The Toddlers

The other children left behind. Finding them is optional; keeping them alive is what most of the score is actually made of.

Names

There are 10 possible names, cycled through as more toddlers spawn over a run: Pip, Moo, Bibi, Tog, Nell, Dot, Wex, Bun, Cricket, Snib.

Spawning

Every morning, a fresh batch scatters into rooms away from your classroom: clamp(2 + floor(night/2), 2, 5) — 2 on nights 1–2, rising to a cap of 5 from night 7 onward. They never spawn behind the staff room's locked door, in the boiler room, in your own classroom, or in a hallway. Any toddler still marked "taken" from the previous night is removed first, so the count each day is always the fresh batch, not an accumulation. Each toddler in that fresh batch is rolled independently for an injury — a flat 25% chance — the instant it spawns.

Injuries

About one in four toddlers spawns hurt: a red cross floats and bobs over their head, and a red scrape shows on one knee. A hurt toddler behaves differently from a healthy one:

The nurse's office

The fix for a hurt toddler is always the same: get them to a nurse's office and play the plaster minigame.

Picking up and carrying

Calming with a teddy

Give it a teddy: an 0.8-second hold while holding a teddy in your hands. Marks the toddler calm permanently — for a hurt toddler this stops the whimpering (see Injuries), and it's simply a kindness for a healthy one, since healthy toddlers make no noise on their own either way. Worth +45 score.

Getting them safe

Carry a healthy toddler — or a hurt one that's already been bandaged — into your own classroom and put them down (E, or automatically detected on entry) to mark them safe. This is worth +120 score the first time, plays a ding sound, and a toast confirms it by name. Putting one down anywhere else just sets them back to "lost" on the floor there. A hurt, un-bandaged toddler is refused, as described under Injuries above — the nurse's office has to come first.

Safe isn't risk-free

If Grump (turned) catches you, there's a 70% chance he also drags one already-safe toddler back out of your classroom as an extra cost — another −100 score, on top of whatever the catch itself did to you. See Grump.

Being taken at nightfall

The instant night falls, every toddler still marked lost (not carried home, not already safe) is taken by Grump, one at a time, off-screen: −80 score each — hurt or not, bandaged or not, it makes no difference once night has actually begun. If any were taken, a big-line banner reads "[names] is not here any more" with a stinger sound. Getting every toddler either safe or actively being carried before dusk is the only way to prevent this.

Scoring summary

EventScore
Carried into your classroom (safe)+120
Patched up at the nurse's office (bandage minigame won)+60
Given a teddy (calmed)+45
Taken at nightfall (still lost)−80
Taken back out of your classroom by a Grump catch−100
End-of-run bonus per toddler saved (on a win)+150 (plus +60 per saved toddler already folded into the per-night dawn bonus)
See also. Mrs. Honeywell's Jobs for the "Round them up" and "Patch someone up" job templates, Minigames for the plaster minigame in full, and The Night for how noise and fear interact with a whimpering toddler nearby.
Grump the Baby Destroyer Wiki · last updated 2026-09-13 · matches game commit af3955c Play the game · Game source