,1178,1181],{},[22,1179],{"href":1180},"https:\u002F\u002Fdontsplash-roblox.wiki\u002Fwiki\u002Fmap-routes\u002F",[22,1182,1180],{"href":1180,"rel":1183},[26],[13,1185,1186,1189],{},[22,1187],{"href":1188},"https:\u002F\u002Fdontsplash.com\u002Fguides\u002Fmap\u002F",[22,1190,1188],{"href":1188,"rel":1191},[26],[13,1193,1194,1196],{},[22,1195],{"href":24},[22,1197,24],{"href":24,"rel":1198},[26],[13,1200,1201,1204],{},[22,1202],{"href":1203},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=VpOUj_BVeXE",[22,1205,1203],{"href":1203,"rel":1206},[26],{"title":461,"searchDepth":462,"depth":462,"links":1208},[1209,1210,1215,1216,1217],{"id":965,"depth":462,"text":966},{"id":979,"depth":462,"text":980,"children":1211},[1212,1213,1214],{"id":983,"depth":474,"text":984},{"id":1005,"depth":474,"text":1006},{"id":1028,"depth":474,"text":1029},{"id":1068,"depth":462,"text":1069},{"id":1104,"depth":462,"text":1105},{"id":336,"depth":462,"text":337,"children":1218},[1219,1220,1221,1222],{"id":1142,"depth":474,"text":1143},{"id":1149,"depth":474,"text":1150},{"id":1156,"depth":474,"text":1157},{"id":1163,"depth":474,"text":1164},"Maps","Learn the DONT SPLASH map route, room order, platform mechanics, and the safest way to handle the Poolrooms finish.",[1226,1229,1232,1235],{"question":1227,"answer":1228},"What is the main DONT SPLASH map?","The supplied map records describe Poolrooms as the confirmed nine-room route: Pillar Hall, Broken Walkway, Sinking Platforms, Rotating Bridge, Moving Platforms, Drifting Platforms, Memory Bridge, Crushing Walls, and Locked Exit.",{"question":1230,"answer":1231},"What is the order of the Poolrooms rooms?","The recorded order is Pillar Hall, Broken Walkway, Sinking Platforms, Rotating Bridge, Moving Platforms, Drifting Platforms, Memory Bridge, Crushing Walls, then Locked Exit.",{"question":1233,"answer":1234},"How do checkpoints work on DONT SPLASH maps?","The map pages describe runs as sequential and say checkpoints save between rooms, but the exact checkpoint placement can vary by room configuration.",{"question":1236,"answer":1237},"Is the Locked Exit code always 8842?","No. 8, 8, 4, 2 is a recorded example from one video, not a universal code. Other records describe finding four numbers in the run, while the Poolrooms wiki route describes two Maintenance valves instead.","DONT SPLASH Maps",[1240,1241,1242],"Treat Poolrooms as a sequential nine-room route, with checkpoints carrying progress between rooms.","Wait for each platform hazard to create a safe landing instead of forcing a jump and making a splash.","For the finish, follow the objective shown in your run: the documented Poolrooms route uses two Maintenance valves, while video records also show a camera-code variant.",{},"\u002Fmaps","7 min read",{"title":944,"description":1224},{"loc":1244,"lastmod":504},[],"en\u002Fmaps\u002Fmaps",[27,1251],"DONT SPLASH maps","kKljSFYcP6DJ-dZ4Tp4LpRlEvXPCBRSOgslB5sizQDQ",[1254],{"id":1255,"title":1256,"author":8,"body":1257,"category":1635,"coverLabel":480,"coverTone":481,"description":1636,"draft":483,"extension":484,"faq":1637,"featured":483,"game":27,"h1":1650,"keyTakeaways":1651,"meta":1655,"navigation":502,"path":699,"publishedAt":504,"readTime":1245,"seo":1656,"sitemap":1657,"statCards":1658,"stem":1659,"tags":1660,"updatedAt":504,"__hash__":1662},"equipment\u002Fen\u002Fequipment\u002Fequipment.md","DONT SPLASH Equipment Guide",{"type":10,"value":1258,"toc":1622},[1259],[1260,1261,1264,1274,1278,1411,1414,1419,1423,1426,1452,1459,1463,1471,1473,1478,1484,1488,1493,1500,1505,1509,1518,1529,1531,1535,1538,1542,1550,1554,1565,1569,1572],"guide-quick-guide",{":items":1262,"title":1263},"[\"1. Diagnose: Decide whether the run is failing because of monster attention, poor visibility, or a missed jump.\",\"2. Load: Equip the tool that addresses that failure before entering the course.\",\"3. Use: Select the hotbar slot, aim away from your route, and activate only after reaching a stable position.\",\"4. Preserve: Keep at least one distraction or recovery option for the section where your run usually breaks.\"]","Quick equipment guide",[13,1265,1266,1267,1270,1271,1273],{},"DONT SPLASH equipment is a route-planning system, not a single power ranking. ",[17,1268,1269],{},"Pebbles and Bottles"," change where a monster looks, light tools help you read dark sections, and ",[17,1272,262],{}," gives a team a way to recover from a bad position. The right choice depends on what is stopping your run: being detected, missing a landing, or needing to recover a player.",[39,1275,1277],{"id":1276},"equipment-roles-at-a-glance","Equipment roles at a glance",[1279,1280,1281,1300],"table",{},[1282,1283,1284],"thead",{},[1285,1286,1287,1291,1294,1297],"tr",{},[1288,1289,1290],"th",{},"Equipment or upgrade",[1288,1292,1293],{},"Main job",[1288,1295,1296],{},"Best time to choose it",[1288,1298,1299],{},"Important limit",[1301,1302,1303,1320,1338,1354,1376,1391],"tbody",{},[1285,1304,1305,1311,1314,1317],{},[1306,1307,1308],"td",{},[200,1309,1310],{},"Pebble",[1306,1312,1313],{},"Creates a water splash and sound to redirect attention",[1306,1315,1316],{},"A monster blocks the next crossing or dangerous jump",[1306,1318,1319],{},"Limited during a run; do not waste one on a nearby or harmless landing",[1285,1321,1322,1327,1330,1333],{},[1306,1323,1324],{},[200,1325,1326],{},"Bottle",[1306,1328,1329],{},"Another throwable distraction",[1306,1331,1332],{},"You need a second type of throwable in the loadout",[1306,1334,1335,1336],{},"The available records do not establish a complete price, capacity, or performance comparison with ",[200,1337,1310],{},[1285,1339,1340,1345,1348,1351],{},[1306,1341,1342],{},[200,1343,1344],{},"Flare",[1306,1346,1347],{},"Improves visibility in a dark or unclear section",[1306,1349,1350],{},"You cannot judge the next platform or landing",[1306,1352,1353],{},"It solves visibility, not monster attention; the exact radius is not documented here",[1285,1355,1356,1361,1364,1367],{},[1306,1357,1358],{},[200,1359,1360],{},"Toy Battery",[1306,1362,1363],{},"Light-related utility named by the tool snapshot",[1306,1365,1366],{},"A light tool needs additional utility or charge",[1306,1368,1369,1370,1372,1373,1375],{},"Some records call the light option ",[200,1371,1344],{}," while others name ",[200,1374,1360],{},"; verify the current in-game label",[1285,1377,1378,1382,1385,1388],{},[1306,1379,1380],{},[200,1381,262],{},[1306,1383,1384],{},"Reaches