Tools

Teddy Hide Spot Notes

Windows, not homes — closet tax by chapter.

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Teddy Hide Spot Notes Tool

A hide is a ten-second tool. These notes stop you from turning it into a lifestyle. Pair them with how to survive and the chapter checklist.

Universal tax

  • First closet beside spawn is checked by every human Teddy and many AI pathing loops.
  • The same crate two rounds in a row is a memory test you will fail in Player mode.
  • A hide longer than the audio pass is a timer donation.
  • Nightmare small Teddies can share baby paths. A “safe vent” may not be safe. Nightmare.

Chapter 0

Treat it like a small Nursery. Deep furniture beats spawn furniture. Leave when the growl passes. Walkthrough: Chapter 0.

Chapter 1 Nursery

Crawl toys and low rides are the real hides. The mint-box playroom is a break, not a house. Cot-side closets next to drop-off are bait. Crouch before you enter a gap or you will pop. Chapter 1.

Chapter 2 Grizzly Camp

Cabins beat trees. A dark corner feels safe and plays like a dead end. Hide on the far side of a cabin you can exit through a second door. If there is no second door, you built a coffin. Chapter 2.

Chapter 3 Toy Store

Stock rooms and low shelves. Mid-aisle is not a hide; it is a lane. Do not bury yourself in a toy bin that blocks the battery you still need. Chapter 3.

Chapter 4 Zoo

Service counters and interior rooms. Boardwalk benches are decoration. A hide that is a forty-second walk from the cog is how eight minutes vanish. Chapter 4.

Chapter 5

Unknown floor, same tax. If a hide has one exit, skip it. Trust prompts, then leave. Chapter 5.

Hunter read

If you are Teddy, this page is a search order. Check spawn closets first. Check last-lock furniture second. Do not tour every decorative bush. Honey the hide kids just used twice. How to play as Teddy.

Event maps

Holiday props create new boxes. They also create new checks. Assume the cute present pile is the first place a human bear looks. Events.

Practice without a timer

In an empty AI Nursery, walk into the spawn closet, then walk out and name a better hide. Do that twice. You have now deleted the tax. Repeat on Camp with a two-door cabin. Repeat on Toy Store with a stock room that still has a battery path. That drill is shorter than a wipe and longer than a tip you will forget.

If a friend “mains hiding,” send them this page and the how to survive contract. Hiding mains become spectators. Exit mains get badges.

If you remember one line, remember this: hide, then continue the ring. The how to escape page is the rest of the skill. Closets do not earn badges. Exits do.

Mobile hides

On a phone, a hide you cannot leave quickly is worse than on keyboard. Crouch binds fight the camera. Prefer two-exit rooms listed per chapter above. If you play mobile in Zoo, skip boardwalk benches entirely. The controls page is the bind list; this page is only the furniture.

Mobile hides

On a phone, a hide you cannot leave quickly is worse than on keyboard. Crouch binds fight the camera. Prefer two-exit rooms listed per chapter above. If you play mobile in Zoo, skip boardwalk benches entirely. The controls page is the bind list; this page is only the furniture.

FAQ

Frequently Asked Questions

Quick answers players ask after a failed escape.

Where is the best hide in Nursery?

A crawl toy away from spawn, used for a short window. Not the first closet.

Should I hide the whole timer?

No. You will miss the [chapter checklist](/tools/chapter-checklist/) and the badge.

Do hides work in Nightmare?

Less. Small Teddies share baby paths. Move sooner.

Is this an ESP map?

No. It is notes. We will not invent room coordinates we cannot verify.

Should I hide after every key?

Only if audio is in the room. Then continue the ring in [how to escape](/guides/how-to-escape/).

What hide should Teddy check first?

Spawn closets, then last-lock furniture. See [how to play as Teddy](/guides/how-to-play-as-teddy/).