Teddy Chapter 1 Nursery
The daycare that taught a generation of Roblox kids to crouch.
Chapter 1 is the Nursery — a bright daycare with blocks, a mint-colored box, ride-on toys, and crawl spaces you can use to break line of sight. It is the chapter with the most awarded escape badge for a reason. The map is readable. The bear is still lethal if you sprint the hallway like a simulator. This walkthrough is the classroom route.
Vote and mode
Force Nursery when two or more people in the lobby are new. Vote AI for the first clear. Player Teddy on this map is a tutorial for the hunter, not for you. Nightmare Nursery is the fairest Nightmare pairing because paths are short; still read Nightmare mode before you click it.
Watch the drop-off cutscene once. Mom leaves. The teddy on the set does not stay furniture. After that, the win is leave the daycare with the locks open, not “hide until the credits.”
Room logic
Spawn rooms and the playroom are your first ring. Grab visible keys. Unlock the nearest progress door before you tourism the whole wing. The playroom that does not need a key is a staging area: blocks, the mint box, a ride. You can break chase here if you already crouched — see controls. You cannot live here for the whole timer.
Crawl toys and low gaps are the Nursery signature. If a space looks too small, crouch. If you stand up inside it, you will pop like a toast and the AI will notice. Kick blocks only when they open a path or a hide, not because physics is funny. Funny physics is how a vent becomes a wall.
Purple or colored keys match colored locks. If you are color-uncertain, type the object (“key by the cot”) instead of the hue. Do not carry two keys past a lock that wants one. Pass it. The how to escape page is the generic discipline; this chapter is where you practice it.
Audio and doors in a bright map
Brightness tricks people into sprinting. Do not. The bear still hears you. Close wooden doors on the way out of a key room. AI Teddy pays a little time on those doors. That time is a teammate’s interact.
Hiding in the first closet beside the drop-off is a beginner tax. Every human Teddy checks it. Use a crawl toy deeper in the ring, then leave when the audio passes. The hide-spot tool repeats this so you do not invent a new coffin.
Last lock and exit
Nursery’s last door is where four kids arrive together and die together. Send one body to the lock. One body watches the hall. Walk, do not sprint, for the last ten seconds. If a teammate is down, leave anyway unless you are in a roleplay lobby. The Chapter One badge is the point of this vote.
If you are Teddy, honey the last approach and the crawl the kids just used twice. Do not honey the spawn rug. How to play as Teddy is the honey textbook.
After Nursery
Mark the chapter on the chapter checklist. If the badge did not toast, you did not exit — spectating is not a win. Next vote is either another Nursery for a friend or Chapter 2 Grizzly Camp if the group can stay quiet in the dark. Do not jump to Zoo because the thumbnail is cuter. Cute maps are wide.
Nursery is also the map you return to when a seasonal event needs a short queue. Keep the route boring. Boring is the Chapter One win rate staying in your favor.
Frequently Asked Questions
Quick answers players ask after a failed escape.
What is the first chapter I should beat?
Nursery. It is the documented daycare and the most common badge. Start from [Getting Started](/guides/getting-started/) if the lobby UI is still new.
Where do I crouch in Nursery?
Any toy gap or vent that looks too small while standing. Left Control on PC, per [controls](/guides/controls/).
Does Nursery have unique tools like batteries?
No. Batteries and silver tools are [Toy Store](/guides/chapter-3-toy-store/) problems. Nursery is keys, doors, and crawls.
Can I hide in the playroom the whole time?
You can. You will not escape. Hiding is a window, not a win condition.