or helps recover a player or teammate",[1306,1386,1387],{},"A missed jump leaves someone on a lower ledge or in danger",[1306,1389,1390],{},"Position and reach matter, and the rescuer still takes movement risk",[1285,1392,1393,1402,1405,1408],{},[1306,1394,1395,1397,1398,1397,1400],{},[200,1396,250],{},", ",[200,1399,244],{},[200,1401,268],{},[1306,1403,1404],{},"Permanent lobby upgrades",[1306,1406,1407],{},"After identifying a repeated route problem",[1306,1409,1410],{},"These are purchased upgrades, not consumable equipment used once in a run",[13,1412,1413],{},"This distinction is more useful than a tier list. A distraction cannot illuminate a landing, and a light cannot pull a monster away from the platform you need.",[97,1415],{":segments":1416,"description":1417,"title":1418,"videoId":590},"[{\"start\":34,\"label\":\"Review Pebble Skipping, Throwing Range, and Rescue Speed\"}]","This moment supports the distinction between Pebble equipment and the permanent Pebble Skipping, Throwing Range, and Rescue Speed upgrades.","Review equipment and permanent upgrades",[39,1420,1422],{"id":1421},"how-to-equip-and-use-a-tool","How to equip and use a tool",[13,1424,1425],{},"Set the loadout before the run, then use this sequence on PC:",[53,1427,1428,1431,1434,1443,1446,1449],{},[56,1429,1430],{},"Press the number key for the desired hotbar slot.",[56,1432,1433],{},"Confirm that the intended item is highlighted before clicking.",[56,1435,1436,1437,1439,1440,1442],{},"Aim at the target area. For a ",[200,1438,1310],{}," or ",[200,1441,1326],{},", choose water or a visible area away from the route you plan to take.",[56,1444,1445],{},"Click to throw or activate the selected item.",[56,1447,1448],{},"Move only after the distraction or light has created the condition you needed. Keep checking the next platform so your own splash does not become the nearer sound.",[56,1450,1451],{},"Press the selected number key again to put the item away when you need to move without activating it.",[13,1453,1454,1455,1458],{},"For a distraction, the practical rhythm is ",[17,1456,1457],{},"select, aim, throw, wait, move",". Throwing too late gives the monster no time to leave your route; throwing toward your own crossing can make the noise work against you. A throw is also not a substitute for careful jumping: stop on a stable platform, create the opening, and then cross without making a second splash.",[39,1460,1462],{"id":1461},"choose-a-loadout-by-failure-pattern","Choose a loadout by failure pattern",[13,1464,1465,1466,1470],{},"Use the failure that ends the run most often as your purchase rule rather than copying a universal “best” setup. If that failure is a repeated Coin or lobby bottleneck, continue with the ",[22,1467,1469],{"href":596,"target":32,"rel":1468},[34,35],"upgrade comparison"," rather than treating permanent levels as run items.",[277,1472],{"id":279},[141,1474],{":columns":1475,":rows":1476,"variant":1477},"[{\"key\":\"problem\",\"label\":\"What ends the run\"},{\"key\":\"first_choice\",\"label\":\"First equipment or upgrade to inspect\"},{\"key\":\"reason\",\"label\":\"Why it fits\"},{\"key\":\"reserve\",\"label\":\"Keep in reserve\"}]","[[\"The monster catches you during a crossing\",\"Pebble or Bottle; then Throwing Range or Pebble Skipping\",\"Creates distance before the dangerous movement and can place the sound farther away\",\"One throwable for the next forced crossing\"],[\"A dark section hides the landing\",\"Flare or the current light tool; then Flare Radius if available\",\"Improves the information needed to choose a safe platform\",\"A second light option if the section is long\"],[\"You fall but remain recoverable\",\"Rescue Rope; then Rescue Speed or reach-related upgrades if shown\",\"Supports a recovery route instead of spending another run immediately\",\"Enough movement space for the rescuer to reach the player\"],[\"You run out of utility\",\"Check capacity and hotbar-slot upgrades\",\"More options reduce resource pressure, but do not remove the need to aim carefully\",\"At least one tool for the highest-risk section\"]]","comparison",[13,1479,1480,1481,1483],{},"For solo play, do not assume ",[200,1482,262],{}," replaces a self-rescue or revive option. The available evidence links self-rescue to checkpoints and recovery, but does not establish its exact trigger or cost. Confirm what the current run offers before spending currency on a team-oriented tool.",[39,1485,1487],{"id":1486},"save-pebbles-for-forced-crossings","Save Pebbles for forced crossings",[13,1489,1490,1492],{},[200,1491,1310],{}," is most valuable when it changes the timing of a route. Pick one up when the course offers it, but do not spend it merely because a monster is visible. Save it for a crossing where the creature’s position makes the normal route unsafe, then throw beyond the hazard and move while attention shifts.",[13,1494,1495,1496,1499],{},"A walkthrough reports a run cap of ",[17,1497,1498],{},"eight Pebbles without upgrades",". Treat that as a reported baseline rather than a guaranteed current value: the available records do not provide a complete live capacity table. The important decision is still the same—limited throws should buy a safe movement window, not test an uncertain distance.",[97,1501],{":segments":1502,"description":1503,"title":1504,"videoId":102},"[{\"start\":25,\"label\":\"Throw a Pebble or Bottle into the water\"}]","These moments support using a picked-up Pebble or Bottle as a water distraction before a forced crossing.","Throw Pebbles and Bottles to distract monsters",[39,1506,1508],{"id":1507},"what-the-evidence-does-not-establish","What the evidence does not establish",[13,1510,1511,1512,1514,1515,1517],{},"The current evidence does not provide a reliable complete list of equipment prices, maximum quantities for every item, durability values, unlock order, or exact upgrade increments. It also contains a naming difference between ",[200,1513,1344],{}," in the summary and ",[200,1516,1360],{}," in one tool snapshot. Use the live shop, hotbar, and item panel for those mutable fields rather than filling the gaps with guesses.",[13,1519,1520,1521,1524,1525,1528],{},"The Roblox metadata identifies the experience as ",[200,1522,1523],{},"DONT-SPLASH"," by ",[200,1526,1527],{},"Bacon Theory",", but that record confirms game identity and activity only; it does not independently verify equipment effects or