Laboratory
The Laboratory splits the level into four sealed sections and connects them with teleporters. It is the level type of Baldi’s Basics Plus where knowing the layout matters most, because the shortest way across the map is never a hallway. It can appear as level 4 or level 5. This guide explains sections, teleporters, faculty-only doors and the wormhole room.
How a Laboratory is built
A Laboratory level is divided into four sections. Faculty-only doors separate them, and teleporters link them. Each section has numbered posters, and the teleporter rooms show their numbers on the map, so you always know which section you are in and where a teleporter leads.
| Structure | What it does |
|---|---|
| Sections | Four parts of the level, each with its own classrooms and notebooks |
| Teleporters | One in each section; they can send you to any other section |
| Faculty-only doors | Let characters through but not you |
| Wormhole room | A room in the center that opens once you clear a section and throws anyone inside to random places |
Teleporters
You use a teleporter by pressing its button, which opens it. It can take you to any of the other sections. After use it needs 30 seconds before it can be used again.
- Characters can use them too. An NPC that walks into an open teleporter can be teleported as well, so a teleporter doesn’t guarantee you left Baldi behind.
- The cooldown is the danger. If you arrive at a teleporter with Baldi behind you and it is still recharging, you are stuck in a room with one exit.
- Plan the order. Since every teleporter reaches every section, pick a route that visits each section once instead of jumping back and forth.
Check the cooldown before you rely on a teleporter as an escape. Running into a recharging teleporter room is one of the most common ways to lose a life in the Laboratory.
Faculty-only doors
Faculty-only doors let characters pass but stop you. They only close when they detect you, which means you can get through them with the right item or trick. Since version 0.10 they also close more slowly, which opens up tricks like using a ’Nana Peel to slide through.
The developer’s changelog doesn’t list every trick, so here is what is confirmed:
| Way through | Why it works |
|---|---|
| ’Nana Peel | Named in the 0.10 changelog: the slower doors let you slide through before they shut |
| Portal Poster | Skip the door entirely by going through a wall |
| Teleporters | The intended way between sections |
Because the doors react to detecting you, other ways of staying unnoticed are worth testing on a quiet moment, ideally in the Explorer play style first.
The faculty-only doors also work against you: Baldi and other characters can walk through them freely, so a closed door between you and Baldi doesn’t mean he can’t reach you.
The wormhole room
In the center of the level is the wormhole room. It stays closed until all notebooks in a section have been collected. Once open, it pulls in anything nearby and sends it to a random location on the level. An indicator warns you a few seconds before something arrives where you are.
That randomness makes it a gamble. It can throw Baldi to the other side of the map, or throw him right next to you. Use the warning indicator: if you see one, move.
A route through the Laboratory
- Read the map. Note which section you start in, where its teleporter is and where the elevators are.
- Clear your starting section completely. Coming back later costs a teleporter trip and its cooldown.
- Teleport to the next section. Pick the order so that your last section is close to the elevators.
- Watch for wormhole arrivals. Once a section is cleared, the wormhole room opens and things start appearing at random.
- Know two ways out. Before the last notebook, have a teleporter and a backup item ready in case the first one is recharging.
Items for the Laboratory
| Item | Why it helps |
|---|---|
| Faculty Nametag | Keeps It’s a Bully, Playtime, Mrs. Pomp and the Principal’s rules off your back while you work a section |
| Portal Poster | A wall-shortcut when the doors are against you |
| BSODA | Pushes Baldi away in a teleporter room when the teleporter isn’t ready |
| Invisibility Elixir | Unseen passage through a door or a busy hallway |
| Map from Johnny’s Store | The layout of all four sections from the start |
See our item ranking for how these compare across the whole run.
Compared to other levels
Maintenance is about power and darkness, the Factory about routes that change, and the Laboratory about routes that jump. The Laboratory is the least forgiving of mistakes in planning, but the most forgiving of slow movement: once you know the order of sections, you spend little time in hallways. Read our guides to Maintenance and the Factory to prepare for whichever comes alongside it.
FAQ
Can Baldi use the teleporters?
Characters that enter an open teleporter can be teleported too, so yes, a chaser can follow you through.
Why can’t I open the faculty-only door?
Those doors let characters through but close when they detect you. Use the teleporters, or a trick such as a ’Nana Peel or a Portal Poster.
When does the wormhole room open?
It stays closed until all the notebooks in a section have been collected.
See all level types in the Floors & Levels section.















