New Update: Stages & Monsters Guide
Tour the DONT SPLASH update: new stages, more monsters, safe platform routes, and practical tips for moving platforms, memory bridges, and crushing walls.
What Changed in the DONT SPLASH Update
The DONT SPLASH update changes the rhythm of every run by adding new stages and putting more than one monster on the map. If you have only played the older version, that jump in pressure can turn a simple platform hop into a panic jump. This guide breaks down the DONT SPLASH update stage by stage, with practical routes, monster-management advice, and the small timing rules that keep you alive.
The headline change in this DONT SPLASH update is monster pressure. More than one monster can roam around, but you can still choose how many monsters you want to face. That control matters: a learning run should not feel like a race. Lower the monster count while you memorize platform layouts, then raise it when your jumps are consistent. The new stages and more monsters are not just extra content; they change how you read a route, because a safe jump can become a trap when a monster enters the same lane.
| Feature | What changed | What it means for your run |
|---|---|---|
| Monster presence | More than one monster can roam a stage | You need to track both the platform and the monster lane |
| Monster count | You choose how many monsters to face | You can separate learning runs from pressure runs |
| Stage variety | New stages include broken walkways, sinking platforms, rotating bridges, moving platforms, drifting platforms, a memory bridge, and crushing walls | Each section asks for a different timing skill |
| Sinking-platform safety | Platforms with black corners are safe to stand on | Read the corner marking before you commit to a landing |
| Final objective | Find four numbers on pillars and take a picture | The finale tests observation after the platform rush |
The update mixes movement tests with one observation test. Most stages ask you to jump, wait, or move quickly; the final stage asks you to find four numbers on pillars and take a picture. Do not treat that finale as a victory lap. After the crushing walls, your hands may still be in race mode, so make a deliberate switch from jumping to scanning.
Set Monster Pressure Before the First Jump
Before you judge the DONT SPLASH update by its hardest section, set your monster pressure to match your goal. If you are learning the broken walkway or the memory bridge, fewer monsters give you room to watch the floor and the pattern. If you already know the route, a higher count adds the one thing that makes platforming tense: a second thing to check before every jump.
| Run goal | Monster setting to start with | What to focus on |
|---|---|---|
| First look at a stage | Fewer monsters | Platform layout, safe corners, and jump distance |
| Learning the memory bridge | Fewer monsters | The light pattern and a repeatable route |
| Practicing speed | Higher monster count only after the route is reliable | Clean jumps and quick decisions, not blind rushing |
| Final-stage attempts | Fewer monsters if the pillar search is new | Finding all four numbers without route panic |
Monster count is a difficulty dial, not a score. A clear run with fewer monsters still teaches you the stage. Once you can cross the moving platforms without hesitating, add pressure. The reverse order — raising monsters before you know where to land — creates messy attempts and makes it harder to learn from a mistake.
Stage-by-Stage Routes and Timing Tips
The stage list in the DONT SPLASH update rewards patience more than raw speed. Use the table as a route plan, then read the notes below for the stages where a single early jump causes most of the trouble.
| Stage | Main hazard | Safer approach |
|---|---|---|
| Easy platform hops | Simple gaps | Keep a steady jump rhythm and avoid rushing the next platform |
| Broken walkway | Narrow or broken path | Favor wider platforms; they are easier and safer to cross |
| Sinking platforms | False footing | Stand only on platforms with black corners |
| Rotating bridge | Moving bridge timing | Wait for the bridge to rotate into a clean landing position before jumping |
| Moving platforms | Platforms that shift and close the gap | Be patient; jump when the platform gets closer |
| Drifting platforms | Timing plus monster pressure | Keep jumping around the route, time each landing, and check the monster before committing |
| Memory bridge | A pattern you must remember | Wait for platforms to light up; the lights show where to step |
| Crushing walls | Moving wall damage | Move quickly and cross; do not hesitate in the wall's path |
| Number pillars | Observation under pressure | Find four numbers on the pillars and take a picture |
The easy platform stage is a warm-up, not a free pass. Use it to establish a rhythm: look one platform ahead, jump, land, and settle before the next jump. On the broken walkway, the wider platforms are the safer route even if they look slower. A longer route with a stable landing beats a shortcut that leaves you fighting for footing.
Sinking platforms have one of the clearest rules in the update: platforms with black corners are safe to stand on. Read the corners before you jump, not after you land. On the rotating bridge, watch the bridge complete enough of its turn to give you a landing surface. The common mistake is jumping because the gap looks open, not because the bridge is actually ready.
