Turn six red valves
A valve opens the TURN THE VALVE input with a red wheel and a marked sector; the aim is to point the arrow at the mark. On PC the two inputs are shown as Q and E, on mobile as tap targets. Completing one adds 1 to VALVES.
The Pool Rooms objective after the 2026-10-24 revamp, read from two recordings published on 2026-10-25 and 2026-10-26 and checked 2026-10-31.
Pool Rooms is two half-objectives on one HUD line: STATUES 0/6 and VALVES 0/6. You turn red wall valves through a short aiming input, carry statues to pedestals, and the objective line changes to ESCAPE THE GRATE once both are full. The gate then lifts into a green exit volume and walking into it ends the run.
Both counters were three before the 2026-10-24 update. The official change list names “PoolRooms Revamp & Expansion”, which is the only first-party statement about this map, and it publishes no layout, no spawn rule and no reward.
Read from two recordings made after the 2026-10-24 update, and compared with what the same map showed before it.
| Field | Before the revamp | After 2026-10-24 |
|---|---|---|
| Objective counters | STATUES 0/3 · VALVES 0/3 | STATUES 0/6 · VALVES 0/6 |
| Objective line after the last placement | ESCAPE THE GATE! | ESCAPE THE GRATE |
| Valve input | Turn the valve (form not recorded on this site) | "TURN THE VALVE" with an arrow to line up on a marked sector |
| Statue handling | Three statues on three bases | Six statues carried as inventory items and placed on pedestals |
The pre-revamp column is the wording this site published for Pool Rooms until 2026-10-24, taken from the 2026-10-17 all-maps run. The post-revamp column is read from the two recordings named on this page. If a guide still says three statues and three valves, it is quoting the older build.
Each step is one counter movement. Nothing here is a route: neither recording establishes fixed valve or statue positions.
A valve opens the TURN THE VALVE input with a red wheel and a marked sector; the aim is to point the arrow at the mark. On PC the two inputs are shown as Q and E, on mobile as tap targets. Completing one adds 1 to VALVES.
STATUE items are picked up from the floor and held in an inventory slot, and more than one can be carried at a time. Placing one on a PEDESTAL adds 1 to STATUES. The counters count placements, not pickups.
When the sixth statue is placed the objective line changes to ESCAPE THE GRATE and the gate lifts into a green exit volume. Walking into that volume ends the run.
[TWO DETAILS THAT SAVE TIME]
The 2026-10-26 recording, which shows the full sequence from both counters empty to the escape result screen.
| Time | What the screen shows |
|---|---|
| 00:00 | HUD reads STATUES 0/6 · VALVES 0/6 inside the white-tile corridors. |
| 01:18 | First valve completed; VALVES 1/6. |
| 02:53 | All six valves are done on this run; VALVES 6/6 while STATUES is still 0/6. |
| 03:38 | First statue placed; STATUES 1/6. |
| 04:34 | Objective line switches to ESCAPE THE GRATE. |
| 04:44 | "YOU ESCAPED" with "you got out... this time.", plus a LEVEL UP banner. |
| 04:49 | "EVERYONE MADE IT OUT" with "2 / 2 ESCAPED" because both players reached the exit. |
Four gaps that would change how you play, and that no source read for this page closes.
Neither recording establishes fixed valve, statue, pedestal or start positions. The corridors are symmetric white tile with no signage, so this page gives the search order the HUD provides instead of coordinates it cannot support.
No monster comes into frame in either run. Players hear growls and discuss where the Locust is, which is not evidence that it spawns here. The lobby monster picker is the only confirmed control over which monster a match uses.
Neither recording shows a death on this map. Forest is the only map where this site has observed a reset, so no claim is made here.
Both runs show a LEVEL UP banner at the escape and a coin and candy counter in the corner. No source publishes how much of either a Pool Rooms escape is worth, or how the candy currency is spent.
Six of each. The objective HUD reads "STATUES x/6 · VALVES y/6" in two recordings published 2026-10-25 and 2026-10-26, both made after the 2026-10-24 update. The earlier build read three and three, so any guide quoting x/3 is describing the pre-revamp map.
It is no longer the wording. In both post-revamp recordings the objective line changes from the statue and valve counters to "ESCAPE THE GRATE" once the sixth statue is placed, and the gate lifts into a green exit volume. The pre-revamp wording was "ESCAPE THE GATE!".
No order is enforced on screen. One recorded run reached VALVES 6/6 while STATUES was still 0/6; the other placed statues while valves were still incomplete. The objective line only changes after both counters finish.
The counters behave as match-wide numbers rather than per-player ones. In the 2026-10-26 run one player placed four statues while the second finished the valves, and both counters tracked that combined work through to a result screen reading "2 / 2 ESCAPED". No recording here shows a private per-player counter, but no source states the ownership rule outright, so treat the counters as shared and split the work.
Not confirmed. Both recordings checked for this page play a full Pool Rooms run with no monster on screen: players hear growls and talk about where the Locust is, but nothing comes into frame. No source read here states which monsters can spawn on which map.
Not confirmed for this map. Neither recording shows a death on Pool Rooms, so this page does not claim that counters survive or reset. On Forest, a recorded death did reset both counters to 0/5, which is the only map-specific reset observed on this site.
The other maps use different objective chains, and the monster pages explain what is hunting while you run them.