Each clear is nine hazard rooms over flooded corridors, ending at Locked Exit. Checkpoints save between rooms. A death counter tracks fails, so retry from the last checkpoint instead of the whole map. You cannot skip rooms.
The October 23 in-game update panel is the source for the five new names, the monster counts, the top-100 rank tags, the best-time reset, and the 5 second shield after a revive. The Roblox listing was updated again on October 25, 2026. That later timestamp does not include a public list of extra rooms, so this page does not invent a second patch.
Launch rooms
| Room | Hazard | What to do |
|---|---|---|
| 1 Basic traversal | Gap jumps on square tiles | Learn your jump length. The creature circles in the water. Clean jumps do not need a pebble. |
| 2 Broken walkway | Two routes | Narrow ledges use short jumps. Wider pads need longer jumps. Pick one route and commit. |
| 3 Sinking platforms | Light pads drop | Keep moving. Dark-border or brown-rim pads stay put. Grab a pebble only from a safe tile. |
| 4 Rotating bridges | A spinning beam | Board when it swings into reach, ride it, and leave before it turns away. |
A separate Poolrooms route also uses the words Room 3 for a checkpoint, not necessarily for this sinking room. After the platforms between the large columns, a continuous yellow floor can show Progress saved together with Room 3, and a ROTATING BRIDGE sign after that. One two-player Easy run instead showed Progress saved with +30 Room 2 while entering stage 3. Read the words on the notice. The cash line is a reward label. It does not rename the save area, and it is not automatically the same number as room 3 in the nine-room index.
October 23 rooms
| Room | Hazard | What to do |
|---|---|---|
| 5 Moving Platforms | Pads shift on set paths | Step on when a pad lines up with the next landing, then leave before it carries you over water. |
| 6 Drifting Platforms | Pads drift | Stay centered and hop when the drift meets the next pad or a static ledge. |
| 7 Memory Bridge | Segments appear in a pattern | Watch one full cycle, then cross the tiles that were actually there. |
| 8 Crushing Walls | Walls close on a rhythm | Wait for the open gap. Do not hug the edge. |
| 9 Locked Exit | A lock, then a sprint | Finish the lock objective, then leave. Harder lobbies put more monsters and less time on this ending. |
Some writeups add extra rules for rooms 5β9, including lit memory tiles, arrow currents, a red wall warning, and a four-pillar camera code. Those steps are not in the October 23 panel text and they disagree with the Maintenance valve prompts, so they are not treated as the room rules here. If your client shows a different objective sentence, follow that sentence.
Difficulty changes the same nine rooms
Easy gives you more platforms and shorter levels, and it pays half coins. Normal is the standard spacing, with 3 monsters after October 23. The harder slot, labeled Hard or Nightmare, tightens the jumps and runs 5 monsters. More monsters pay more Coins. Best times from before this nine-room run were reset. Rank tags cover the top 100 times on the new layout.
Poolrooms-specific landmarks, including yellow arrows, the rotating strip, both valves, and the rising-water stairs, are written as actions in valves and the exit. Use them when those prompts are on your screen. They are not a second map pasted on top of rooms 5β9 without evidence.
