DONT SPLASH is a horror platformer on Roblox where you cross flooded rooms while a monster hunts anyone who makes a splash. Your Equipment is the set of items you carry to deal with it: Pebbles, Bottles, the Wind-up Toy, the Flare, and the Rescue Rope. Some of them pull the monster away from your path, one briefly stuns it, and the rope helps a teammate who gets into trouble. Knowing what each one does before your first run will make the early rooms much easier to get through.
Equipment
Equipment
Pebbles
A starter throwable that sends the entity toward small splashes away from you.
- Unlock Cost
- Starter
- Uses and Supply
- No carry limit. Refill from gray stone clusters; extra pebbles cost 5 Coins for 1 or 25 Coins for 5.
Bottles
A throwable that makes a loud splash to draw the entity to a distant spot.
- Unlock Cost
- 150 Coins
- Uses and Supply
- No carry limit. Unlocking it includes 3 free uses.
Rescue Rope
A reusable rescue tool for pulling a teammate onto a platform from farther away.
- Unlock Cost
- 250 Coins
- Uses and Supply
- Permanent unlock; reusable once per room.
Wind-up Toy
A decoy that waddles through the water and makes noise as it goes.
- Unlock Cost
- 300 Coins
- Uses and Supply
- No carry limit. Unlocking it includes 3 free uses.
Flare
A flare that briefly stuns the entity and creates an opening to move.
- Unlock Cost
- 450 Coins
- Uses and Supply
- No carry limit. Unlocking it includes 3 free uses.
How Equipment Works Against the Monster
The monster can't see you. It listens to the water instead, so any splash you make sends it sprinting straight to that spot.
Each piece of Equipment does one of three jobs. Pebbles, Bottles, and the Wind-up Toy are lures, since their splashes and noise pull the monster away from the path you want to take. The Flare is a stun that briefly stops the monster, which is a different job from pulling it somewhere. The Rescue Rope has nothing to do with the monster at all, because it pulls a teammate out of a hazard.
Lures only work when they land in water, so aim for open water away from your route. The idea behind all of it is simple: the monster goes wherever the noise is, so a splash in the right place buys you room to move.
Which Equipment Matters Most
Pebbles matter most because you start with them and you'll lean on them more than anything else. Bottles and the Wind-up Toy step in when a single pebble won't do the job. A Bottle makes one loud splash that can pull the monster a long way from your route, which helps when you need a clear stretch. The Wind-up Toy keeps making noise as it moves through the water, so it suits holding the monster's attention through a longer crossing.
The Flare is for the moment the monster is already coming for you, when a lure would be too slow. The Rescue Rope is the one piece that helps someone else, so it matters the moment a teammate gets stuck.
How to Get Equipment
Pebbles are the one piece you start with. When you run low, you can restock them from the gray stone clusters you find in rooms, or buy more from the shop. The other tools are sold at the Equipment stall for Coins: Bottles, the Wind-up Toy, the Flare, and the Rescue Rope.
Coins come from clearing rooms, so clearing rooms is how you pay for new tools. Bottles, the Wind-up Toy, and the Flare each come with a limited number of uses. The Rescue Rope works differently because it's a permanent unlock. Once you buy it, it's yours for good.
How Upgrades Work
Upgrades are bought at the Upgrades stall with Coins. You have to buy them in order, so you can't jump straight to the top. Throwing Range, Pebble Skipping, and Rescue Speed are available from the start, but Toy Battery, Flare Radius, and Rope Reach only open once you own the matching item.
Upgrades make the Equipment you already have work better, so you don't have to buy new tools to get more reach. Throwing Range sends pebbles and bottles farther, and Pebble Skipping gives each pebble more splashes. Rescue Speed gets a teammate out of a hazard faster. Toy Battery keeps the Wind-up Toy running longer, Flare Radius lets flares reach farther, and Rope Reach lets you throw the rope farther.
When to Use Your Equipment
Save your lures for the water crossings where you really need the monster somewhere else. A pebble spent on a jump you could make quietly is one you won't have when a dangerous crossing comes up. Throw before you step into the water, not after. The monster heads for a splash as soon as it hears one, so if your lure is already pulling it away when you move, you get a clear path.
The Rescue Rope can only be used once per room, so don't count on a second rescue in the same room.
FAQ
Can you throw a pebble at the monster to stop it?
No. A pebble that hits the monster's body does nothing. It only works when it lands in open water and the splash draws the monster there.
Can a Flare stop the monster for good?
No. The stun lasts only a few seconds, and the monster can't be stunned again right away, so use that window to get clear.
Do solo players need the Rescue Rope?
Not right away. The rope is only useful when a teammate gets stuck, so if you're playing alone there's no one for it to save. Spend your Coins on lures and upgrades first, then buy the rope once you're playing with a group.



