Stage Walkthrough & Monster Survival Tips

DONT SPLASH walkthrough with stage-by-stage tips for monsters, broken walkways, moving platforms, memory bridges, and the four-number finale.

DONT SPLASH Walkthrough: New Stages and Monster Changes

Trying to clear the new DONT SPLASH stages without losing your footing? This DONT SPLASH walkthrough breaks down every hazard in the latest update, from broken walkways and sinking platforms to rotating bridges and the four-number finale. The update adds more monsters and fresh stages, so treat this DONT SPLASH walkthrough as your between-attempt checklist: read the platform pattern, time the jump, and only then move. Below you will find stage order, movement cues, monster-management advice, and quick-reference tables you can scan before your next run.

The update adds more than one roaming monster and a full set of new stages, while still letting you choose how many monsters you want to face. That makes monster count a comfort setting as much as a difficulty setting: pick a number you can track while you are also timing jumps, watching platform lights, and reading bridge rotations.

This DONT SPLASH walkthrough follows the route in the order it appears, but you can jump to any stage table if one section is giving you trouble. The route breaks into nine clear sections. The first half teaches movement, the middle tests timing, and the last two stages ask you to remember a pattern and solve a four-number objective.

DONT SPLASH walkthrough stage route at a glance

StageMain obstacleSafe approachSpeed-run note
Opening platformsSimple platform hopsJump from platform to platform at a steady paceUse it to build rhythm
Broken walkwayNarrow, broken pathPrefer the wider platformsOnly take a tighter line if you are confident
Sinking platformsPlatforms that sinkStand on platforms with black cornersScan the platform before landing
Rotating bridgeBridge rotationTime each jump as the bridge rotatesDo not rush the rotation
Moving platformsPlatform distance and timingWait for platforms to get closerEarly jumps are a speed-run risk
Drifting platformsDrifting movement plus monster pressureKeep jumping and time each landingDo not stand still for long
Memory bridgeLight patternWait for platforms to light up and follow the sequenceMemorize the pattern for speed
Crushing wallsWall hitsMove quickly and crossDo not linger in the crossing
Four-number finaleFinding numbersFind four numbers on the pillars and take a pictureComplete the picture before finishing

Stage-by-Stage Walkthrough

Below is the practical route for this DONT SPLASH walkthrough, grouped by the skill each stage tests. Do not move on until you can make the current jump without panic; later stages stack timing, memory, and monster awareness.

Opening Platforms, Broken Walkway, and Sinking Platforms

The opening platform section is the warm-up. Keep jumping from platform to platform and use it to set your rhythm. There is no need to overthink the route here; clean landings matter more than speed.

The broken walkway asks for route discipline. Take the wider platforms because they are easier and safer to cross. The narrower line may look faster, but it gives you less room to correct a bad jump. If you are unsure about a gap, reset your position and line up the next landing instead of forcing it.

Sinking platforms are easy when you scan first and jump second. Platforms with black corners are safe to stand on. If you cannot see a black corner, do not treat the platform as safe. Read the corners before you land, then commit to the next jump.

StageWhat to readSafe actionWhat to avoid
Opening platformsPlatform spacingHop at a steady pacePanicking or over-jumping
Broken walkwayRoute widthTake the wider platformsForcing narrow gaps
Sinking platformsBlack cornersStand only on marked-safe platformsTesting unmarked platforms

Rotating Bridge, Moving Platforms, and Drifting Platforms

The rotating bridge is a timing test. Time your jumps as the bridges rotate, and wait for a clean landing to come into reach. Pausing for one rotation is cheaper than a respawn. If a monster is nearby, check it before you commit to the next hop.

Moving platforms are the hardest and most annoying stage in the run. Be patient and stay focused. Wait until the moving platforms get closer before jumping onto them. The only time to force an early jump is if you are deliberately speed-running and accept the risk. For a normal clear, let the platform come to you.

Drifting platforms are tricky, but they are less difficult than the moving platforms. Keep jumping around and time each landing carefully. Your main job is to keep the monster from catching you while you wait for a clean landing window. Do not stand still for long.

