Poolrooms Objective and Red Key Guide
Quick answer
Poolrooms objective walkthrough for red key searches, 3 statues, 3 valves, gate checks and possible softlocks. Exact coordinates still need gameplay proof.
Quick answer
If you are in Poolrooms, treat the objective as a map-specific route: find the needed key state, check the 3 statues, check the 3 valves, then return to the gate and confirm what changed. If the red key seems missing, recheck side rooms, corners, shelves, ledges, room exits and any area that opened after a lever or valve. Exact item coordinates are not verified, and the current official update names FUN mode, Admin Abuse only in FUN, a new map and Locust/Boiled AI improvements, so older Poolrooms route notes still need fresh gameplay proof.
Poolrooms objective walkthrough
- Confirm you are in Poolrooms in the current build, not the Manor route, FUN mode route or a different new map.
- Sweep the first room and side corridors for the current key color before forcing the gate.
- Check all 3 statues and record whether each one is inactive, activated or already completed.
- Check all 3 valves and record the before-and-after state for nearby paths, water-room access or gate progress.
- Return to the gate after each statue, valve or key step instead of assuming the next room changed in front of you.
- If the gate stays closed, compare the missing statue, missing valve, lock color and death/revive state before restarting.
Red key recovery checklist
- Note every colored key already found.
- Return to each padlock and check whether another color opens it first.
- Revisit rooms that changed after a lever, statue or valve.
- Search low and near doorway edges before leaving a room.
- If you died, confirm whether the key reset, stayed collected or moved.
- If no progress changes after a full sweep, restart and record the room order.
What to record
| Clue | Example note |
|---|---|
| Room shape | long pool hall, square room, side corridor |
| Key color | green, purple, yellow, red, blue |
| Lock color | color on padlock or door |
| Lever state | before lever, after lever, second lever |
| Statue state | statue 1/3 active, statue 2/3 missing, all statues checked |
| Valve state | valve 1/3 turned, valve 2/3 unchanged, all valves checked |
| Gate state | closed, unlocked, opened after statue/valve/key step |
| Death state | before revive, after revive, restarted run |
Possible causes
- The red key is in a side room that looks optional.
- A lever opens a new search area after the first sweep.
- A statue or valve is incomplete, so the gate has not updated yet.
- Another key color must be used before the red route becomes visible.
- The item reset after a death or revive.
- The run may have entered a softlock after an update bug.
Gate and softlock recovery
If the gate stays closed after the route appears complete, do one structured recovery pass before calling it a softlock. Recheck the 3 statues, recheck the 3 valves, return to every colored lock, then confirm whether a death or revive reset an earlier pickup. If the same gate state remains after a full sweep and no new interaction appears, restart and record the room order, statue count, valve count, key colors and gate state.
What this page does not claim yet
This page does not publish a guaranteed red key coordinate, statue coordinate or valve coordinate. Those need repeatable gameplay proof. Its job is to capture the search intent now and give players a better Poolrooms objective path than "unknown".
Current-version verification target
The next gameplay capture should first prove Poolrooms reachability in the current build, then focus only on Poolrooms: record the first room, every key pickup, every padlock, every lever, all 3 statues, all 3 valves, the red key state, gate behavior, death/revive behavior, Locust/Boiled AI behavior and exit trigger.
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