Teddy Chapter Checklist
A second-screen list so “did we do the cog?” is not a debate at the gate.
Copy this list into notes or keep the page open. Tick mentally. The wiki will not save your checks. That is fine. The point is a shared language for a six-player callout.
Before every vote
- Place ID is
5901440255— official links. - Mode is chosen on purpose — modes tier.
- Crouch works — controls.
- Shop is closed until after the round — shop.
Chapter 0 Uncle Henry mansion
- Cutscene win condition heard.
- First ring of spawn rooms swept.
- First key or tool used on the nearest progress door.
- Last lock walked, not sprinted.
- Exit taken. Walkthrough: Chapter 0.
Chapter 1 Nursery
- Playroom used as a break, not a house.
- Crawl toys used crouched.
- Colored keys matched to locks.
- Spawn closet skipped as a hide.
- Exit taken. Walkthrough: Chapter 1.
Chapter 2 Grizzly Camp
- Cabins swept before the treeline.
- Doors closed on the way out.
- Item called in four words.
- Chase broken with a cabin, not a straight sprint.
- Exit taken. Walkthrough: Chapter 2.
Chapter 3 Toy Store
- Battery carried to a powered interact.
- Silver tool carried to a non-key fixture.
- Aisles crossed at the ends.
- Last door walked.
- Exit taken. Walkthrough: Chapter 3.
Chapter 4 Zoo
- Fish delivered to the exhibit interact.
- Cog delivered to the mechanical gate.
- Family or rescue stops ticked.
- Open yards crossed at the edge.
- Exit taken. Walkthrough: Chapter 4.
Chapter 5 Pizza Place
- In-world prompts trusted; no invented item names.
- Named tools carried like fish or batteries.
- Ring sweep from spawn.
- Notes added for the next lobby.
- Exit taken. Walkthrough: Chapter 5.
Event extra
- Holiday pickup added last, not first — events.
Last-lock card (every map)
- One interactor.
- One watcher.
- Walk.
- Leave even if a teammate is down, especially in Nightmare.
If a row stays empty, you are not ready to vote that chapter. Open the walkthrough instead of the zoo thumbnail. When every row is boring, you are ready for the maps tier to move up a letter.
This checklist is also a hunter document. If you are Teddy, the rows are the interacts you should camp. See how to play as Teddy.
Voice calls and this list
Assign one person to read the next unticked line. Everyone else plays. If the reader starts giving a speech, they have become a hide. Swap the reader after each lock. Hunters can listen too: the next line is their camp.
If your group hates lists, you will still wipe on fish. That is allowed. This page exists for the nights you want the badge more than the bit. Pair it with how to escape when the list is done and the door is not.
Keep this page next to the badge checklist so a finished chapter becomes a toast, not a feeling.
After a wipe
Do not delete ticks you already earned. Only clear the line you failed. If fish was delivered and the cog was not, the next vote starts at the cog. That is how Camp groups stop repeating cabin one. Pair the remaining lines with how to survive if the wipe was a hug, not a missing tool.
Frequently Asked Questions
Quick answers players ask after a failed escape.
Does this page save my ticks?
No. Copy it or remember it. The value is the shared list, not an account system.
What if our chapter has an extra tool?
Add a line. Later maps and events do that. Do not delete the last-lock card.
Should hunters use this?
Yes. The rows are camp spots. Pair with [how to play as Teddy](/guides/how-to-play-as-teddy/).
Where is hide information?
On the [hide-spot tool](/tools/hide-spots/).
What if we find an extra tool?
Add a line. Do not delete the last-lock card. Later chapters and [events](/updates/events/) do this.
Can one person run the list while others play?
Yes. That is the point. Swap the reader after each lock so they do not become a closet.