Room and stage are two different things
A room is the unit of progress: the HUD shows Rooms: 1/3 during an EASY run, and the counter moves as you clear one.
A stage is named scenery with its own hazard. PILLAR HALL, BROKEN WALKWAY and MAINTENANCE LOCK each get a banner, and PILLAR HALL adds a ProTip: stay low and move around columns to hide.
One room can contain more than one named stage, so "three rooms" does not mean "three stages".
Step 1: check the room counter at the start
The counter tells you what a run costs in time. An EASY run is three rooms; if you only have five minutes, that is the mode to pick.
What we have not verified is the room count on NORMAL and HARD. Both runs are longer, but no counter for them has been captured cleanly, so this page does not claim a number.
Step 2: read the stage banner, then pick a side
Each banner tells you the shape of the room. PILLAR HALL wants you low and behind columns. BROKEN WALKWAY is a crossing problem. MAINTENANCE LOCK is where the valves are.
Enter the room, read the banner, and decide your route before the water starts moving.
Step 3: watch for the progress message in the third room
Entering the third room shows +40 Room 3 and a Progress saved message. That is a checkpoint signal, not a promise about what happens if you die. We have not tested whether a saved run can be resumed after leaving the server, so do not spend Robux on a self rescue because you assume the save protects your coins.
Step 4: leave when the water warning fires
Both water warnings appear as panels: platforms under in 5 seconds, or in 30 seconds. The 30-second version is the one where players make mistakes, because it feels like enough time to check one more side room.
Use the warning as a hard stop. The exit is the only objective left once the water is rising.
Sinking platforms and the rotating bridge
Two hazards account for most of the failed jumps in the footage we checked: platforms that sink after you land on them, and a bridge that rotates into place. The game publishes no rule for either, and the creator in our reference run admits he is not sure which platforms sink, so this page gives the cues instead of a colour code.
- Sinking platforms. Step on, then move off without stopping. If a platform does not sink under your first step, it can still sink under the second landing, so cross one platform at a time rather than committing to a chain.
- The rotating bridge. Wait for the span to line up with the side you are standing on, then walk across without stopping. Jumping at a gap that is still closing is the most common way to lose the run here.
- The narrow short jumps. Land on the middle of the tile, not the lip. The water detection is unforgiving enough that a landing on the edge can register as a splash.
We call this a cue list rather than a rule list: it is built from what the reference runs show, not from a published mechanic. If a run contradicts it, the page is wrong.
DONT SPLASH Guide!
Video by TonyCool
The sinking-platform crossing and the rotating bridge, with the mistakes to avoid. Watch on YouTube
Finish times you can compare against
| Difficulty | Recorded finish | Source |
|---|---|---|
| EASY | 3:26 | Mediastic, full EASY escape |
| NORMAL | 14:39 | Mediastic, NORMAL clear |
| NORMAL, solo, no deaths | 5:25 | The Almighty M |
The gap between 14:39 and 5:25 is not difficulty, it is deaths. A solo run with no downs is roughly the length of three EASY runs. If your NORMAL attempts run past fifteen minutes, the problem is usually the valve order, not the platforming.
Treating the room counter as a stage list
Players ask how many stages there are and get three answers: three (rooms), three (the banners we captured), and "more, because new stages were added". The title now says [NEW STAGES] and no list has been published, so any stage count beyond what is named here is unverified.
If the counter does not move after a clear
Check the room objective first: the counter moves when the room's objective is completed, and a stage inside the room does not count on its own. We have not tested whether rejoining restores a saved run, so do not leave a server expecting the counter to come back.