Poppy Playtime is a survival horror game from MOB Games. It is based over a number of chapters and features a range of characters and locations to encounter and puzzle-based game play to complete. Each chapter is available to play separately on mobile, or through a base game on Steam/PC.
Chapter 3 follows on from your attempt to escape fro the abandoned toy factory of Playtime Co. in Chapter 2. The train has crashed and you seems to have been dumped into another dark corner of the Factory. There is a lot to explore and new scares and enemies to encounter.
This walkthrough for Chapter 3 is in progress. It will be updated soon to cover the entire level with details for all of the puzzles.
Contents
Poppy Playtime Chapter 3 Walkthrough
The initial cut scene introduces us to the new main enemy for Chapter 3. CatNap. A cat based toy that seems to be able to put you to sleep, or give you nightmares. We are dragged to a chute and dumped into a room filled with junk. We still have out GrabPack tool with the 2 hands from Chapter 2. Blue for grabbing and Green for storing electrical charge.
The room is a Trash Compactor and you need to escape before you are squished. Look for a ramp up on the side and wait for the door to open as the compactor starts. You can then work your way though the passages and chambers of this engine room of the factory. As you go you should get prompts to use your hand tools to pull your self up and through.
Make your way across the Piston heads and into a room above the compactor.
Then go through a door and along a passage to another room with large pistons. You need to jump these without dropping down as this will kill you.
At the end turn right and pull a platform up to you and jump on to it to slide over.
Then go though the air vents until you come out in a large room with a TV.
Video Tape: you can find a tap on the floor in front of the TV, you can play it here as well.
The door to exit the room requires 2 batteries to provide power. You can find these easily. Use the hands to grab them and place them in the 2 slots. Then use the hand panel on the left of the door to open it.
Continue on past the Bubba Bubbaphant sign until the path splits. This is the first Power Puzzle.
Power Puzzle
- Look to the left to see an elevator and a Green Power supply Socket.
- Use the green hand to collect a charge.
- Now go to the right and up some steps to find the socket that needs power.
- Charge it up and go though the opened door.
In this next room you will have a phone ringing. It is on the back wall next to some shelves. Grab it with your hand to answer it.
A friendly voice offers to help you and then sends a battery for you to pick up and use to open the next door.
Go though to find the wreck of the train from Chapter 2.
Work your way along the wrecked tracks to find the station for Playcare. The Playtime Co orphanage center, and now home to CatNap. Pull yourself up onto the platform.
Head over to the left side to find the door to the security office and go through. Then head out the next door and along the corridor.
In the next room we have a new type of power pole that we need to use to connect up a power circuit
Circuit Puzzle 1
- Hitting the hand symbol on the pole will cause it to spin around and fling the hand in a particular direction. To set the direction you can grab one of the 4 hands at the top of the pole and turn it. It will shine a blue laser beam when you are doing this so you can see the direction it is set to point.
- Turn the pole so that the laser points to a small power socket on the back wall
- You can then grab the power supply that is on the left wall with one hand and hit the hand on the pole with the other to make it hit the receiving power socket.
This will power the next door so that you can move on. This takes you back to the platform but with the power on you can now go through the turnstiles and up the stairs to Elliot's Express.
Go through past KickinChicken. Look on the walls on both side of the cable car to see a lever. You need to pull them both then the door to the car will open.
Get inside to start the cable car journey into PlayCare.
When you arrive Ollie will speak to you again and tell you to go to the stairs under the statue in the center. Follow the directions and head down to a power control room.
Look around to find a cage cabinet that you can open and collect the Key.
Head back out and look for some steps on the hill to the left of the way down from the cable car. Go up these to reach the top of the hill and find a locked door. You can open this with the key and go through.
Continue until you reach the Gas Production Zone. Ollie will ask you to help them by diverting the gas flow.
First head over to the left to find a doorway, go through to another large room.
There is a green battery on the floor to the right for you to pickup. Then head back to the Gas room and then to the other side where you see a slot for the green battery.
Add the battery and enter the small side room.
Video Tape: there is a green tap on the floor and a player to watch it on. Learn about GrabPack 2.0. You can then collect the GrapPack 2.0 from the far end of the room.
With this you have a new hand on the right, a Purple hand. You can also swap the hands on the right to let you access the Green hand as well.
Exit the room and look on the floor for a hand symbol. You can hit this with the purple hand to launch yourself into the air. Do this and land on the small platform above.
In the next room go to the right and down the steps.
Then at the bottom you will need to use the hand to catapult yourself over various obstacles to get around the room.
On the far side is a small platform that you need to pull towards yourself and then pull down to find the hand launch pad.
Use this to bounce up to a yellow pipe on the left and then position it again in the center so that you can jump down to it and then bounce again to help you reach across the red liquid on the floor.
Pull it next to you again and use it one more time to bounce yourself over the gate and up to the next room.
Circuit Puzzle 2
- This room has another power puzzle to solve.
