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DONT SPLASH All Rooms Walkthrough — Every Poolrooms Stage Step by Step

Every DONT SPLASH room in order — the nine-stage map with timestamps, what the October 28 update changed, Halloween update status, and per-room survival help.

10/29/2026 V2 Last updated: 10/29/2026 17 min read

FAQ

How many rooms are in DONT SPLASH?
The best-verified map as of October 29, 2026 is nine named stages — Pillar Hall through Locked Exit — from a no-commentary full run published October 26. A same-day walkthrough counts seven rooms plus a Final Room, and launch-week guides describe five. The official count is undocumented and the game updated again on October 28, so every reading here carries its date instead of the page picking one.
How long does a full DONT SPLASH run take?
Two October 26 no-commentary full runs reached the ending in 14:33 (seven rooms plus Final Room) and 17:03 (nine stages, finale still to clear) — around 15–20 minutes for a clean run. First runs take much longer: from the middle of the gauntlet onward, each crossing eats minutes even at speed.
What is Room 5 in DONT SPLASH?
It depends whose count you follow. In the nine-stage map, stage 5 is Moving Platforms, chaptered at 8:56 in the reference run. In the seven-room walkthrough, Room 5 begins at 8:09. The game's own numbering is unverified as of October 29, 2026, so the stage names are the stable identifier and the timestamps are how you find the footage.
Is there a DONT SPLASH Halloween update yet?
No, as of October 29, 2026. The official page was last updated October 28 with no event content, the official icon and description are unchanged, and no announcement video exists — the only pumpkin-branded upload is ordinary gameplay. This page updates the day an event goes live.
What are the Valves for in DONT SPLASH?
Valve machines are part of the community-described stage furniture, but no verifiable source documents which stage contains them or how the interaction works. This walkthrough ships no valve steps until the mechanic can be tested in-game.
How many monsters are in each room?
Per-room monster counts are undocumented. Community solo runs measure 3 monsters on Easy, 5 on Normal and 7 on Hard across the whole gauntlet, and a blind, sound-hunting creature patrols every stage regardless of count — our monster guide covers the evidence level of each claim.

How Many Rooms Are in DONT SPLASH? (Stage List, Last Verified October 29, 2026)

As of October 29, 2026, the best-verified map of a full run is nine named stages: Pillar Hall, Broken Walkway, Sinking Platforms, Rotating Bridge, Moving Platforms, Drifting Platforms, Memory Bridge, Crushing Walls and the Locked Exit finale. That reading comes from a no-commentary full playthrough published October 26, 2026 (KeeTee), whose chapter list names every stage in order. A second full walkthrough uploaded the same day (El Mishi Triste) chapters the same game as Room 1 through Room 7 plus a Final Room — one stage fewer. Both runs are real, and both can be right: the game launched October 17, 2026, has been patched repeatedly since (last official update October 28), and launch-week guides describe only five stages. So this page pins every claim to a date instead of pretending the map is settled.

Text walkthroughs for this game barely exist — search results are wall-to-wall videos — which is exactly why this page does what it does: every stage below gets its own section with the timestamped footage, the survival rules that are actually documented, and an honest line about what is still being verified. If you have not played yet, start with the beginner guide for lobbies, controls and your first clear, then come back for the map.

The nine-stage map (KeeTee, no-commentary full playthrough, October 26, 2026):

# Stage Chapter starts at
1 Pillar Hall 0:00 (from spawn)
2 Broken Walkway 2:19
3 Sinking Platforms 5:08
4 Rotating Bridge 6:51
5 Moving Platforms 8:56
6 Drifting Platforms 11:25
7 Memory Bridge 13:01
8 Crushing Walls 15:18
Final Locked Exit 17:03

The seven-room reading (El Mishi Triste, “All Rooms Walkthrough,” October 26, 2026):

Room Chapter starts at
Room 1 0:00 (from spawn)
Room 2 1:20
Room 3 2:21
Room 4 4:00
Room 5 8:09
Room 6 9:36
Room 7 13:11
Final Room 14:33 — run completes shortly after
Why do the two October 26 walkthroughs disagree by one stage?

