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.
| # | Room | The line printed under the name | What it punishes |
|---|---|---|---|
| 1 | The Settling Baths | The baths sink while you stand on them. Keep moving. | Standing still is the failure. Cross each bath before it drops. |
| 2 | Collapsing Dividers | Jump 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. |
| 3 | The Gliding Benches | Time your jumps onto the moving benches. | The bench has to arrive. Jumping at a gap that is still opening is the usual mistake. |
| 4 | The Turning Baths | Ride the turning dividers. Jump to the next bath. | The dividers rotate, so the safe edge moves with them. |
| 5 | The Transfer Gallery | Transfer between the turning dividers and moving benches. | Both earlier mechanics at once — a rotating divider hands you to a travelling bench. |
| 6 | The Settling Transfers | The transfers move and sink. Keep jumping. | The platform sinks as well as travels, so the clock starts when you land. |
| 7 | The Pressure Gallery | Watch the warning lights. One lane stays open. | Read the lights before you move: the lanes close in sequence and one is always open. |
| 8 | The Pattern Bath | Watch the safe tiles light up. Remember the path. | Memory, not reflex. A number over the floor gives the tile count for that run. |
| 9 | The Recall Chamber | Remember the safe path. The baths also sink. | The same memory test with the sinking floor added, so a slow crossing loses the tiles. |
| 10 | The Last Treatment | Photograph 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:7in the NORMAL walkthrough and3in 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 was6. 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:
| Run | Rooms cleared | Escape | Third line | Total | Balance after |
|---|---|---|---|---|---|
| NORMAL — 32:16 | +995 | +200 | Daily bonus +75 | 1,270 | 3,903 |
| EASY — 16:56 | +766 | +150 | No Pebbles left this run | 916 | 1,904 |
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 carriedNo Pebbles left this runin 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.