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.

FeatureWhat changedWhat it means for your run
Monster presenceMore than one monster can roam a stageYou need to track both the platform and the monster lane
Monster countYou choose how many monsters to faceYou can separate learning runs from pressure runs
Stage varietyNew stages include broken walkways, sinking platforms, rotating bridges, moving platforms, drifting platforms, a memory bridge, and crushing wallsEach section asks for a different timing skill
Sinking-platform safetyPlatforms with black corners are safe to stand onRead the corner marking before you commit to a landing
Final objectiveFind four numbers on pillars and take a pictureThe 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 goalMonster setting to start withWhat to focus on
First look at a stageFewer monstersPlatform layout, safe corners, and jump distance
Learning the memory bridgeFewer monstersThe light pattern and a repeatable route
Practicing speedHigher monster count only after the route is reliableClean jumps and quick decisions, not blind rushing
Final-stage attemptsFewer monsters if the pillar search is newFinding 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.

StageMain hazardSafer approach
Easy platform hopsSimple gapsKeep a steady jump rhythm and avoid rushing the next platform
Broken walkwayNarrow or broken pathFavor wider platforms; they are easier and safer to cross
Sinking platformsFalse footingStand only on platforms with black corners
Rotating bridgeMoving bridge timingWait for the bridge to rotate into a clean landing position before jumping
Moving platformsPlatforms that shift and close the gapBe patient; jump when the platform gets closer
Drifting platformsTiming plus monster pressureKeep jumping around the route, time each landing, and check the monster before committing
Memory bridgeA pattern you must rememberWait for platforms to light up; the lights show where to step
Crushing wallsMoving wall damageMove quickly and cross; do not hesitate in the wall's path
Number pillarsObservation under pressureFind 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.

ProblemFixWhy it helps
Jumping onto moving platforms too soonWait for the platform to get closerYou shorten the jump and keep more landing room
Forgetting the memory bridge patternWait for the lights before steppingThe lights reveal the safe platform order
Getting caught on drifting platformsCheck the monster before each jumpYou avoid landing in a lane the monster is already using
Missing the timing on the rotating bridgeWatch the bridge rotate before movingYou learn when the landing surface is actually open
Panicking at the crushing wallsCommit to a quick crossingHesitation keeps you in the wall's path longer
Stepping on a bad sinking platformRead the black corners firstThe safe platform is marked before you land
Losing track of the four numbersScan pillars in a fixed orderA 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 phaseChecklistWhy it matters
Before the first jumpSet monster count to match your goalYou control the pressure before the stage controls you
On broken walkwaysChoose wider platformsStable landings reduce recovery jumps
On sinking platformsConfirm black cornersThe marking tells you where you can stand
On bridge and platform stagesWatch one full timing cycleYou learn the safe window instead of guessing
On the memory bridgeWait for lights if not speedrunningThe pattern becomes readable
At the final stageFind four numbers and take a pictureThe 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.