Both are genuine full runs uploaded the same day. KeeTee’s run chapters eight stages before a Locked Exit finale; El Mishi Triste’s run counts Room 1–7 plus a Final Room. The gap sits in the back half of the run: El Mishi’s Room 4 spans more than four minutes even at speed — the stretch KeeTee’s run splits into two separately named stages. Stack near-daily patches (the official page was updated again October 28) and launch-week guides that counted five stages, and you get the three readings floating around. We map by stage names and let every number carry its date.

How long is the whole gauntlet? The same two runs give the baseline: a clean, no-commentary full run lands around 15–20 minutes, and ordinary first runs take much longer — from the middle of the map onward each crossing consumes minutes, not seconds, and learning attempts add captures and restarts on top.

The reference run for this whole page — no commentary, every stage chaptered, so you can jump straight to the segment you are stuck on:

[NEW STAGES] DONT SPLASH - Full Playthrough and Ending + Secrets, No Commentary — KeeTee

DONT SPLASH gameplay: players perch on floating platforms inside the poolrooms while the monster wades toward them — the nine-stage gauntlet this walkthrough maps

Image: official Roblox game page media, retrieved October 29, 2026.

One more thing worth knowing before the room-by-room sections: the monster hunting you through all of them is blind and tracks sound — every splash is a beacon. The difficulty you pick decides how many patrol the gauntlet: 3 on Easy, 5 on Normal and 7 on Hard by community measurement. Our monster guide covers the evidence behind every one of those claims.

What Changed in the Latest DONT SPLASH Update? (V2 and the New Stages)

The official Roblox API anchors the current version: the game was created October 17, 2026 and last updated October 28, 2026 (17:14 UTC) — re-checked October 29, the build this walkthrough describes. The stage list clearly grew across those ten days: launch-week guides describe five stages, while the two October 26 full runs chapter nine named stages (KeeTee’s very title announces [NEW STAGES]). The game was pulling roughly 94,000 concurrent players when this page was verified — a live-service pace of change that is exactly why the stage list above carries dates.

What we can and cannot tell you about the updates:

Question Answer Status
When did the game launch? October 17, 2026 Official API
When was it last updated? October 28, 2026, 17:14 UTC Official API, re-checked Oct 29
What did the October 28 update change? Unknown — no patch notes exist anywhere Not documented
How did the stage count move? 5 (launch week) → 9 named stages (Oct 26 footage) Community footage, dated
Are the Valves real? Community-described stage machines Location and operation unverified

The Valves deserve their own line because guides keep mentioning them: community walkthroughs describe Valve machines that change the water, and our beginner guide lists them alongside Pebbles and flares as part of the game’s toolkit. But no verifiable source pins a Valve to a specific stage or documents what turning one does — so you will find no valve steps in the sections below until we can test one ourselves.

DONT SPLASH official game icon: a player sprints across floating platforms in a flooded poolroom while the one-eyed monster chases through the water — the V2-era game identity

Image: official Roblox game page icon, retrieved October 29, 2026.

Is There a DONT SPLASH Halloween Update Yet? (October 2026)

No — as of October 29, 2026 there is no Halloween update. Three independent checks, one result: the official API’s updated field still reads October 28 (an event drop would change it); the official game icon and description are unchanged from the V2 text; and YouTube has zero announcement videos — the only pumpkin-branded result we found is an ordinary gameplay upload from around October 23, not update content. With October 31 two days away, a Halloween event is plausible at any hour, so this section exists to be wrong within days — and we will update it the moment anything lands.

What we are watching for the rewrite:

  • The official API’s updated field moving past October 28, 2026.
  • Event content appearing in the official game description or media.
  • Update announcements from the larger community channels (the ones whose runs built the stage map above).

Room 1: Pillar Hall — Walkthrough

Every run starts here — both October 26 full runs chapter their first stage from 0:00, so Pillar Hall is the spawn room. The name describes the hazard: a flooded hall of pillars to route across, with the monster wading somewhere below. Nothing about the opening stage asks for equipment or tricks; it asks for the habit the entire game runs on — cross on dry platforms, move patiently, and let the water stay quiet, because the thing listening hunts by sound alone. Even at top speed the room is short: El Mishi’s run starts Room 2 at 1:20, KeeTee’s at 2:19.