prices.",[39,1530,337],{"id":336},[339,1532,1534],{"id":1533},"what-should-i-equip-first","What should I equip first?",[13,1536,1537],{},"Equip the tool that answers the obstacle you repeatedly fail: a throwable for monster positioning, a light tool for unreadable landings, or Rescue Rope for recoverable mistakes in a team. Reassess after a few runs instead of treating one loadout as universally best.",[339,1539,1541],{"id":1540},"can-equipment-stop-the-monster","Can equipment stop the monster?",[13,1543,1544,1545,1076,1547,1549],{},"The documented use of ",[200,1546,1310],{},[200,1548,1326],{}," is distraction. They create a sound or splash that can redirect attention; they are not documented as damage or a permanent stun.",[339,1551,1553],{"id":1552},"are-equipment-and-upgrades-the-same-thing","Are equipment and upgrades the same thing?",[13,1555,1556,1557,1397,1559,1561,1562,1564],{},"No. Equipment is selected or consumed during a run. ",[200,1558,250],{},[200,1560,244],{},", and ",[200,1563,268],{}," are persistent lobby upgrades purchased with currency and should be evaluated separately from the item you carry.",[339,1566,1568],{"id":1567},"where-do-i-find-current-prices-and-capacities","Where do I find current prices and capacities?",[13,1570,1571],{},"Check the current in-game equipment or shop panel. The supplied records do not preserve a complete, date-stable table for every price, capacity, durability, and unlock condition.",[380,1573,1574,1577],{},[383,1575,1576],{},"Sources and verification notes",[107,1578,1579,1585,1591,1604,1610],{},[56,1580,1581,1584],{},[17,1582,1583],{},"Summary evidence:"," The supplied summary maps the equipment roles, route interactions, known upgrade names, and unsupported fields for this article.",[56,1586,1587,1590],{},[17,1588,1589],{},"Wiki snapshots:"," The supplied wiki pages cover the tool overview, equipping controls, loadout choices, first-purchase logic, throwing, Pebble capacity, durability, rescue rope, and rescue upgrades. They may describe changing game states.",[56,1592,1593,1596,1597,1397,1599,1397,1601,1603],{},[17,1594,1595],{},"Video evidence:"," The video evidence mentions ",[200,1598,250],{},[200,1600,244],{},[200,1602,268],{},", and Pebbles. It also shows a picked-up Pebble used as a distraction and later identifies a Bottle as another throwable.",[56,1605,1606,1609],{},[17,1607,1608],{},"Roblox metadata:"," The Roblox metadata records the experience URL, creator, and capture-time activity. It does not verify equipment mechanics.",[56,1611,1612,1615,1616,1618,1619,1621],{},[17,1613,1614],{},"Review boundary:"," Reviewed 2026-10-29. Prices, item counts, durability, unlocks, upgrade values, and the ",[200,1617,1344],{},"\u002F",[200,1620,1360],{}," naming difference should be rechecked in the live experience.",{"title":461,"searchDepth":462,"depth":462,"links":1623},[1624,1625,1626,1627,1628,1629],{"id":1276,"depth":462,"text":1277},{"id":1421,"depth":462,"text":1422},{"id":1461,"depth":462,"text":1462},{"id":1486,"depth":462,"text":1487},{"id":1507,"depth":462,"text":1508},{"id":336,"depth":462,"text":337,"children":1630},[1631,1632,1633,1634],{"id":1533,"depth":474,"text":1534},{"id":1540,"depth":474,"text":1541},{"id":1552,"depth":474,"text":1553},{"id":1567,"depth":474,"text":1568},"Equipment","Compare DONT SPLASH equipment by its job—distraction, visibility, or recovery—and build a loadout around the failure that usually ends your run.",[1638,1641,1644,1647],{"question":1639,"answer":1640},"What is the best equipment in DONT SPLASH?","There is no universal best item. Pebbles or Bottles help when monster attention blocks a route, a Flare or another documented light tool helps when you cannot read the landing, and Rescue Rope is more useful for recovery in a team.",{"question":1642,"answer":1643},"How do you use equipment in DONT SPLASH?","On PC, press the number key for a hotbar slot, aim with the mouse, and click to throw or activate the selected tool. Pressing the selected number again puts it away; check the active slot before clicking because uses can be limited.",{"question":1645,"answer":1646},"Are Pebbles unlimited in DONT SPLASH?","No. Pebbles are limited during a run and can be picked up in the course. A local walkthrough reports a maximum of eight without upgrades, but the exact live capacity should be checked in-game.",{"question":1648,"answer":1649},"Should I buy Rescue Rope or a distraction tool first?","Base the first purchase on your failure pattern: choose a distraction upgrade when a monster catches you during crossings, a visibility upgrade when darkness hides landings, and Rescue Rope or rescue-related upgrades when missed jumps repeatedly strand you.","Equipment guide",[1652,1653,1654],"Use Pebbles or Bottles to move monster attention away from the route, not to damage the monster.","Choose visibility tools for dark landings and Rescue Rope for recovery; do not treat permanent upgrades as run items.","Check the current in-game shop and hotbar because prices, capacity, durability, and unlock requirements are not complete in the available records.",{},{"title":1256,"description":1636},{"loc":699,"lastmod":504},[],"en\u002Fequipment\u002Fequipment",[27,1661],"DONT SPLASH Equipment","N0q7PRRbBuVMWo50oXtsJe0FEmGGp7pIInMS_r04tP4",[1664],{"id":1665,"title":1666,"author":8,"body":1667,"category":1883,"coverLabel":480,"coverTone":481,"description":1884,"draft":483,"extension":484,"faq":1885,"featured":483,"game":495,"h1":1898,"keyTakeaways":1899,"meta":1903,"navigation":502,"path":596,"publishedAt":504,"readTime":934,"seo":1904,"sitemap":1905,"statCards":1906,"stem":1907,"tags":1908,"updatedAt":504,"__hash__":1910},"upgrades\u002Fen\u002Fupgrades\u002Fupgrades.md","DONT SPLASH Upgrades: Costs and Effects",{"type":10,"value":1668,"toc":1873},[1669,1698,1702,1705,1709,1720,1725,1729,1767,1770,1772,1775,1779,1803,1810,1812,1816,1819,1823,1826,1830,1833],[13,1670,1671,1672,1675,1676,1679,1680,1682,1683,1076,1686,1688,1689,1691,1692,1694,1695,37],{},"If you are comparing ",[17,1673,1674],{},"dont splash Upgrades",", start at the yellow ",[200,1677,1678],{},"UPGRADES"," stall in the lobby. These are permanent Coin purchases: ",[200,1681,244],{}," extends where ",[200,1684,1685],{},"Pebbles",[200,1687,256],{}," can land, ",[200,1690,250],{}," gives each Pebble more splash contacts, and ",[200,1693,268],{}," shortens the time needed to pull up a downed teammate. Choose the line that fixes your most common failure instead of