Moving platforms are the patience check. Wait until the platform gets closer before jumping onto it. If you jump as soon as you see it, you may clear the gap but land with no recovery space. The same logic applies to drifting platforms, except you also need to track the monster. Time the jump, check the lane, and only then commit.
The memory bridge changes the pace. If you are not speedrunning, you can wait for the platforms to light up. The lights show you exactly where to step, so follow the pattern instead of guessing. The crushing walls reward decisiveness: avoid getting hit, move quickly, and cross. The final stage then asks for four numbers on pillars and a picture. Scan the pillars in a set order so you do not lose track of which numbers you have already found.
Fixes for the Toughest Stages
The hardest moments in the DONT SPLASH update usually come from jumping early, not from a lack of speed. The fixes below are small changes you can apply on the next attempt.
| Problem | Fix | Why it helps |
|---|---|---|
| Jumping onto moving platforms too soon | Wait for the platform to get closer | You shorten the jump and keep more landing room |
| Forgetting the memory bridge pattern | Wait for the lights before stepping | The lights reveal the safe platform order |
| Getting caught on drifting platforms | Check the monster before each jump | You avoid landing in a lane the monster is already using |
| Missing the timing on the rotating bridge | Watch the bridge rotate before moving | You learn when the landing surface is actually open |
| Panicking at the crushing walls | Commit to a quick crossing | Hesitation keeps you in the wall's path longer |
| Stepping on a bad sinking platform | Read the black corners first | The safe platform is marked before you land |
| Losing track of the four numbers | Scan pillars in a fixed order | A repeatable search prevents double-checking |
On moving platforms, patience is not slow play; it is mistake prevention. The stage gets easier when you stop treating every platform as a jump you must take immediately. On the memory bridge, waiting is built into the route. If you try to memorize the pattern while rushing, you add two tasks — recall and timing — to the same jump. Let the lights do the work first.
Drifting platforms are less difficult than moving platforms, but they punish lazy landings. Keep jumping around the route, time your jumps carefully, and make sure the monster does not catch you. If you see the monster closing in, reset your next landing instead of chaining another jump. The extra second is cheaper than a failed run.
Monster Awareness, Speed, and Safe Routing
A clean DONT SPLASH update run depends on where you look. With more than one monster roaming, you cannot watch only the platform in front of you. Build a simple scan: check the next landing, check the monster lane, then jump. On a wide platform, this scan is easy. On a rotating or moving platform, shorten it to a quick glance so you do not miss the timing window.
| Run phase | Checklist | Why it matters |
|---|---|---|
| Before the first jump | Set monster count to match your goal | You control the pressure before the stage controls you |
| On broken walkways | Choose wider platforms | Stable landings reduce recovery jumps |
| On sinking platforms | Confirm black corners | The marking tells you where you can stand |
| On bridge and platform stages | Watch one full timing cycle | You learn the safe window instead of guessing |
| On the memory bridge | Wait for lights if not speedrunning | The pattern becomes readable |
| At the final stage | Find four numbers and take a picture | The objective changes from movement to observation |
Speedrunning changes the advice, but it should not change the order of learning. Learn the safe route first, then remove waits. On moving platforms, the safe version is to wait for a closer platform; the speed version is to jump earlier and accept a tighter landing. On the memory bridge, the safe version is to wait for lights; a speed attempt may force you to move before the full pattern appears. Do not mix those two mindsets in the same attempt.
- Pick fewer monsters when a stage is new.
- Use wide platforms on the broken walkway.
- Treat black corners on sinking platforms as your safe-zone marker.
- Wait for the platform to come closer on moving platforms unless you are deliberately speedrunning.
- Let the memory bridge lights reveal the route.
- Cross crushing walls with purpose; hesitation costs more than movement.
- Scan the final pillars in a fixed order.
FAQ
What is the biggest change in the DONT SPLASH update?
The DONT SPLASH update adds new stages and allows more than one monster to roam. You can still choose how many monsters you want to face, so the best first step is to lower the count while you learn the layouts.
How should I set the monster count?
Start with fewer monsters when a stage is new. Raise the count after you can cross the platforms without hesitating. On the memory bridge, a lower count keeps your attention on the light pattern instead of splitting it between recall and monster pressure.
Which stage is the best practice for timing?
The rotating bridge and moving platforms teach timing best. On the rotating bridge, wait for a clean landing surface. On moving platforms, wait for the platform to get closer before jumping; that habit carries over to drifting platforms and the final rush.
What happens in the final stage?
You need to find four numbers on the pillars and take a picture of them. Scan the pillars in a set order so you do not lose track of which numbers you have already found.
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