Carry a Baby Map
Lobby pads, World 1 biomes, World 2 lava — and the missing World 3.
Carry a Baby is a short map with a loud thumbnail. You spawn in a shared lobby, pick a morph pad, weld a stroller, and walk two published worlds. There is no overworld, no Trello board of rooms, and no World 3 on the badge list. This page is the layout: where the pads sit, how World 1 themes stack, how World 2 starts on fire, and which portal you should ignore until you already hold Complete World 1.
The experience launched on 18 September 2024. Place 101863423902563, universe 6571312976, group 34967865 (+1 Block Each Time / LoopedGaming). Public servers hold 10 players, which means several duos share the same grass and the same maze mouth. Bookmark the official URL from the links hub so you do not learn a copycat’s floorplan.
Lobby pads
The lobby is the only safe classroom. Separate teleporters load parent and baby. Stand on opposite pads. If both of you become babies, nobody jumps the adult gaps. If both of you become parents, nobody fits the crawl tunnels. Role theory lives on the roles hub; the map version is: two pads, two kits, one weld.
After morphs load, the default stroller sits in the lobby. The baby sits. The parent walks. There is no hidden “carry” key — controls lists the sit prompt. The shop is also here: Pirate, pink, VIP, gold, and default carts. Buy later. Cosmetics do not open a secret door. Rank looks on the stroller tier list after a clear.
World portals are separate from the morph pads. Do not step on a world teleporter until both of you confirm the weld in chat. Voice chat is off. Average session length is about 15 minutes; spending five of them in the shop is how you never see snow.
World 1 — grass, snow, desert, maze
World 1 is the real tutorial. Complete World 1 sits near a 21.2 percent Challenging earn rate, with about 8.6 million awards. Welcome is free. This world is not. Full trap order lives on the World 1 walkthrough. The map version is theme order.
Grass is the wide green kit from the thumbnails. Early crib tiles teach the split: the parent cannot fit, the baby crawls, a button extends a bridge. Lasers are thin red volumes. Swinging axes are parent jumps with a full cart. Cacti and spiky floor show up as the biome warms. Floating logs need tap jumps — holding jump swings the cart and ejects the rider.
Snow follows. Snowballs and snowmen are the tell. Visibility drops. Buttons still sit in baby-sized holes. Teleport prompts that pull the parent across a gap need a full stop. Walking during the teleport is the classic snow wipe. Keep a bright cart here if you own a grey recolor; white-on-white is how you lose the baby in a 10-player crowd.
Desert is the last World 1 theme. Heat haze is cosmetic. The maze is not. The baby enters. The parent waits outside. Pick one wall and follow it until the button. When the button fires, the parent’s gate opens. Crawl out, sit, and roll to the World 1 portal. The toast grants Complete World 1. Screenshot it. Then decide, as a pair, whether lava is actually next.
Checkpoints in World 1 are easy to miss. Do not assume every biome start is a save. If you void on grass after snow, you may be back further than you think. Party etiquette: do not park a gold cart on the maze entrance, and do not steal a crib tile while another baby is crawling. The duo checklist has a lobby line for this.
World 2 — lava first
World 2 is a different map, not a harder coat of paint on grass. Complete World 2 is listed as Insane, near a 2.3 percent earn rate, with about 1.03 million awards. The first reads are orange floors, fire, and pits. Falling is a full reset more often than a cute bounce. Boulder cycles show up as timed pockets. Wait, then take the first safe gap, then the second.
Creators also hit pumpkin and Halloween-looking segments on this world. Treat those as theme dressing on the same weld rules, not as a secret third campaign. Crawl tunnels still exist. Teleporting a parent who is mid-jump drops them in lava. The World 2 walkthrough is the route. How to protect is the stop list. Do not open this portal from the getting started lobby flow on a first session.
Ten-player lava is messier because bodies and carts block pockets. Let the other duo take a boulder wave. Your badge does not require you to pass them.
There is no World 3
The live description still says NEW UPDATE ON THE WAY after the 4 July 2026 client refresh. That banner is a teaser, not a third world. There is no World 3 badge. If a thumbnail promises World 3, check the place ID. Copycats such as Carry Baby Troll Tower and Squid Game Carry Baby Tower reuse baby-and-cart art on other floorplans — names and IDs sit on copycats.
Badge icons that match this map are listed on Carry a Baby badges. Codes will not unlock a new wing; the codes hub is empty as of 30 August 2026. An official Trello does not exist. If a future patch adds rooms, the changelog will say so.
Learn this map in order: lobby pads, grass, snow, desert maze, then lava. Skip a biome and you skip a badge. That is the whole atlas.
Frequently Asked Questions
Quick answers for parents, babies, and duo teams.
What is the World 1 biome order?
Grass, then snow, then desert, then the baby maze button. Trap-by-trap notes are on the World 1 walkthrough.
Where does World 2 start?
Lava and fire. Pumpkin-looking segments show up later. Run it only after World 1, using the World 2 walkthrough.
Is there a World 3 on the map?
No. The badge list still ends at World 2. Watch the changelog if a patch adds rooms.
Where are the role pads?
In the lobby: one parent teleporter, one baby teleporter. Getting started covers the first weld.