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DONT SWIM Level Walkthrough

Room-by-room tactics for the Poolrooms stages before the Worm shows up.

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DONT SWIM Level Walkthrough

How to use this walkthrough

Clear every stage without swimming, in order, until the Worm event unlocks. This page focuses on the recurring room types that show up in public runs and creator videos — rotating platforms, dark rooms, squish walls, rising water, chaotic platform grids, and sinking floors. Pair it with Controls for input discipline and Survive the Worm for the finale.

Patch notes can reorder or restyle rooms; when that happens we note it on the Updates hub. The movement lessons below still apply.

Global clear rules

  1. Centre-land every pad.
  2. Watch one full hazard cycle before your first commit in a new room.
  3. Coins are optional; dry clears are not.
  4. If a teammate blocks the only safe tile, wait — bumping is a silent killer in 20-player lobbies (Players).
  5. After the final stage clear, swap mental modes immediately for the Worm.

Rotating platforms

Threat: pads spin over open water, offering only brief aligned landing windows.

Plan:

  • Stand on the previous safe tile and track the rotation until a full square faces you.
  • Jump to centre mass, not the leading lip.
  • If you land on a corner, micro-walk inward before the next spin steals your footing.
  • Never chain two jumps without confirming the second pad’s angle.

Fail pattern: early jumps that clip the side and drop you into swim state.

Dark rooms

Threat: limited lighting hides gaps and water channels.

Plan:

  • Zoom out slightly and lower the camera to silhouette holes against lighter tiles.
  • Move in short segments; stop whenever you lose contrast.
  • Let a teammate scout only if they call clear paths — blind follow is how groups wipe together.
  • Listen for footstep changes; audio often telegraphs hollow panels.

Fail pattern: sprinting toward a dim “floor” that is actually open pool.

Squish / crushing walls

Threat: walls close on a cycle; red danger zones telegraph the crush.

Plan:

  • Identify the safe pocket first.
  • Watch an entire open → close → open loop.
  • Enter only on the open window, hug the safe colour, and exit before the next close.
  • Do not stand in doorways chatting — the cycle does not care about your conversation.

Fail pattern: panic jump into a closing red zone that bounces you into water.

Rising water

Threat: vertical safety disappears on a timer.

Plan:

  • Prioritise upward routes (ladders, block climbs, high ledges).
  • Skip coin detours until you are above the projected water line.
  • If two paths exist, take the one with more intermediate rests.
  • Call “water rising” in chat so stragglers stop sightseeing.

Fail pattern: lingering on a mid platform for loot while the pool eats the exit.

Scrub the mid-run footage below whenever a room type confuses you — chapter markers in popular clears match these beats closely.

Crazy platform grids

Threat: dense pads with awkward spacing and little recovery space.

Plan:

  • Plot a three-jump path before the first leap.
  • Prefer longer safe routes over stylish diagonals.
  • Keep camera yaw stable; constant spinning kills depth judgment.
  • If the grid includes moving pieces, treat each mover like a mini rotating-platform puzzle.

Fail pattern: diagonal hero jumps that look fine in third person until the hips clip water.

Sinking floors

Threat: tiles drop on contact or on a timer, forcing constant relocation.

Plan:

  • Keep moving toward pre-chosen exits.
  • Do not AFK flex or emote mid-tile.
  • When a tile starts sinking, leave early — late jumps from a falling floor shorten distance.
  • Spread out in groups so everyone is not fighting for the same rescue pad (Players).

Fail pattern: waiting for a perfect screenshot angle on a dying tile.

Difficulty ranking while you climb

Use the Tier List as a living heatmap. Rising water and squish rooms usually sit near the top for new accounts; dark rooms punish low brightness settings; rotating pads punish impatience. If you soft-fail the same room three times, change one variable only (camera, timing, or route) before retrying.

Co-op clear tips for crowded servers

  • Stagger jumps so you are not sharing mid-air collision.
  • Assign one “cycle caller” for squish rooms.
  • Leave a one-body gap on narrow pads.
  • Revive focus only if the game offers a fair rescue tool — do not dive into water to “help.”

After the last level

The walkthrough ends when stages are done. Your next tab should be Survive the Worm. Celebrating in chat is fine; standing still in the arena is not.

Clear dry, clear in order, and treat every new tile theme as a fresh hazard cycle until proven safe.

FAQ

Frequently Asked Questions

Quick answers for Poolrooms runs and Worm escapes.

Do I have to clear levels in order?

Yes. Each stage unlocks the next. Finish every level without swimming before the Worm encounter.

Which room type is hardest for beginners?

Most new players struggle with squish walls and rising water. Check the tier list for the current community ranking.

Should I collect every coin during a clear?

Only when the route is already safe. Coins are never worth an accidental swim fail.

What do I do when I finish the last level?

Switch immediately to Worm survival mode — read the Survive the Worm guide and keep moving.