+1 Speed Monkey Escape official Roblox artwork with monkeys running an obstacle course
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One route from the lobby to the tsunami+1 Speed Monkey Escape

All 9 Sunken Shard locations in +1 Speed Monkey Escape

The nine Sunken Shards are spread across the lobby and five later course areas. Two pickups are designed around falling, so a death after the counter advances is progress, not a failed attempt. Collecting all nine unlocks the x2 Speed Treadmill. It does not award a temporary x2 potion.

Reviewed 2026-08-25Focused game guide
Quick answer

What should you do first?

Take both lobby shards first, then collect the grey-platform drop, both Stage 4 shards, the Stage 6 water drop, both Stage 7 green-area shards, and the final shard in the tsunami section. Watch for the “Collected X/9 Sunken Shards!” counter after every touch; once it reaches 9/9, return to the lobby and use the unlocked x2 Speed Treadmill. Shard pickups remain counted after a death.

Decision table

All nine Sunken Shards in route order

Finish the two lobby stops before entering the course. At the two drop pickups, confirm the counter before worrying about the respawn.

StopLandmarkPickup moveConfirmation
1. Lobby boardThe upgrades and Top Robux leaderboard block beside spawnWalk behind the board and check the back corner.Counter changes to 1/9.
2. +128 ledgeThe large vertical booster marked +128 in the lobbyUse the booster to reach the upper ledge, then check its corner.Leave the lobby at 2/9.
3. Grey-platform gapThe small grey platform and open gap early in the courseLine up over the shard and deliberately drop through it.The pickup remains counted even if the fall kills you.
4. Stage 4 wallThe tall booster route and large wooden wall in Stage 4Reach the wall, move around it, and check directly behind it.Do not continue upward until the counter moves.
5. Stage 4 exitThe top of the vertical boosters leading toward Stage 5At the top, turn left and follow the platform to its far end.You should enter the next section at 5/9.
6. Stage 6 waterThe second central platform and middle cube over the waterMove to the cube edge and drop through the shard into the water.The death does not remove the sixth pickup.
7. First green dropThe cluster of green platforms near the end of Stage 7Use the middle platform, look into the first green opening, and drop onto the shard.Respawn with 7/9 on the counter.
8. Side green dropThe small side ledge beside the last green platform in Stage 7Move to the outside edge and take the second green-area shard.Leave Stage 7 at 8/9.
9. Tsunami centerThe third central platform in the tsunami sectionReach the platform, check its right-side corner, and touch the shard.The counter reaches 9/9 and the treadmill unlocks.
Decision table

Fix the route that is stopping you

A missing shard, a slow climb, and a failed drop have different fixes. Check the counter before repeating the whole course.

ProblemLikely causeNext move
A shard is not visibleThat pickup already registered on this account.Read the X/9 counter and continue from the next uncollected stop.
The booster climb failsCurrent Speed is below what the section expects.Train in the lobby, respawn, and retry instead of forcing the same jump.
A drop ends in deathThe route intentionally places some shards over fatal water or gaps.Check whether the counter advanced; if it did, move on after respawning.
The counter did not advanceThe character passed beside the shard or the server did not register contact.Rejoin a fresh server, return to that exact landmark, and pass through its center.

Collect both lobby shards before starting the course

The first shard is tucked behind the upgrades and leaderboard structure near spawn. The second is above the lobby beside the large +128 booster. Taking both now gives a clean 2/9 checkpoint and prevents a needless full-course return later.

Use the displayed counter as the save record. A shard that has already been collected may no longer render for that account, so an empty corner does not automatically mean the guide is wrong.

Treat the grey gap and Stage 6 water as pickup drops

The third shard is below the grey-platform gap, and the sixth sits off the center platform over the Stage 6 water. For both, the correct move is to fall through the shard rather than search for a safe floor beneath it.

Look for the counter message during the fall. Once it advances, the pickup is saved; the following death simply returns the character to a checkpoint. If the number stays unchanged, adjust the line so the character passes through the center of the shard.

Clear the two Stage 4 stops before moving to Stage 5

Stage 4 contains two separate pickups. One is behind the large wooden wall reached from the faster booster route. The other is at the top of the vertical boosters, along the left platform toward Stage 5.

Check for 5/9 before leaving this section. These two are easy to collapse into one location when rushing upward, which is why many otherwise complete runs finish on 8/9.

Stage 7 has two different green-area shards

The first is taken from the middle of the green-platform group. The second is farther out beside the last green platform on a small side ledge. They are separate pickups, not two descriptions of the same spot.

Collect the central one, respawn if the drop kills the character, and return for the outside ledge. The counter should read 8/9 before entering the tsunami section.

Finish at the tsunami and claim the x2 Speed Treadmill

The last shard is on the third central platform in the tsunami section, in the right-side corner. Do not leave after merely landing on the platform; move into the corner and wait for 9/9.

After the final pickup, return to the lobby training area. The collection reward is access to the x2 Speed Treadmill, which improves the training route. It is not a limited-duration x2 Speed Potion and does not need a code screen.

Train before retrying a speed-gated section

If a vertical booster or long platform repeatedly falls short, the route is probably asking for more base Speed. Stop retrying from the same number, train in the lobby, then re-enter the course after the stat increases.

A fresh server is the better fix only when a visible shard refuses to register or the counter behaves inconsistently. It will not compensate for a genuine Speed shortfall, and it will not erase pickups already saved to the account.

How this was built

Methodology and limits

The route was checked against an August 10 written nine-location walkthrough, then compared with a current complete video route and the live Roblox experience identity. Location descriptions use visible course landmarks rather than unsupported coordinates. The counter and current map remain authoritative if a later course update moves a platform.

Sources checked for this update

These sources were reviewed on 2026-08-25. Rankings and recommendations are our synthesis, not official grades from the developer.

Quick answers

+1 Speed Monkey Escape guide FAQ

What do you get for all 9 Sunken Shards in Speed Monkey Escape?

Reaching 9/9 unlocks the x2 Speed Treadmill in the lobby training area. The reward is treadmill access, not a temporary potion code.

Do Sunken Shards reset when you die?

No. A pickup stays counted after death once the X/9 counter advances. This is important for the grey-platform and Stage 6 water drops.

Why is a Sunken Shard missing from its location?

Collected shards can stop rendering for that account. Check the X/9 counter first; if the number already includes that stop, continue to the next location.

Why can I not reach a Sunken Shard booster?

Your current Speed may be too low for that climb. Train in the lobby, respawn, and try again after the stat increases rather than repeating the same jump.