treating the three upgrades as interchangeable; if you still need to choose a run loadout, return to the ",[22,1696,701],{"href":699,"target":32,"rel":1697},[34,35],[39,1699,1701],{"id":1700},"upgrade-effects-and-first-prices","Upgrade effects and first prices",[13,1703,1704],{},"The evidence supports the Level 0 state, the Level 1 preview, and the first listed price. All three upgrades can reach 3\u002F3 and must be purchased in order. The source material does not provide a reliable Level 2 or Level 3 Coin price or effect, so those cells are intentionally not filled in.",[141,1706],{":columns":1707,":rows":1708},"[{\"key\":\"upgrade\",\"label\":\"Upgrade\"},{\"key\":\"level_zero\",\"label\":\"Level 0\"},{\"key\":\"level_one\",\"label\":\"Level 1 preview\"},{\"key\":\"price\",\"label\":\"First price\"},{\"key\":\"best_use\",\"label\":\"Best fit\"}]","[[\"Throwing Range\",\"NORMAL range\",\"+10% distance for Pebbles and Bottles\",\"150 Coins\",\"Solo distractions from safer platforms\"],[\"Pebble Skipping\",\"3 splashes per Pebble\",\"4 splashes per Pebble\",\"150 Coins\",\"More attention pulls from one Pebble\"],[\"Rescue Speed\",\"3.0 seconds to pull a teammate up\",\"2.8-second preview\",\"150 Coins\",\"Co-op rescues under pressure\"]]",[13,1710,1711,1713,1714,1716,1717,1719],{},[200,1712,244],{}," changes distance, not splash size. ",[200,1715,250],{}," changes the number of splashes from one Pebble, not how many Pebbles you carry. ",[200,1718,268],{}," changes the pull duration, not the range of Rescue Equipment or a rescue rope.",[97,1721],{":segments":1722,"description":1723,"title":1724,"videoId":590},"[{\"start\":502,\"label\":\"Discuss Throwing Range and Rescue Speed\"}]","This lobby segment supports the permanent upgrade choices described here, including Throwing Range and Rescue Speed.","Review permanent equipment upgrades in the lobby",[39,1726,1728],{"id":1727},"how-to-buy-an-upgrade","How to buy an upgrade",[53,1730,1731,1737,1743,1752,1758],{},[56,1732,1733,1736],{},[17,1734,1735],{},"Complete a Course."," Coins are awarded on the results screen after a run.",[56,1738,1739,1742],{},[17,1740,1741],{},"Return to the lobby."," Do not look for the permanent upgrade menu inside a room.",[56,1744,1745,1751],{},[17,1746,1747,1748,1750],{},"Enter the yellow ",[200,1749,1678],{}," area."," Review the next level's preview and price.",[56,1753,1754,1757],{},[17,1755,1756],{},"Buy levels in order."," The upgrade lines cap at 3\u002F3; skipping directly to an undocumented intermediate level is not supported by the available evidence.",[56,1759,1760,1763,1764,1766],{},[17,1761,1762],{},"Use the effect on the next run."," Throw Pebbles or Bottles from the safer side of a route, use extra Pebble splashes to redirect ",[200,1765,915],{},", or recover a teammate faster when playing co-op.",[13,1768,1769],{},"Coins can also pay for Pebble refills and other equipment, so do not spend every Coin on a permanent level if your next run lacks the tool needed to create a distraction. The right purchase depends on whether your bottleneck is reach, repeated noise, or teammate recovery.",[277,1771],{"id":279},[13,1773,1774],{},"Use the calculator when you know the price shown in your lobby. It multiplies the price per purchase by the number of purchases remaining, then subtracts your current Coins without returning a negative shortfall. For example, three documented 150-Coin purchases require 450 Coins in total; with 100 Coins already owned, the shortfall is 350. That example is arithmetic, not a claim that all later upgrade levels cost 150 Coins.",[39,1776,1778],{"id":1777},"which-upgrade-should-you-choose","Which upgrade should you choose?",[107,1780,1781,1789,1796],{},[56,1782,1783,1788],{},[17,1784,1785,1786],{},"Choose ",[200,1787,244],{}," when a Pebble or Bottle lands short of the useful distraction point. The extra distance can let you redirect a monster without stepping onto a risky water-side position.",[56,1790,1791,1795],{},[17,1792,1785,1793],{},[200,1794,250],{}," when your throws reach the right area but one splash is not enough to hold attention. It makes one Pebble useful for more contacts, while leaving your inventory unchanged.",[56,1797,1798,1802],{},[17,1799,1785,1800],{},[200,1801,268],{}," when teammate recovery is the repeated cause of failed runs. The benefit is mainly cooperative; it does not improve solo traversal.",[13,1804,1805,1806,1809],{},"Wiki priority labels are recommendations, not a forced purchase order. A solo player will usually get a more direct route benefit from one of the throwing upgrades, while a regular co-op group can value Rescue Speed earlier. If you have a ",[200,1807,1808],{},"Max"," pass, keep it separate from Coin progression: the pass can set a named upgrade to 3\u002F3, but it is a Robux purchase rather than a normal level price.",[39,1811,337],{"id":336},[339,1813,1815],{"id":1814},"do-upgrades-stay-active-after-i-buy-them","Do upgrades stay active after I buy them?",[13,1817,1818],{},"The supplied upgrade records describe them as permanent levels purchased in the lobby. They are separate from consumable equipment and refills.",[339,1820,1822],{"id":1821},"are-level-2-and-level-3-prices-known","Are Level 2 and Level 3 prices known?",[13,1824,1825],{},"Not reliably in the supplied evidence. Only the 150-Coin Level 1 price and the Level 1 previews are documented for these three lines, so do not assume a repeated price or linear improvement.",[339,1827,1829],{"id":1828},"does-throwing-range-increase-splash-size","Does Throwing Range increase splash size?",[13,1831,1832],{},"No. It increases the throwing distance of Pebbles and Bottles. Splash size is not the documented effect of this upgrade.",[380,1834,1835,1841,1849,1857,1865],{},[383,1836,1837,1839],{},[386,1838,388],{},[386,1840,391],{},[13,1842,1843,1846],{},[22,1844],{"href":1845},"https:\u002F\u002Fdont-splash.wiki\u002Fupgrades-guide\u002F",[22,1847,1845],{"href":1845,"rel":1848},[26],[13,1850,1851,1854],{},[22,1852],{"href":1853},"https:\u002F\u002Fdontsplash-roblox.wiki\u002Fguides\u002Fequipment-and-upgrades\u002F",[22,1855,1853],{"href":1853,"rel":1856},[26],[13,1858,1859,1862],{},[22,1860],{"href":1861},"https:\u002F\u002Fdontsplash-roblox.wiki\u002Ftier-list\u002Fupgrades\u002F",[22,1863,1861],{"href":1861,"rel":1864},[26],[13,1866,1867,1870],{},[22,1868],{"href":1869},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=47fznbYVtLw",[22,1871,1869],{"href":1869,"rel":1872},[26],{"title":461,"searchDepth":462,"depth":462,"links":1874},[1875,1876,1877,1878],{"id":1700,"depth":462,"text":1701},{"id":1727,"depth":462,"text":1728},{"id":1777,"depth":462,"text":1778},{"id":336,"depth":462,"text":337,"children":1879},[1880,1881,1882],{"id":1814,"depth":474,"text":1815},{"id":1821,"depth":474,"text":1822},{"id":1828,"depth":474,"text":1829},"Upgrades","Compare