DONTSPLASH

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The Bathhouse: ten rooms and a door that wants four numbers

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Ten rooms, ten one-line rules, and an exit that will not open until you have photographed four numbers. This page is the Bathhouse as three recordings from 7 November 2026 show it, in the order one NORMAL run walked the rooms.

What shipped, and when

The card gave a window of 15:00:36 to 16:00:36 UTC on 7 November 2026 and the build record moved at 15:21:02Z, 20 minutes into it — the same pattern as the Farm map, where the build landed 27 minutes before the card's window opened. The earliest upload that shows these rooms is timestamped 16:29 UTC, 68 minutes after the build.

Three uploads from that first hour and a half agree with each other: one is a 19-minute NORMAL walkthrough with a chapter list of ten room names, one opens on THE PATTERN BATH mid-crossing, and one starts on THE SETTLING BATHS. They are different players on different difficulties, and they print the same room names and the same lines under them. None of the three opens CREATE PARTY, so nothing on this page claims which tile starts a Bathhouse run.

The rule has not changed. The card's description ends the way every card in this game ends: Can you make it to the end? There's only one rule: DON'T SPLASH!

The ten rooms, in the order one NORMAL run walked them

Every number and name below is a room in the Bathhouse. The middle column is the line the game prints under the room name, copied as it appears; the right column is what that line means for your feet, not a rule the game states.

#RoomThe line printed under the nameWhat it punishes
1The Settling BathsThe baths sink while you stand on them. Keep moving.Standing still is the failure. Cross each bath before it drops.
2Collapsing DividersJump between the breaking dividers and sinking baths.Two things are on a timer: the divider you are leaving and the bath you are landing on.
3The Gliding BenchesTime your jumps onto the moving benches.The bench has to arrive. Jumping at a gap that is still opening is the usual mistake.
4The Turning BathsRide the turning dividers. Jump to the next bath.The dividers rotate, so the safe edge moves with them.
5The Transfer GalleryTransfer between the turning dividers and moving benches.Both earlier mechanics at once — a rotating divider hands you to a travelling bench.
6The Settling TransfersThe transfers move and sink. Keep jumping.The platform sinks as well as travels, so the clock starts when you land.
7The Pressure GalleryWatch the warning lights. One lane stays open.Read the lights before you move: the lanes close in sequence and one is always open.
8The Pattern BathWatch the safe tiles light up. Remember the path.Memory, not reflex. A number over the floor gives the tile count for that run.
9The Recall ChamberRemember the safe path. The baths also sink.The same memory test with the sinking floor added, so a slow crossing loses the tiles.
10The Last TreatmentPhotograph the four numbers to open the exit.Photograph four numbers to fill the CODE display, then leave through the door.

Read the banner, then move. Each line names the thing that kills you in that room: a sinking floor, a divider that breaks, a bench that has not arrived yet. If a room surprises you, the line you skipped is usually the answer.

Two rooms make you remember a path

THE PATTERN BATH and THE RECALL CHAMBER are the only rooms here that are a memory test rather than a movement test. Both light a set of tiles, ask you to hold them in your head, and then expect you to cross on those tiles only.

  • THE PATTERN BATH prints Watch the safe tiles light up. Remember the path. Two runs on the same day printed different counts over the floor: 7 in the NORMAL walkthrough and 3 in the EASY one. The count is per run, so read it before the lights start.
  • THE RECALL CHAMBER prints Remember the safe path. The baths also sink. The count we read there was 6. The difference from the room before is the floor: it drops while you cross, so a path you remembered but walked slowly is still a fall.

Standing still while the tiles are lit is free. That is the whole trick in both rooms — the lights are the only copy of the answer you get.

The exit asks for four photographs

The last room is not a jump. THE LAST TREATMENT prints Photograph the four numbers to open the exit. and the job is the one the Poolrooms' locked exit already asked for: four digits painted around the room, one photo per digit, a CODE display that fills slot by slot.

One frame from the EASY upload shows the display complete, reading CODE 8 1 8 1, so a digit can appear twice and the four slots are not four different numbers. We have not read this door's display from empty to open in one uncut stretch, so treat the count of numbers in the room — four — as the one thing the banner states and the layout as unread.

The Poolrooms' version of the same door, with the numbers we read on the pillars, is on the rooms and stages page.

