DONT SPLASH is a Roblox horror obby, which is short for obstacle course, set in flooded poolrooms. A run is made up of Stages, the sections of water and platforms you cross on the way to the exit. The monsters can't see you, but they hunt by sound, and every splash gives away your position. Understanding how each Stage works is the best way to get through a run without a splash.
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Which DONT SPLASH Platforms Are Safe to Stand On
The gaps between platforms are filled with water, so one missed step puts you in it. Light pads with no dark rim start dropping as soon as you stand on them, which makes them a step rather than a place to rest. Pads with a dark border stay put, so they're where you stop to look at what's ahead and plan your next jump. Learning to spot the difference at a glance is worth the time, because it's the difference between a clean crossing and a splash.
Timing Your Jumps Across the Stages
Many of the hazards repeat on a pattern. Some platforms follow set routes, bridges rotate, and walls close in on a rhythm. Watching one full cycle before you move shows you when the way is clear, and waiting for the right moment is usually better than rushing. Stay away from the edges where you can, because one slip near an edge is all it takes for a splash. Get your jump length down before you reach the tighter Stages.
Checkpoints, Deaths and Revives
A death counter tracks your fails during a run. When you fail, you don't go back to the start of the map. You retry from the last checkpoint, so one hard section doesn't mean replaying everything you've already cleared.
If you're revived, you get a brief shield. Use that time to get onto a pad with a dark border, since those are the ones that stay put.
Using Pebbles to Lure Monsters Away
Pebbles are your tool for drawing monsters off your path. You can grab one from a safe tile when you need a lure mid-room, and throwing one into the water makes a splash away from you. Monsters hunt by sound, so they go after that splash instead of you.
It's worth grabbing a pebble before you reach a tight spot, so you're not searching for one when a monster is already close.
Difficulty Levels and the Locked Exit
Lobby difficulty comes in Easy, Normal and Hard. Difficulty changes the size of the gaps, the number of monsters, and the pressure at the exit. Harder lobbies add more monsters and tighter timing, so there's less room for error.
If the later Stages feel too tough, start on Easy until they feel readable, then move up to Normal or Hard. The final Stage is the Locked Exit. To get out, clear its lock objective first, then reach the exit while the pressure is on.
FAQ
Can you skip a Stage in DONT SPLASH?
No. Every run goes through the Stages one after another until the Locked Exit opens, so a hard Stage can't be bypassed.
Is there a limit on how many pebbles you can carry?
No. Pebbles have no carry limit, so pick up every one you pass.