StageJump cueWait cueMain risk
Rotating bridgeBridge rotation lines upBridge is mid-turnJumping into a moving gap
Moving platformsPlatform gets closerGap is still too wideRushing the jump
Drifting platformsLanding window opensMonster is too closeGetting caught while waiting

Memory Bridge and Crushing Walls

The memory bridge is a pattern test. Wait for the platforms to light up, because the lights show exactly where to step. Follow the pattern carefully. If you are not speed-running, there is no bonus for guessing. Watch the full sequence before you move, then repeat it. A failed memory check can end the run even if your jumps are clean.

Crushing walls are simpler but less forgiving. Avoid getting hit by the walls, move quickly, and cross. This is not a stage for sightseeing. Keep your movement decisive and do not stop in the middle of a crossing.

StageDo thisAvoid thisWhy it matters
Memory bridgeWait for platforms to light up and follow the sequenceGuessing the patternA wrong step can end the run
Crushing wallsMove quickly and crossStopping in the crossingYou need to avoid the walls

Four-Number Finale

The final stage changes the task. You need to find four numbers on the pillars and take a picture of them. Do not treat the finale as another pure platform test; the objective is information collection. Sweep the pillars, confirm you have all four numbers, and take the picture before you finish. If you lose track of one number, recheck the pillars rather than guessing.

Monster Count and Run Setup

Monster count is the first decision. More than one monster can roam, but you can still choose how many monsters you want to face. Start with a number you can monitor while you learn the platform route; increase it only when the stage timing feels automatic. A second monster changes your scan pattern more than your jump timing, so check both sides of the route before you land.

Use the setup table below as a default if you are still learning the stages. On the broken walkway, wider platforms are easier and safer. On moving platforms, patience beats pace. On the memory bridge, waiting for the lights is the normal clear. These choices are not flashy, but they are repeatable.

DecisionRecommended defaultChange it when
Monster countPick a number you can trackYou can clear the route while checking both sides
Broken walkway routeWider platformsYou are confident in a faster line
Moving platforms paceWait for platforms to get closerYou are intentionally speed-running
Memory bridge paceWait for the light patternYou have memorized the sequence for a speed run
Final stageFind four numbers on pillars and take a pictureNever skip the picture

Jump Timing and Platform Safety

Jump timing is the core skill in this DONT SPLASH walkthrough. Every stage gives you a cue: bridge rotation, platform proximity, light pattern, or wall movement. Your job is to wait for the cue instead of creating your own rhythm. The safest default is one jump at a time: land, check the monster, check the next platform, then jump.

Use a three-point scan before each landing: platform state, monster position, and exit route. On sinking platforms, the platform state is the black corners. On rotating bridges, it is the bridge angle. On moving platforms, it is the distance to the next platform. On the memory bridge, it is the light pattern. This scan costs a second but prevents the most common avoidable mistakes.

Speed-running is a separate mode of play. The moving platforms are the clearest example: waiting for the platform to get closer is the normal clear, while jumping early is a speed-run choice. If you are learning the route, do not mix the two. Clear the stage safely first, then decide whether the time save is worth the risk.

Monster awareness should be part of every jump, not a separate check. If a monster is close, skip the greedy jump and reset your angle. A slow clear is still a clear; a rushed landing is how a good run ends.

Final Stage Checklist

Use this final checklist to close out the DONT SPLASH walkthrough. The finale is about observation, not speed.

  • Find all four numbers on the pillars.
  • Take a picture of the numbers.
  • Confirm you have all four before finishing.
  • Do not leave the stage without the picture.

Once the picture is taken, you have completed the objective. If you missed a pillar, loop back and check it rather than guessing the missing number.

FAQ

How many stages does this DONT SPLASH walkthrough cover?

This DONT SPLASH walkthrough covers nine sections: opening platforms, broken walkway, sinking platforms, rotating bridge, moving platforms, drifting platforms, memory bridge, crushing walls, and the four-number finale.

What is the hardest stage in this DONT SPLASH walkthrough?

The moving platforms are the hardest and most annoying stage in the run. Wait for the platforms to get closer before jumping, and stay patient and focused. Only force early jumps if you are deliberately speed-running.

How do I cross the broken walkway safely?

Take the wider platforms. They are easier and safer to cross than the narrower line. Line up each jump and do not force a gap you cannot read.

How do I finish the final stage?

Find the four numbers on the pillars and take a picture of them. Confirm you have all four numbers before you leave the stage.