Set the lobby up for a solo learning run
The lobby shows one card per difficulty. Pick EASY, leave PARTY SIZE at one, and start the run. EASY carries the RECOMMENDED label and pays half coins, which is the right trade for a first attempt: you are buying information, not income.
If the camera sits too close to see the floor ahead, use the 3rd Person board near the spawn area before you queue. It is the only camera control in the game, and the wider view is what lets you judge a landing you cannot see in first person. We have not confirmed which input the board uses; if walking past it does nothing, look for an on-screen prompt before you start a run.
Step 1: read the room before you jump
Every stage opens with its name on screen and, sometimes, a short ProTip line. PILLAR HALL, for example, tells you to stay low and move around the columns to hide. Read that line before moving; it is the only in-game hint about what the next room punishes.
Step 2: cross one platform at a time and trust the prompt
Platforms sink and water rises. The sure rule is the prompt, not the colour of a tile: when the panel warns that platforms are going under in 5 or 30 seconds, the floor you are standing on is temporary.
Cross one platform at a time and keep the next landing spot in view. Jumping two tiles ahead is how most first runs end, because the second tile may already be submerged.
Step 3: throw a pebble before you touch a valve
Carry pebbles into the level and use them as a decoy. Select the pebble slot, aim at open water away from your route, and click to throw: the game's own prompt reads CLICK to throw when a supply with a throw path is selected. The creature walks toward the splash, which buys you the seconds you need at the valve.
Pebbles start with three splashes per throw at level 0, so a single pebble is not unlimited noise. Do not spend one on a puddle the creature is already standing in.
DONT SPLASH Guide!
Video by TonyCool
Picking up and throwing a pebble to pull the creature away from the valve. Watch on YouTube
Step 4: hold E on both valves
Two valves stand between you and the exit. Walk up, hold E until the valve finishes turning, and expect the noise to pull the creature toward you. The safe pattern is: throw a pebble away, wait for the creature to commit to that sound, then open the valve.
If a valve is already open, do not re-open it. Move to the next one and keep your route short.
Step 5: leave the moment the water warning appears
The water is on a timer, not a health bar. When the prompt says the platforms are going under, stop collecting, stop checking side rooms, and take the shortest dry path to the exit.
The result panel appears after the escape and lists rooms cleared, the escape line and any one-time bonuses. That panel is the page worth reading carefully once, because it decides whether your next run is EASY again or NORMAL.
If a valve does not turn
Check three things in this order. First, you have to be within reach of the handle; standing a platform away and holding E does nothing. Second, hold the key rather than tapping it, because the valve turns over a second or two. Third, count the valves: the exit opens only after both are open, so one valve turning does not mean you are done.
If the creature is standing between you and the second valve, do not try to open it through the creature. Throw a pebble away from the valve, wait for it to commit to that sound, then walk up.
Two habits that end first runs
- Opening a valve while the creature is close. The valve is loud. Without a decoy, you are handing it your position.
- Waiting on a sinking platform to see what happens. The 5-second warning is not a suggestion; the platform goes under.
If the creature is already beside you
Move away from the water and around cover rather than toward the next valve. Opening anything while it is on you makes the noise worse. Pebbles still work as a redirect if you have one left.
If you go down
Three buttons appear: buy a self rescue for 29 Robux, BLEED OUT, or ASK FOR HELP. With no teammates, asking for help does nothing, so the choice is between Robux and ending the run. On a learning run, ending it is usually cheaper; the coins you lose are one EASY payout, and you keep the knowledge.
What the first result screen tells you
An EASY escape pays 100 coins for rooms cleared and 50 for escaping. Two further lines can appear once: a 150 first-escape bonus and a 50 daily bonus. Those two do not repeat, so a second EASY run pays the 150 base unless a bonus is still unused.
If you want the free boost before spending anything, join the official Boros Games group: it grants 200 coins and one self rescue, once per player. It is not required to finish a run.