Documented: the spawn stage in both reference runs; the noise rules apply from the very first crossing (official premise). Still verifying: the exact route across the pillars, and whether the monster patrols this room from spawn or arrives later.

Room 2: Broken Walkway — Walkthrough

Chaptered at 2:19 in the nine-stage run and 1:20 as Room 2 in the seven-room run. The name describes a collapsed path — gaps that turn the crossing into a jumping problem, which fits the obby genre the official listing puts this game in. The documented survival rules apply here with a twist: broken sections tempt momentum, and momentum through water is exactly what makes splashes — the one signal the blind monster can follow. If it patrols this crossing, that is what the distraction kit is for: a thrown Pebble pulls its attention away (community-confirmed tool), and a flare buys emergency escape time (visible in the official media).

Documented: the stage exists in both runs’ chapter lists at the timestamps above. Still verifying: the gap layout and jump windows — no text source documents them, so this page ships none until tested.

Room 3: Sinking Platforms — Walkthrough

Chaptered at 5:08 in the nine-stage run, 2:21 as Room 3 in the seven-room run. The name describes the first stage where standing still has a cost: platforms that sink under you, forcing a pace between two documented rules — patience keeps splashes down, but a sinking route punishes over-waiting. This is the room where the game’s core tension shows up in its purest form. Notably, both runs need almost exactly the same time here even at speed: 1:39 in El Mishi’s chaptering (Room 4 begins at 4:00), 1:43 in KeeTee’s (the next stage starts at 6:51).

Documented: both runs’ chapter timestamps, which agree this crossing takes about a minute and a half at speed. Still verifying: the sink timing per platform and the intended route.

Room 4: Rotating Bridge — Walkthrough

Chaptered at 6:51 in the nine-stage run; the seven-room run’s Room 4 begins at 4:00. The name describes timing windows rather than raw speed: a bridge that rotates, where the crossing is about waiting for the angle and then committing. This is also where the two readings visibly diverge — El Mishi’s Room 4 runs past 8:09, more than four minutes even at speed, which is the stretch KeeTee’s run splits into Rotating Bridge (6:51) and Moving Platforms (8:56). One of those chapter lists is describing two stages’ worth of crossing; which one matches the game’s own labels is unverified as of October 29, 2026.

Practical takeaway either way: budget minutes, not seconds, from this room to the ending. El Mishi’s run spends over four minutes here; KeeTee’s spends over two on each of the two stages he chapters across the same stretch.

Documented: the timestamps above and the one-stage discrepancy itself. Still verifying: the rotation timing and safe lanes.

Room 5: Moving Platforms — Walkthrough (The Most-Asked Room)

Room 5 is the single most-searched stage of this game — the only room players look up by number — and it is also the room where the two counts matter most. So here are both answers with their dates:

  • Nine-stage map: stage 5 is Moving Platforms, chaptered at 8:56 in KeeTee’s run.
  • Seven-room reading: Room 5 begins at 8:09 in El Mishi Triste’s run.

The game’s own numbering is unverified as of October 29, 2026, so treat the stage name as the identifier and the timestamps as the way into the footage. No dedicated Room 5 guide exists in any format we checked on that date — the two timestamps above are the fastest route to watching the crossing, and the run below is the one that chapters Room 5 directly:

DONT SPLASH - All Rooms Walkthrough - Roblox Horror — El Mishi Triste

The stage itself: the name says the platforms move, so the crossing changes while you are on it. The documented rules that carry a room like this — watch the pattern before committing, keep your water time near zero, and never race the platform and the monster at once. If the creature closes in mid-crossing, that is the escape kit’s moment: flares buy a corridor of safe time and Pebbles pull its hearing off you.

DONT SPLASH co-op: a player pulls a drowning teammate out of the water with a rope while the monster closes in — mid-run rooms are where squads earn their keep

Image: official Roblox game page media, retrieved October 29, 2026.