DONT SPLASH Upgrades by effect, first Coin price, level preview, and the best solo or co-op use.",[1886,1889,1892,1895],{"question":1887,"answer":1888},"Where do I buy upgrades in DONT SPLASH?","Return to the lobby and use the yellow UPGRADES area. Select the next level and pay with Coins.",{"question":1890,"answer":1891},"Which DONT SPLASH upgrade should I buy first?","For solo play, start with Throwing Range or Pebble Skipping, depending on whether distance or repeated distractions is your problem. Rescue Speed is more useful when you regularly rescue teammates.",{"question":1893,"answer":1894},"How much do DONT SPLASH upgrades cost?","The documented Level 1 price is 150 Coins for Throwing Range, Pebble Skipping, and Rescue Speed. The supplied records do not document reliable Level 2 or Level 3 prices.",{"question":1896,"answer":1897},"Does Pebble Skipping give me more Pebbles?","No. It increases the number of splash contacts made by each Pebble; it does not increase your Pebble inventory.","DONT SPLASH Upgrades Guide",[1900,1901,1902],"Buy permanent upgrades at the yellow UPGRADES stall in the lobby with Coins earned from Courses.","Throwing Range improves Pebble and Bottle distance; Pebble Skipping adds splash contacts; Rescue Speed shortens teammate recovery time.","Each line reaches 3\u002F3 and must be bought in order, but only the Level 1 price and preview are documented here.",{},{"title":1666,"description":1884},{"loc":596,"lastmod":504},[],"en\u002Fupgrades\u002Fupgrades",[495,1909],"dont splash upgrades","4NuPEwe-DlP1J_4hCgJoC2QEs4sTUmNS0Vq1OygwL2I",[1912],{"id":1913,"title":1914,"author":8,"body":1915,"category":2148,"coverLabel":480,"coverTone":481,"description":2149,"draft":483,"extension":484,"faq":2150,"featured":483,"game":495,"h1":2160,"keyTakeaways":2161,"meta":2165,"navigation":502,"path":48,"publishedAt":504,"readTime":934,"seo":2166,"sitemap":2167,"statCards":2168,"stem":2169,"tags":2170,"updatedAt":504,"__hash__":2172},"modes\u002Fen\u002Fmodes\u002Fmodes.md","DONT SPLASH Modes Guide",{"type":10,"value":1916,"toc":2137},[1917,1948,1952,1955,1959,1962,1966,1969,1998,2004,2010,2014,2017,2043,2049,2053,2056,2070,2073,2077,2081,2084,2088,2091,2095,2098],[13,1918,1919,1920,1923,1924,1927,1928,1931,1932,1935,1936,1076,1939,1942,1943,1947],{},"If you are looking for ",[17,1921,1922],{},"dont splash Modes",", choose the setting that matches the skill you are practicing. ",[17,1925,1926],{},"Easy"," is the best starting point for learning platforms and exits, ",[17,1929,1930],{},"Normal"," is the standard pressure test, and ",[17,1933,1934],{},"Hard"," is the longer challenge for players who can control splash consistently. When you create a Party, treat ",[200,1937,1938],{},"Party Size",[200,1940,1941],{},"Monster Count"," as additional room settings rather than new modes. Once a difficulty is chosen, use the ",[22,1944,1946],{"href":1244,"target":32,"rel":1945},[34,35],"room-by-room map guide"," to prepare for its route.",[39,1949,1951],{"id":1950},"choose-a-mode","Choose a mode",[13,1953,1954],{},"The practical choice is whether you need route practice or a stronger test of movement, sound control, and rescue planning.",[141,1956],{":columns":1957,":rows":1958},"[{\"key\":\"mode\",\"label\":\"Mode or setting\"},{\"key\":\"changes\",\"label\":\"What it changes\"},{\"key\":\"best_for\",\"label\":\"Best use\"},{\"key\":\"caution\",\"label\":\"Watch for\"}]","[[\"Easy\",\"A lower-pressure course for learning the route\",\"First runs, platform practice, and finding the exit\",\"Do not assume Easy teaches every harder-mode obstacle or setting\"],[\"Normal\",\"The standard course challenge; monster placement and room settings still affect pressure\",\"A repeatable run after learning the basic route\",\"Normal can be created with more than one monster; one fixed monster count is not documented\"],[\"Hard\",\"More demanding courses, with reports of more platforms, longer routes, and more monsters\",\"Experienced players practicing difficult or timed runs\",\"The exact course length, monster limit, and reward values can vary by version or room\"],[\"Party Size\",\"The number of players allowed in the room\",\"Solo practice or coordinated multiplayer\",\"A larger party does not automatically make the course safer\"],[\"Monster Count\",\"The number of monsters selected when the Party is created\",\"Adjusting pursuit pressure after learning the route\",\"It is not a standalone difficulty mode, and not every combination is documented\"]]",[13,1960,1961],{},"Hard-mode footage describes runs with up to seven monsters and levels about twice as long as a Normal map. Other footage shows a Hard run with five monsters and a Normal run with three, so use those as recorded examples rather than universal settings. Check the room-creation screen for the options available in your version.",[39,1963,1965],{"id":1964},"how-difficulty-changes-your-route","How difficulty changes your route",[13,1967,1968],{},"The mode changes how much room you have for mistakes, but the underlying decision remains the same: cross the course without making a splash that gives the monsters a sound target.",[107,1970,1971,1977,1986,1992],{},[56,1972,1973,1976],{},[17,1974,1975],{},"On Easy, learn the geometry first."," Practice narrow edges, long jumps, sinking platforms, and rotating bridges without trying to optimize your time. Memorize where the route turns and where the exit appears.",[56,1978,1979,1982,1983,1985],{},[17,1980,1981],{},"On Normal, add sound control."," A fall or splash can reveal your position. Carry ",[200,1984,1685],{}," when the mode and room provide them so you can make noise away from your intended route, and avoid repeated jumps when a safer pause is available.",[56,1987,1988,1991],{},[17,1989,1990],{},"On Hard, plan before moving."," Longer routes and more monster pressure reduce the value of improvisation. Identify the next stable platform, the likely exit direction, and a recovery option before committing to a jump.",[56,1993,1994,1997],{},[17,1995,1996],{},"In