Maps

DONT SPLASH Poolrooms Walkthrough

Cross the documented nine-room DONT SPLASH Poolrooms route from Pillar Hall through moving, memory, and crushing hazards to the changing Locked Exit.

The documented Poolrooms route has nine named rooms: Pillar Hall, Broken Walkway, Sinking Platforms, Rotating Bridge, Moving Platforms, Drifting Platforms, Memory Bridge, Crushing Walls, and Locked Exit. Create the party with Poolrooms selected, read every banner, and treat valve or transition sequences as part of the route even when a video’s chapter count differs.

Before entering

Use Easy for a first clear and keep the monster setting conservative. Switch to third person in the lobby if it makes platform edges easier to judge. Carry pebbles, know how to throw them away from your next landing, and agree on a rescue plan if you have teammates.

The route is sequential. Do not plan a shortcut directly to Locked Exit. Preserve at least one distraction for the final rooms, where a correct platform route can still be blocked by a creature near the landing.

Rooms 1–4: learn the platform language

Pillar Hall is the clean introduction. Follow the wall arrows and cross one platform group at a time. Line up from the center, check the water beside the landing, and avoid turning the camera in midair.

Broken Walkway presents ledges and gaps with different risk. Shorter hops can use narrower surfaces; wider surfaces can demand a longer jump. Choose the line you can repeat instead of switching routes halfway across.

Sinking Platforms starts a timer when you stand on a dropping surface. Keep moving across those tiles and use visibly stable, dark-bordered surfaces as pauses when your current build shows them. If a platform sinks before the next landing is aligned, jump back to stable ground rather than chasing it downward.

Rotating Bridge rewards patience. Watch one full alignment, board near the edge that comes to you, move with the rotation, and leave toward the exit side. Do not jump at the bridge while it is turning away.

Required noise and transitions

Several route recordings show valve machinery around the transition from the opening rooms. When a valve prompt appears, locate the creature first, choose a dry retreat, then hold the displayed interaction until the ring completes. Machinery can attract attention, so a teammate should watch the water while another player operates it.

Community sources disagree on whether to count this sequence as its own stage or as a connection between named rooms. The practical action is unchanged: follow the current prompt, complete both required interactions if your route shows them, and climb away from rising water without stopping to reconcile room numbers.

Rooms 5–8: combine movement and memory

Moving Platforms asks you to board surfaces that travel through the gap. Wait for the near edge, land toward the center, and leave only when the next surface is arriving. Keep the creature away from the landing before beginning the cycle.

Drifting Platforms changes position while you are already committed. Use small camera corrections and avoid walking to the edge too early. If two platforms pass, wait for the combination that gives the widest landing.

Memory Bridge requires observation before movement. Study the safe route while it is visible, divide it into short groups, then cross in that order. In a party, everyone watches before the first avatar blocks the view. Do not replace the displayed pattern with a route memorized from a video.

Crushing Walls is a timing room. Watch the open-close cycle from stable ground, choose the next protected pocket, and move during a full opening. If you arrive late, stop in safety rather than squeezing through a closing gap.

Room 9: Locked Exit

Search for four painted numbers and equip the camera. Photograph each number so the CODE display fills one slot at a time. Digits can repeat and the value is generated for the run; a number from a video is not a solution.

Keep checking the water while searching. Use a pebble to move the creature away from the side of the room you need to inspect. When all four slots are accepted and the door opens, leave immediately. The focused Locked Exit guide covers camera prompts, missing slots, and team roles.

Watch the route once

This no-commentary playthrough is useful for seeing scale, moving surfaces, and the ending. Use it to recognize room shapes, not to copy a random exit number or assume every platform cycle is identical.

KeeTee's October 26, 2026 playthrough shows the expanded Poolrooms route. Check your current banners and use your own Locked Exit numbers.

Common failure fixes

If you miss ordinary jumps, change camera view and start from the platform center. If sinking surfaces beat you, identify the stable pause points before moving. If a moving platform leaves early, watch a full cycle. If Memory Bridge fails, memorize groups of two or three positions rather than one long path. If Crushing Walls catch you, wait for a complete opening instead of following another player blindly.

If the monster blocks a correct route, solve that separately. Throw a pebble away from the landing, wait for movement, then cross. A route problem and a creature-position problem need different fixes.

Version limits

The five later room names were published on an October 23 in-game update panel, and several late-October runs show the same nine-name sequence. Older footage can describe fewer rooms, while some videos chapter transitions differently. The named banner in your run is the useful identifier.

Poolrooms may change again after the November updates. New modes named only in an event title are not included here because their rules were not published by the official record.

Frequently asked questions

How many Poolrooms rooms are there?

Nine named rooms are documented in the expanded late-October route. Transitions and valve machinery can make video chapter counts differ.

Can I skip to Locked Exit?

No current route evidence supports skipping the sequential rooms. Clear the hazards in order.

Is there one exit code?

No. Photograph the four numbers in the current run. Digits may repeat.

Sources checked

Continue with another focused DONT SPLASH guide.

Maps

DONT SPLASH Bathhouse Map

Cross all ten documented DONT SPLASH Bathhouse rooms, from sinking baths and moving dividers to memory paths and The Last Treatment exit puzzle.

Maps

DONT SPLASH Farm Map

Follow the documented 18-stage DONT SPLASH Farm route, read each door rule, use pumpkins carefully, and escape through the Rotten Silo lift.

Maps

DONT SPLASH Locked Exit Code

Solve the DONT SPLASH Locked Exit by finding and photographing four numbers in your own run; there is no universal code to copy.