One squad note, since mid-run rooms are where groups fall apart: the official media shows players pulling drowning teammates out of the water by rope — co-op rescue is part of the intended experience, and a patient squad clears the moving-platform rooms faster than five soloists each making their own noise.

Rooms 6–7: Drifting Platforms and Memory Bridge — Walkthrough

Drifting Platforms

Chaptered at 11:25 in the nine-stage run; the seven-room run’s Room 6 begins at 9:36 and spans over three and a half minutes even at speed. The name describes spacing that shifts: platforms that drift apart, where the route has to be read from a standing start before you commit — the patience rule again, this time with real distance involved.

Memory Bridge

Chaptered at 13:01 in the nine-stage run; the seven-room run’s Room 7 begins at 13:11. The name implies a crossing whose safe path has to be learned — a stage where first attempts are for learning what the safe route looks like, not for winging it while something blind listens. Expect this room to eat attempts on your first runs; the fast runs above only clear it quickly because they already know it.

Both of these are late-map stages, and the timestamps show what that means: even the no-commentary run needs over a minute and a half per stage from here, and ordinary runs need several. This is the stretch where the run-time reality — minutes per crossing, captures and restarts on top — stops being a warning and becomes your evening.

Documented: the chapter timestamps above. Still verifying: both routes — and with them, the exact shape of the one-stage discrepancy between the two readings.

Room 8: Crushing Walls — Walkthrough

Chaptered at 15:18 in the nine-stage run — and this is the stage the seven-room reading does not name: El Mishi’s same-day run jumps from Room 7 (13:11) straight to the Final Room (14:33) without a separately chaptered stage here. Whether that run merged this crossing into another chapter or the count moved between recordings is exactly the drift this page exists to track. What the nine-stage map says: one more full stage sits between Memory Bridge and the ending, and its name describes the scariest-sounding hazard on the map — walls that close in.

Documented: the stage and its timestamp in the nine-stage run; the discrepancy with the seven-room reading. Still verifying: the wall timing, safe pockets, and whether the stage appears on the current build at all — the October 28 update changed the build after both videos were filmed.

Final Room: Locked Exit — How to Escape (The Ending)

The finale is chaptered at 17:03 in the nine-stage run and 14:33 as the Final Room in the seven-room run. The name describes the last problem: an exit that is locked, one final puzzle between you and a completed run. What finishing gets you, on the documented record: a completed run banks the Coins earned across the gauntlet, which fund the upgrades and equipment for future runs — the beginner guide covers that economy loop. What is not documented: whether the ending adds anything beyond that. The game had zero Roblox badges as of October 29, 2026 per our badges tracker, and no source describes ending rewards or capture consequences — those open questions stay open in our monster guide rather than being filled with guesses.

The escape kit matters most in the last stretch, when a crossing goes wrong near the end of a long run:

DONT SPLASH gameplay: a player holding a red flare runs from the monster along a tiled pool corridor — the escape kit matters most near the ending

Image: official Roblox game page media, retrieved October 29, 2026.

DONT SPLASH - Full Game Walkthrough + Ending (Roblox) — ItsChalls

All Rooms Walkthrough FAQ (Last Verified: October 29, 2026)

The FAQ card on this page collects the questions players search most, each answer dated. What it cannot do is answer the things nobody has verified yet — so here is the honest remainder:

Which stage details are still being verified?

As of October 29, 2026: the exact route, jump points and platform timings for every individual stage above (this page does not publish steps we have not run); where the Valves appear and what turning one does; what the October 28 update changed; whether the game’s own stage labels match either community numbering; what the Halloween event will contain, if it arrives before or after October 31; and the capture and ending-reward questions our monster guide keeps open. Each item moves up into the walkthrough proper the day in-game testing settles it.

If you came here hunting for a shortcut instead: there are none to buy — the game has no working redeem codes, and our codes tracker documents exactly why and updates the moment that changes. Every route on this page is learned in the water, not typed into a box.

More room-by-room coverage lands in the guides hub as we verify it — per-stage routes with our own footage first, then difficulty breakdowns. Bookmark the homepage while you grind: the game updates almost daily right now, and every page on this site carries the date it was last checked.

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