multiplayer, coordinate movement."," Teammates can share observation and rescue pressure, but several players falling or splashing together can create more sound and make the group easier to locate.",[97,1999],{":segments":2000,"description":2001,"title":2002,"videoId":2003},"[{\"start\":1851,\"label\":\"Hard mode has seven monsters and longer levels\"}]","This moment supports the Hard-mode guidance by describing seven monsters and levels twice as long as the Normal map.","Reviewing Hard mode's longer, higher-pressure runs","G5ph2AX5sdI",[13,2005,2006,2009],{},[200,2007,2008],{},"Rescue Equipment"," and self-rescue options can reduce the cost of one mistake, while Coins from completed courses can fund upgrades such as throwing distance, Pebble skipping, or rescue speed. The available evidence does not establish a complete unlock list, reward multiplier, or guaranteed setting combination, so use the live room and upgrade screens for those values.",[39,2011,2013],{"id":2012},"a-progression-route-that-works","A progression route that works",[13,2015,2016],{},"Use the modes as a practice ladder rather than jumping straight to the hardest available room:",[53,2018,2019,2025,2031,2037],{},[56,2020,2021,2024],{},[17,2022,2023],{},"Start on Easy with a small Party Size."," A solo or small room reduces coordination noise while you learn the course. A recorded setup uses Easy with a party size of one, but the best choice depends on whether you are practicing alone.",[56,2026,2027,2030],{},[17,2028,2029],{},"Repeat until the route is reliable."," Focus on stable landings, low splash frequency, and recognizing the exit. A fast time is less useful if the route still depends on luck.",[56,2032,2033,2036],{},[17,2034,2035],{},"Move to Normal and adjust one variable."," Keep the route familiar while you learn how monster placement and a larger Monster Count affect your pauses, Pebble use, and rescue decisions.",[56,2038,2039,2042],{},[17,2040,2041],{},"Try Hard after you can finish consistently."," Expect less spare time and more route pressure. Treat the timer as a measurement of route mastery, not a reason to take blind jumps.",[97,2044],{":segments":2045,"description":2046,"title":2047,"videoId":2048},"[{\"start\":7,\"label\":\"Select Easy and set party size to one\"}]","This moment supports the progression route by showing Easy selected with a party size of one before starting.","Setting up an Easy practice run","tmJZazwQTeA",[39,2050,2052],{"id":2051},"timed-runs-and-mode-choice","Timed runs and mode choice",[13,2054,2055],{},"The timer is most useful after you know the course. On a first attempt, prioritize a clean route and an identified exit over a record time. Once you can finish without repeated splash events, compare runs by:",[107,2057,2058,2061,2064,2067],{},[56,2059,2060],{},"how often you needed a rescue;",[56,2062,2063],{},"how many jumps created avoidable sound;",[56,2065,2066],{},"whether your Pebble use created a safe opening; and",[56,2068,2069],{},"whether the extra Party or Monster settings improved the challenge without making the route unpredictable.",[13,2071,2072],{},"This gives you a useful progression target: reduce mistakes first, then reduce movement time. The sources do not document a universal timed-run reward or a fixed bonus for any mode.",[39,2074,2076],{"id":2075},"frequently-asked-questions","Frequently asked questions",[339,2078,2080],{"id":2079},"can-i-choose-the-number-of-monsters","Can I choose the number of monsters?",[13,2082,2083],{},"The evidence shows Monster Count being selected while creating a Party, including a Normal run with three monsters and Hard examples with five or seven. It does not prove that every number is available in every room, so choose from the options shown in-game.",[339,2085,2087],{"id":2086},"does-multiplayer-make-dont-splash-easier","Does multiplayer make DONT SPLASH easier?",[13,2089,2090],{},"Not automatically. Teammates can observe platforms and help with recovery, but simultaneous movement mistakes can produce more splash and sound. Use multiplayer for coordination, not as a guaranteed difficulty reduction.",[339,2092,2094],{"id":2093},"should-i-chase-a-faster-time-on-easy","Should I chase a faster time on Easy?",[13,2096,2097],{},"Only after you can finish the route reliably. Easy is most valuable first as a map-learning mode; once your landings and exit direction are consistent, timed repetitions can help you prepare for Normal and Hard.",[380,2099,2100,2106,2113,2121,2129],{},[383,2101,2102,2104],{},[386,2103,388],{},[386,2105,391],{},[13,2107,2108,2110],{},[22,2109],{"href":24},[22,2111,24],{"href":24,"rel":2112},[26],[13,2114,2115,2118],{},[22,2116],{"href":2117},"https:\u002F\u002Fwww.dontsplashwiki.wiki\u002Fmodes",[22,2119,2117],{"href":2117,"rel":2120},[26],[13,2122,2123,2126],{},[22,2124],{"href":2125},"https:\u002F\u002Fwww.dontsplashwiki.wiki\u002Fmodes\u002FDONT-SPLASH-mode-guide",[22,2127,2125],{"href":2125,"rel":2128},[26],[13,2130,2131,2134],{},[22,2132],{"href":2133},"https:\u002F\u002Fwww.dontsplashwiki.wiki\u002Fmodes\u002FDONT-SPLASH-normal-mode",[22,2135,2133],{"href":2133,"rel":2136},[26],{"title":461,"searchDepth":462,"depth":462,"links":2138},[2139,2140,2141,2142,2143],{"id":1950,"depth":462,"text":1951},{"id":1964,"depth":462,"text":1965},{"id":2012,"depth":462,"text":2013},{"id":2051,"depth":462,"text":2052},{"id":2075,"depth":462,"text":2076,"children":2144},[2145,2146,2147],{"id":2079,"depth":474,"text":2080},{"id":2086,"depth":474,"text":2087},{"id":2093,"depth":474,"text":2094},"Modes","Compare DONT SPLASH modes, party settings, and monster options so you can choose a safer first run or a harder timed challenge.",[2151,2154,2157],{"question":2152,"answer":2153},"What are the DONT SPLASH modes?","The core difficulty choices are Easy, Normal, and Hard. A Party can also have separate Party Size and Monster Count settings.",{"question":2155,"answer":2156},"Is Monster Count a separate mode?","No. Monster Count is an additional setting when creating a run. The available evidence does not confirm every count is available with every difficulty or map.",{"question":2158,"answer":2159},"Which mode should a new player choose?","Start with Easy so you can learn the platforms, exits, and splash rules. Move to Normal once your route is consistent; save Hard for longer, more demanding runs.","DONT SPLASH Modes",[2162,2163,2164],"Choose Easy to learn the platform route, Normal for the