Schoolhouse Levels

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The first three levels of every Hide & Seek run in Baldi’s Basics Plus take place in the school. The layout is new every time, but the building blocks are always the same: classrooms, faculty rooms, hallways full of lockers and doors, and a few special rooms. Learn what each piece does, and any school level becomes readable at a glance.

1, 2 and 3Levels
4, 7, 9Notebooks
5, 7, 9 minTime limits
0.14.5Checked for version

The three school levels

Level 1 Level 2 Level 3
Notebooks 4 7 9
Time limit 5 minutes 7 minutes 9 minutes
Special feature Water fountains in every classroom A locked room with the Bus Pass Vents, and the field trip before it

Since version 0.11, levels 2 and 3 can also generate structures that mostly belong to the later levels, so you may meet a lockdown door or a roto-hall before you ever see a Factory.

Rooms

Room What to know
Classrooms Green on the map. They hold notebooks, usually behind an activity, and a sign outside shows which one
Faculty rooms Red on the map. Often hold items and YTPs, but entering them breaks a school rule
Principal’s office Where detention happens, and where the Party event takes place
Library A premade room with an echo when you enter
Cafeteria A large room with a raised ceiling; dropped ’Nana Peels can spawn here
Playground An outdoor area; the Principal doesn’t enforce the hallway rules here
Supply closet Gotta Sweep’s home, behind a “Supplies” door
Locked rooms Faculty rooms with a shaped lock that need a key and hold valuable items

Hallway objects

Object Use
Blue lockers Hiding spots, but Baldi pulls you out if he hears you get in
Storage locker One per level in a random hallway spot; holds your three stored items. Closing it is loud
Swinging doors Yellow doors that don’t block Baldi’s view; usually about one per hall
Vending machines Take a Quarter and give an item; they run out of stock
Pay phone With a Quarter, plays static that keeps characters away
Water fountains Restore stamina
Windows Block sight while intact; some can be broken

Vents on level 3

Level 3 adds vents. Some rooms have a vent entrance that pulls in anyone who steps into it, carries them through winding ducts and drops them out of a ceiling exit elsewhere on the level. Inside, you hear a metallic bang at every turn, and when you come out, the exit makes a noise Baldi can hear.

  • Characters can’t see you while you are inside a vent.
  • Other characters can use vents on their own or follow you in during a chase.
  • On the advanced map you can pin a vent’s entrance and exit as a pair, so you remember where it leads.

Students and lost items

Students wander near classrooms. Each one causes a lost item to appear somewhere else in the school. Pick it up and bring it back for a YTP reward that grows with every student you help in a round. On level 1, where Baldi is slow and the school is small, students are one of the best ways to build up YTPs for later.

Reading a school level

  1. Use Baldi’s countdown. Get out of sight of the elevator while he counts to ten.
  2. Open the map. Find the green classrooms closest to you and plan a loop.
  3. Check the signs. Each classroom sign shows its activity, and a neon BONUS sign means an extra question.
  4. Pick up Quarters and YTPs on the way. They pay for items and help in the Pitstop.
  5. Finish near the exit. Collect the last notebook close to an elevator, because Baldi reaches full speed for the level the moment you do.
Pro tip

Halls are generated to avoid dead ends and bottlenecks as much as possible, but rooms often have only one door. Know the way out of a room before you go in.

Mistakes on school levels

  • Sprinting through the halls and getting sent to detention.
  • Leaving a faculty room in front of the Principal.
  • Forgetting the Bus Pass in the level 2 locked room.
  • Exploring after the last notebook instead of heading for the elevator.

FAQ

Are the first three levels always the school?

Yes. Only levels 4 and 5 use the Maintenance, Factory or Laboratory types.

Can a level have fewer notebooks than usual?

Only if too few classrooms generate to hold them all. Otherwise the counts are fixed.

Where is the Bus Pass?

In the locked room on level 2. It always holds the pass.

For how to solve the activities in each classroom, read our activities guide, and for a full run plan, see How to Beat Hide & Seek. All level types are in the Floors & Levels section.

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More in Floors & Levels

All guides →

Laboratory

Four sections, teleporters, faculty-only doors and the wormhole room explained.

Factory

Lockdown doors, roto-halls, conveyor belts and the crane room, and how to route through them.

Maintenance

Power levers, the fuse and the breaker: how to clear the stealth level without a blackout.