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Stages and rooms
Room hazards, sinking pads, rotating bridges, and the maintenance valves.

Stages and rooms
Each run has five hazard rooms above flooded corridors, then a maintenance lock with two valves. Lobby difficulty changes gap size and exit pressure after the valves.
Room index
Five sequential rooms in a clear. Focus is the hazard that fails the room. Tip is the short habit that keeps you dry. Detail under the table covers pad reads, bridge timing, and the two-valve exit.
| # | Room | Focus | Tip |
|---|---|---|---|
| 1 | Basic traversal | Gap jumps | Learn timing |
| 2 | Broken walkway | Path choice | Narrow vs long |
| 3 | Sinking platforms | Keep moving | Dark border = safe |
| 4 | Rotating bridges | Timing | Ride, then exit |
| 5 | Maintenance lock | Both valves | Then sprint exit |
1. Basic traversal. Square tile platforms over water. Simple directional leaps. Get your jump length down before the tighter rooms.
2. Broken walkway. Checkpoint prompt: narrow ledges with short jumps, or wider pads that need max-distance leaps. Pick one route and commit.
3. Sinking platforms. Light pads sink under weight. Dark-border or brown-rim pads stay. Cross without stopping. Grab a pebble on a safe tile if you need a lure mid-room.
4. Rotating bridges. Spinning beam bridges. Land as a bridge swings into reach, then leave before it rotates out. Wait for alignment instead of panic jumping.
5. Maintenance lock. Open both valve machines (Hold E). Machines are loud and can pull aggro. After both open, a timed hazard starts. Reach the exit before panels fail.
Checkpoints and valves
Checkpoints save between rooms. After both valves, Normal opens a safer timed path while Hard or Nightmare sinks panels instead. Solo order is usually right valve, left valve, then sprint exit.
Progress saves between rooms. A death counter tracks fails during the run, so retry the hard section from the last checkpoint instead of the whole map.
On Normal, opening both pipes raises or opens a safer path under a timer. Keep moving and do not stand at the second valve. On Hard or Nightmare, ground panels go unstable or sink instead of rising after both valves. Sprint the exit and bring pebbles for the walk between valves.
For solo, right valve first, then left, then exit usually works. If the room looks flipped, swap the order.
Related: Beginner for splash rules, or Equipment for pebbles and rope.
FAQ
How do I tell sinking pads from safe pads?
Sinking pads look light without a dark rim and start dropping when you stand on them. Pads with a dark border stay put.
What unlocks Hard or Nightmare?
Clear Normal to unlock the harder difficulty. The lobby label may say Hard or Nightmare depending on the build.
Do both valves always start a timer?
Yes. The second valve starts exit pressure. The window is short (about 20 seconds on Nightmare). Watch the room, not a stopwatch.
Can I skip rooms?
No. Runs are sequential. Clear each hazard until the maintenance lock opens the exit.