standard challenge, or Hard when you are ready for longer courses and more monster pressure.","Monster Count and Party Size are room settings, not separate difficulty modes.","Use Easy for your first route, then move to Normal or Hard after you can avoid splash and reach the exit consistently.",{},{"title":1914,"description":2149},{"loc":48,"lastmod":504},[],"en\u002Fmodes\u002Fmodes",[495,2171],"dont splash modes","wXhq3uahe0aInkChRx2wkzBD2X9A9RL0trqzOzzY-dU",[2174],{"id":2175,"title":2176,"author":8,"body":2177,"category":2418,"coverLabel":480,"coverTone":481,"description":2419,"draft":483,"extension":484,"faq":2420,"featured":483,"game":27,"h1":2436,"keyTakeaways":2437,"meta":2441,"navigation":502,"path":2442,"publishedAt":504,"readTime":677,"seo":2443,"sitemap":2444,"statCards":2445,"stem":2446,"tags":2447,"updatedAt":504,"__hash__":2450},"updates\u002Fen\u002Fupdates\u002Fupdates.md","DONT SPLASH Updates Guide",{"type":10,"value":2178,"toc":2405},[2179,2194,2198,2210,2217,2221,2224,2228,2238,2243,2248,2252,2255,2258,2262,2269,2273,2280,2284,2291,2295,2333,2335,2339,2342,2346,2349,2352,2399],[13,2180,2181,2182,2185,2186,2189,2190,2193],{},"If you are checking ",[17,2183,2184],{},"dont splash Updates",", first check the title of the Roblox experience before trusting an older route. The supplied records place the game’s public launch on 2026-10-17, followed by an ",[200,2187,2188],{},"[UPD] DONT SPLASH"," label around October 22 and a ",[200,2191,2192],{},"[NEW STAGES] DONT SPLASH"," label around October 23. The practical result is a V2 route with more rooms and longer decisions—not a confirmed replacement of the core sound-and-splash chase rules.",[39,2195,2197],{"id":2196},"how-to-identify-the-current-version","How to identify the current version",[13,2199,2200,2201,2204,2205,2209],{},"Look at the live Roblox title when you start a run. ",[200,2202,2203],{},"[NEW STAGES]"," is the clearest signal in the supplied evidence that the V2 route is active. Older videos may still be useful for the basic idea of staying dry, but their bridge, sinking-platform, or valve order may not match the current map; use the ",[22,2206,2208],{"href":1244,"target":32,"rel":2207},[34,35],"current room route"," as the preparation reference.",[13,2211,2212,2213,2216],{},"Roblox records list the experience as updated on ",[17,2214,2215],{},"2026-10-28",". That date is a snapshot, not a promise that no hotfix followed it. The available material also does not include a complete, itemized developer changelog, so treat the timeline below as an evidence-led change summary rather than an official patch-note archive.",[39,2218,2220],{"id":2219},"what-the-v2-stages-add","What the V2 stages add",[13,2222,2223],{},"The update extends the route with five documented rooms after the earlier sections. Each one changes the decision you make before crossing:",[141,2225],{":columns":2226,":rows":2227},"[{\"key\":\"room\",\"label\":\"New room\"},{\"key\":\"mechanic\",\"label\":\"What changes\"},{\"key\":\"decision\",\"label\":\"Safer response\"}]","[[\"Moving Platforms\",\"Platforms change position\",\"Wait for a usable landing instead of forcing the jump\"],[\"Drifting Platforms\",\"Arrows push you toward the water\",\"Correct your direction early and stay centered\"],[\"Memory Bridge\",\"Platforms light in a sequence\",\"Watch the pattern, then repeat it\"],[\"Crushing Walls\",\"Walls close the route except for one opening\",\"Choose the open lane and cross on its timing\"],[\"Locked Exit\",\"Four numbers must be found and entered\",\"Record the digits on the pillars before using the exit\"]]",[13,2229,2230,2231,2233,2234,2237],{},"The useful update strategy is to learn the room mechanic before trying to go fast. Longer dry corridors and checkpoints give you more route to manage, while the later platform rooms punish a panic jump. In ",[200,2232,1047],{},", reaching the door alone is not enough: search the pillars, keep the four digits in order, and enter them at the exit. A video records ",[200,2235,2236],{},"8842"," for one run, but that is an example rather than a verified universal code.",[97,2239],{":segments":2240,"description":2241,"title":2242,"videoId":1065},"[{\"start\":292,\"label\":\"Wait for the platforms to come closer before jumping\"}]","This moment supports the Moving Platforms advice to wait for a closer landing before jumping.","Timing the Moving Platforms stage",[97,2244],{":segments":2245,"description":2246,"title":2247,"videoId":102},"[{\"start\":576,\"label\":\"Find the four pillar numbers and enter 8, 8, 4, 2\"}]","This moment supports the Locked Exit steps for finding four pillar numbers and entering them at the door.","Finding the Locked Exit code",[39,2249,2251],{"id":2250},"what-did-not-change","What did not change",[13,2253,2254],{},"The update evidence does not establish a redesign of the monster’s sound detection. Continue to treat water contact, running, and other loud actions as risks. A longer V2 route means you must make that same decision more often, especially when a moving platform or drifting arrow makes a splash likely.",[13,2256,2257],{},"The Halloween materials also record three monsters in Normal and one in Easy. This is a mode or version detail, not proof that every run uses the same count. Check the selected difficulty and live lobby settings rather than copying a number from an older video.",[39,2259,2261],{"id":2260},"halloween-content-and-pack-limits","Halloween content and Pack limits",[13,2263,2264,2265,2268],{},"Halloween props add atmosphere to the Poolrooms route. They do not, on the available evidence, change splash detection or create a separate monster rule. The recorded ",[200,2266,2267],{},"Halloween Pack"," is different from those free scene decorations:",[141,2270],{":columns":2271,":rows":2272},"[{\"key\":\"item\",\"label\":\"Content\"},{\"key\":\"status\",\"label\":\"What the evidence supports\"},{\"key\":\"timing\",\"label\":\"Limit\"}]","[[\"Halloween props\",\"Seasonal Poolrooms decoration\",\"Event presentation; no changed splash rule confirmed\"],[\"2x cash\",\"Pack benefit\",\"Recorded through 2026-10-31\"],[\"Free self-revive\",\"One per game from the Pack\",\"Recorded through 2026-10-31\"],[\"Ghost trail and Pumpkin aura\",\"Pack cosmetics\",\"Described as permanent\"]]",[13,2274,2275,2276,2279],{},"The Pack was recorded at ",[17,2277,2278],{},"79 Robux on 2026-10-25",". Because prices and temporary benefits can change, check