What two result panels say

Two escapes, two difficulties, one day:

RunRooms clearedEscapeThird lineTotalBalance after
NORMAL — 32:16+995+200Daily bonus +751,2703,903
EASY — 16:56+766+150No Pebbles left this run9161,904

Three things are worth knowing before you plan coins around this map.

  • The rooms-cleared line is not the Farm ladder. A NORMAL Farm escape pays 900 for eighteen doors on a 30 / 50 / 70 ladder. The NORMAL Bathhouse panel paid 995 for ten rooms, and 995 does not divide into those rates. We have not read a single Bathhouse door toast next to a room number and a difficulty, so we are not publishing a per-door rate for this map.
  • The daily bonus is a line that can go missing. The NORMAL panel carried Daily bonus +75; the EASY one carried No Pebbles left this run in that space instead, and no daily line. The balance on the second panel — 1,904 after +916 — still adds up, so the total is the number to trust.
  • EASY prints its own rule. Under the total the EASY panel reads EASY PAYS HALF COINS, and both of its reward lines are lower than the NORMAL ones: 766 against 995, and a 150 escape against 200.

Other result-panel lines — the ones that pay for helping a teammate, and the ones that do not follow the run at all — are broken down on the coins page.

What is still unread

  • Which tile starts it. The card says new map; the last CREATE PARTY panel we hold listed POOLROOMS and a locked FARM and predates the build. Open the panel before you queue and read the MAP row.
  • Whether the lobby gained a fourth mode card. The card's title says GAMEMODES, plural. Every lobby frame we hold shows three difficulty cards, and none of them postdates the build.
  • The per-door rate. Two settlement totals are read; not one door toast is tied to a room number and difficulty in the same frame.
  • Whether the ten rooms run in a fixed order. Three uploads agree on the order, which is three samples, not a guarantee.
  • What THE PRESSURE GALLERY's lights do beyond the one line on its banner. We have the prompt and nothing behind it.

The cheap checks: read the MAP row in CREATE PARTY, read the difficulty cards beside it, and photograph your own door toast at the first exit.

Questions

Frequently Asked Questions

How many rooms are in the DONT SPLASH Bathhouse?

Ten, and the count comes from two places that agree. A full walkthrough uploaded on 7 November 2026 lists ten chapter names, and its run passes them in that order; an EASY run in a second upload shows a room toast reading Room 10 at the end. We read the banner itself for all ten names, each with its one-line rule, and no recording shows an eleventh room after THE LAST TREATMENT.

Is the Bathhouse a new map or part of the Poolrooms?

The card calls it a new map and places it inside the Poolrooms — GAMEMODES + NEW MAP with the subtitle ESCAPE THE BATHHOUSE, described as going deeper into the Poolrooms and entering The Bathhouse. What we cannot answer yet is which tile starts it: the three uploads from the first 90 minutes after the build all begin inside a run, and none of them shows the CREATE PARTY panel. The last panel we read, from footage recorded earlier the same day, listed two map tiles, POOLROOMS and a locked FARM.

How do you open the exit in the Bathhouse?

The last room, THE LAST TREATMENT, prints Photograph the four numbers to open the exit. It is the same job as the Poolrooms' locked exit: four numbers are painted around the room, the camera fills one slot per photo, and the door opens when the display is complete. One recording shows the display filled as CODE 8 1 8 1, so a digit can repeat. We have not read the Bathhouse door's own four slots from empty to open.

How much does a Bathhouse run pay?

Two result panels read on 7 November 2026: a NORMAL escape at 32:16 paid Rooms Cleared +995, Escape +200 and Daily Bonus +75 for 1,270, leaving 3,903 coins; an EASY escape at 16:56 paid Rooms Cleared +766 and Escape +150 for 916, with the panel's own line EASY PAYS HALF COINS, leaving 1,904. The per-door rate is unread — no recording shows a door toast we could tie to a room number and a difficulty at the same time — so do not carry the Farm ladder of 30, 50 and 70 a door across to this map.

Does the Bathhouse need Robux or a game pass?

Nothing on the store surface changed when it shipped. The pass list held the same thirteen passes with the same updated stamps as 3 November, the Fall Pack was already on sale with its 14 November description, and the asset record still prices the game at 0 Robux. If the map sits behind a progress gate the way FARM does on a fresh account — that panel printed a padlock reading BEAT NORMAL 0/2 — we have not read that gate for the Bathhouse.

Sources and checked dates