Bobby's Daycare Chapter 1 Walkthrough
Night-by-night survival route for the five-night Chapter 1 clear.
Chapter 1 overview
Chapter 1 of Bobby’s Daycare [HORROR] is a five-night campaign. Survive the cleaning shifts, manage Bobby, and walk out with the rare Complete Chapter 1 badge (~9%). This walkthrough assumes you know the hard rules from Getting Started: sneak when Bobby is near, run/hide if spotted, never touch the red balloon, and rush dolls to the toy box.
Developers Ares & Kimchi (with Sushi Deluxe Studios) designed the loop around noise, chores, and teleports. Use headphones. Cross-check trash routing on Cleaning Tasks and stealth detail on How to Avoid Bobby.
Universal night openers (every night)
- Sprint the early window if Bobby is not roaming yet—bank trash and scan for dolls.
- Map hallway + room cans; spawns are either location.
- Assign or self-assign: listener for glitchy TV audio, doll runner for toy-box trips (Players).
- Soft-foot once roam begins; treat every unexplained glitch sound as a teleport until you see him.
- If aggroed: break line of sight, hide, wait, then resume the farthest unfinished task first when safe.
Night 1 — learn the daycare
Goal: Complete Your First Night energy. Learn hallways, hide props, and trash patterns without perfectionism.
- Clear visible cans nearest spawn while the opening is quiet.
- Practice sneak near any Bobby path even if he seems passive.
- Ignore “explore every prop” urges—balloon curiosity ends runs.
- If a doll appears, treat it as a priority delivery, not a souvenir.
- Finish remaining chores with controlled movement; do not celebrate loudly in voice chat if you still have cans left.
Night 1 deaths usually come from complacent sprinting after the free window ends. Reset habits here so Night 3 does not punish you.
Night 2 — respect the TV
Pressure rises. Walkthrough commentary repeatedly ties glitchy audio to Bobby teleporting out of TVs.
- When you hear the glitch, stop sprinting, check nearby screens / rooms, sneak around corners.
- Keep trash sweeps systematic: one wing hallway, then its rooms, then rotate.
- Co-op callers should ping “TV teleport” instead of screaming.
- Expect longer hide waits after a spot; do not peek early.
If you are still fuzzy on inputs, skim Controls between nights.
Night 3 — new friend pressure
Creepy kid / “new friend” moments show up more as nights deepen. They distract mid-task.
- Do not tunnel-vision on a single can while dialogue plays behind you.
- Doll runner stays laser-focused on toy box paths; everyone else creates space.
- Re-clear rooms you thought were done—panic drops cause missed trash.
- If the lobby is large, split into two quiet pairs instead of a noisy blob.
Night 3 is where undisciplined groups start wiping. Use Tier List priorities: balloon and doll remain S-tier even when new threats appear.
Night 4 — risky rooms first
Roam cycles feel longer. Smart crews clear dangerous or distant rooms early while stamina and nerves are fresh—exactly the idea called out in experienced commentary (“do the riskier job before he is fully online”).
- Identify far wings and balloon-adjacent rooms; clear their trash first when safe.
- Leave simple hallway cans as “safe leftovers” for after a chase cools down.
- Kiting is optional and veterans-only; beginners should hide, not hero.
- Watch for players who “help” by picking up dolls casually—correct them immediately.
Night 5 — S-tier finish
Night 5 is the prestige gate for Complete Chapter 1.
- Open with maximum early-window efficiency.
- Doll protocol is zero-tolerance; one explosion can erase a long night.
- Listener duty is mandatory in co-op—glitch sounds decide fights.
- After any spot, the whole squad soft-resets: no stacked footsteps out of the same hide.
- Resist end-of-night greed. If one can remains in a death hallway, wait for a roam gap.
- When the night completes, breathe. You joined a minority of janitors.
Mid-run recovery recipes
| Situation | Response |
|---|---|
| Spotted in a hall | Sprint to known hide, crouch/sneak, wait full disengage |
| Glitch sound mid-trash | Abort animation if needed, sneak to cover, reacquire Bobby |
| Doll in hand + aggro | Survive first; do not force toy box through a chase |
| Teammate grabs balloon | Call it out; assume the night may soft-fail—reset mentally |
| Lost can count | Resweep hallway then rooms; do not trust memory under stress |
Solo notes
Solo Chapter 1 is slower but cleaner on noise. Use the narrated full walkthrough video on this page for timing landmarks (Night timestamps roughly: Night 1 open, Night 2 ~6:30, Night 3 ~12:30, Night 4 ~19:30, Night 5 ~28:30 in popular guides). Pause between nights if your hands shake—jumpscares are part of the design.
After Chapter 1
- Track Updates for Chapter 2 / Benny’s Entertainment.
- Recycle roles and stealth habits; new maps still punish noise.
- Check Codes on event day (none live as of Nov 2026).
- Avoid leaning on scripts if you care about fair badges.
Related guides
Stay quiet. Finish before morning. See you on Night 5.
Frequently Asked Questions
Quick answers for surviving your overnight shift.
How many nights are in Bobby's Daycare Chapter 1?
Five nights. Completing all five is required for the rare Complete Chapter 1 badge.
What should I do first on each night?
Use the early window while Bobby may not roam yet to bank trash and spot dolls, then switch to sneak-first movement.
What does the glitchy sound mean?
It usually means Bobby teleported nearby through a TV. Stop sprinting, sneak, and reacquire his position.
Which night is the hardest?
Night 5 is the toughest for most squads due to denser roaming and task pressure. Clear risky rooms earlier in the night.