the live Roblox purchase panel before buying. Do not treat October 31 as the Farm launch date; the evidence supports it only as the end date shown for the temporary Pack benefits.",[39,2281,2283],{"id":2282},"farm-status-entrance-not-launch","Farm status: entrance, not launch",[13,2285,2286,2287,2290],{},"Farm should remain a watch item rather than a current route. A Halloween-marked Farm entry was visible in Create Party, but a test on 2026-10-24 returned ",[200,2288,2289],{},"THIS GAME IS NOT PUBLISHED",". The evidence therefore confirms an entry point or planned content, not a playable Farm map, release date, rewards, or mechanics.",[39,2292,2294],{"id":2293},"update-checklist-before-playing","Update checklist before playing",[53,2296,2297,2306,2312,2321,2327],{},[56,2298,2299,2302,2303,2305],{},[17,2300,2301],{},"Read the title."," Confirm whether the live experience shows ",[200,2304,2203],{}," before using an older route video.",[56,2307,2308,2311],{},[17,2309,2310],{},"Relearn the late rooms."," Practice platform timing, drift correction, memory order, and the open lane in Crushing Walls.",[56,2313,2314,2317,2318,2320],{},[17,2315,2316],{},"Record the exit objective."," In ",[200,2319,1047],{},", write down the four pillar numbers instead of assuming a code from another run.",[56,2322,2323,2326],{},[17,2324,2325],{},"Keep the sound rule."," A new room does not make a splash safe; plan the landing and monster position together.",[56,2328,2329,2332],{},[17,2330,2331],{},"Separate live content from teasers."," Treat Farm as unconfirmed until the game loads it and provides an objective.",[39,2334,337],{"id":336},[339,2336,2338],{"id":2337},"are-old-dont-splash-update-videos-still-useful","Are old DONT SPLASH update videos still useful?",[13,2340,2341],{},"Yes, for the general sound-and-splash strategy. Use them cautiously for room order, platform layout, valve steps, monster count, and any exploit. The supplied records note that some older water-stalling methods were fixed.",[339,2343,2345],{"id":2344},"is-there-an-official-complete-changelog","Is there an official complete changelog?",[13,2347,2348],{},"Not in the supplied evidence. The timeline combines Roblox title and update records, wiki pages, and player video observations. Current in-game objectives and panels should win when they conflict with an older record.",[39,2350,388],{"id":2351},"sources",[107,2353,2354,2360,2366,2372,2378,2384,2390],{},[56,2355,2356,2357,2359],{},"Roblox experience record: ",[200,2358,24],{}," (creation 2026-10-17; snapshot updated 2026-10-28).",[56,2361,2362,2363,37],{},"DONT SPLASH Wiki update index: ",[200,2364,2365],{},"https:\u002F\u002Fdont-splash-wiki.wiki\u002Fen\u002Fupdates",[56,2367,2368,2369,37],{},"DONT SPLASH Wiki V2 update notes: ",[200,2370,2371],{},"https:\u002F\u002Fdont-splash-wiki.wiki\u002Fen\u002Fupdates\u002Fdont-splash-new-update",[56,2373,2374,2375,37],{},"DONT SPLASH Wiki October 24 update notes: ",[200,2376,2377],{},"https:\u002F\u002Fdont-splash-wiki.wiki\u002Fen\u002Fupdates\u002Fdont-splash-oct-24-update",[56,2379,2380,2381,37],{},"DONT SPLASH Wiki patch history: ",[200,2382,2383],{},"https:\u002F\u002Fdont-splash-wiki.wiki\u002Fen\u002Fupdates\u002Fdont-splash-patch-notes-history",[56,2385,2386,2387,37],{},"Halloween update record: ",[200,2388,2389],{},"https:\u002F\u002Fdont-splash.com\u002Fupdates\u002Fhalloween-2026",[56,2391,2392,2393,2395,2396,2398],{},"Video observations: ",[200,2394,1203],{}," (04:52, Moving Platforms) and ",[200,2397,443],{}," (09:36, Locked Exit example).",[13,2400,2401],{},[2402,2403,2404],"em",{},"Reviewed 2026-10-29. Update details, prices, temporary benefits, titles, and availability can change in Roblox after this review.",{"title":461,"searchDepth":462,"depth":462,"links":2406},[2407,2408,2409,2410,2411,2412,2413,2417],{"id":2196,"depth":462,"text":2197},{"id":2219,"depth":462,"text":2220},{"id":2250,"depth":462,"text":2251},{"id":2260,"depth":462,"text":2261},{"id":2282,"depth":462,"text":2283},{"id":2293,"depth":462,"text":2294},{"id":336,"depth":462,"text":337,"children":2414},[2415,2416],{"id":2337,"depth":474,"text":2338},{"id":2344,"depth":474,"text":2345},{"id":2351,"depth":462,"text":388},"Updates","Track the DONT SPLASH V2 stages, Halloween content, version labels, and the current status of the Farm teaser.",[2421,2424,2427,2430,2433],{"question":2422,"answer":2423},"What is new in the DONT SPLASH update?","The documented V2 update adds five later rooms—Moving Platforms, Drifting Platforms, Memory Bridge, Crushing Walls, and Locked Exit—along with longer dry routes, larger valve sections, checkpoints, and Halloween-themed content.",{"question":2425,"answer":2426},"Does the [NEW STAGES] title mean the old route is still accurate?","Not necessarily. The title is a useful version check because the V2 route changes room order or layout details shown in older videos. Use the live room geometry and objectives in your run.",{"question":2428,"answer":2429},"Did the update change how monsters hear players?","The available evidence does not show a core sound-rule rework. Water splashes, running, and other noise can still expose a player, even though the updated route gives those risks more rooms to repeat.",{"question":2431,"answer":2432},"Is Farm available in DONT SPLASH?","Farm is not confirmed as playable in the supplied evidence. A Halloween-marked Create Party entry was visible, but a 2026-10-24 test returned ‘THIS GAME IS NOT PUBLISHED,’ and no release date was verified.",{"question":2434,"answer":2435},"What does the Halloween Pack include?","The recorded offer costs 79 Robux and includes 2x cash, one free self-revive per game, Ghost trail, and Pumpkin aura. The 2x cash and free-revive benefits are listed through 2026-10-31; the cosmetic effects are described as permanent.","DONT SPLASH Updates",[2438,2439,2440],"Check the Roblox title before a run: [NEW STAGES] indicates the V2 route, so older walkthroughs may no longer match the map.","The update adds five later rooms and longer routes while retaining the core sound, water, and monster rules.","Halloween Pack benefits are time-limited through 2026-10-31; the Farm entrance is not proof that Farm has launched.",{},"\u002Fupdates",{"title":2176,"description":2419},{"loc":2442,"lastmod":504},[],"en\u002Fupdates\u002Fupdates",[27,2448,2449],"DONT SPLASH updates","DONT SPLASH Halloween update","GTI_C-dqJBRFH2OahoRjtmyv2_lohU1JQPYplnGrskU",1793289769342]