- There are 2 spinning power poles in the room. The power supply is in a cage by the entrance.
- This is a 2 stage puzzle.
Stage 1
- Turn the power pole by the entrance door to point at the power pole on the other side of the room.
- Turn the second power pole to point to the small socket on the wall by the exit door.
- Bounce up on top of the cage so that you can look down through a hole to the power supply.
- Connect one hand to the power supply and then use the second hand on the 'Hand' symbol on the first power pole.
- This should launch the hand from pole 1 to pole 2 and then to the power socket to make the connection.
This opens a shutter to a second power socket.
Stage 2
Turn the first (nearest) power pole to pint at the new socket.
Turn the far side power pole to point back at the first.
Connect to the power again and now fire the hand at the second pole to let it connect through the first and on to the second socket.
This will activate the exit door and you can head over and escape this room.
The power is now on to the large computer terminal in the center of the room.
Press the big red button to restart it, the gas will transfer to the center. At this point the Power shuts off. Ollie will instruct you to go get another key and head for Home Sweet Home. Go back to the center of PlayCare and collect the key.
Home Sweet Home
Then head to Home Sweet Home. You can check the large map on display, it is on the far side of the PlayCare dome, opposite to the cable car. Go up the steps to the large House and then go inside.
Head down the spiral stairs and then along the corridors. You will reach a room with red gas. Go through this and find your way down some more stairs to another set of corridors. You do not have your Grabpack in this sequence.
This now leads to a long sequence of confusing corridors that will disorient you. There are some jump scares and creepy news on the radios that you pass.
After you reach a ringing phone the corridors will get more confusing and will seems to be a dead end at one point. But keep moving forward and you will eventually reach a room with a TV and some beds.
Video Tape: Collect the tape from a bed on the right and play it.
Watch the recording and then this will trigger a chase sequence with your old friend Huggy Wuggy. He will eventually catch you.
You then wake up back in the room where you encountered the Red Smoke.
Go forward and open the doors in front of you, then more on to find a large square room.
In the center is a hole in the floor. Look in the hole to see a Gas mask, collect this and you now have the option to equip it to help you avoid the red smoke.
Drop down the hole and you will see a Playtime Car toy. Use a hand on the back of this to pull the cord and start the car. It will crash through a barrier.
Equip the Gas Mask and make your way into the opened passage. It is still blocked but you can look down to see a launch pad for the purple hand. Use this to bounce up into the room above.
It is safe here to remove the mask. Look around and move through the hole in the wall to the next room.
The path through is blocked. You need to use a hand on the wooden furniture in the way to pull it down so you can jump through the gap. Then you need to crouch under another fallen furniture item to reach a doorway with a hand control button on the wall.
Open this and move through then head to the right and through another door to the next room.
Video Tape: look to the right as you enter the room and under a half open door to see a tape on the floor. Grab this and play it on the TV on the table.
Now back up to the previous room (ducking under the furniture) an then go through the large hole in the wall.
Open the door to go to a corridor. There is now a maze of bedrooms and corridors to navigate.
Duck under the barrier to enter the room in front of you and then go through the hole on the right and open the next door.
Across the hall is another room with 2 Battery slots to fill. You will find one of the batteries on the floor.
Turn and go back out, then head to the end of the corridor on the right. Look up to see a hole with a bar to pull yourself up to the floor above.
Look around and move through to the next room to find is a broken CatNap statue with another battery on the back to collect.
Take the battery. You can now drop down a hole next to the statue back to the lower floor.
Open the door to exit the room you find yourself in, and then make your way back to the room for the battery. You can explore various rooms but to get there go right out of the room, and over some boxes (using a plank).
Then turn right and walk until you find the room on the left. Place the battery and then you can press the button on the wall to the right. This will open a doorway that you can see through the hole.
Exit the room and head round to the left to find you can now head up a stair case to the upper floor.
On the landing at the top of the stairs you move forward and to the right into a large room and you will see another Toy car. Pull the cord at the back to make it race forward and crash through the wall.
You can explore the rooms again but look out for holes in the floor that will drop you back down below. Then head through the new hole to the balcony above the central room.
Then go around to the right and enter an other big boom. You will see a Power Charge Supply on the back wall.
Video Tape: There is a TV and video player on the back left of the room, you can find the Tape to play inside a cabinet on the wall to the right of the power charge supply.
Use the green hand to collect a power charge and then look on the ceiling to the left to see the receiver for this. Use the charge on it and a door will open, go through.
In the next room you will see another power socket on the ceiling and the door to exit is on the far back left from where you came in. The power charge supply that you need to use is in the room on the right but you cannot get to it directly. Go straight to the back of the room and then to the right, you will see a small blue Huggy character cube on the floor.
Stand on or next to this this and you will be able to see through a hole in the wall to the power charge supply terminal. Collect the charge and use it on the ceiling to open the next door to go through.
This next room is full of cots, and again has a power socket on the ceiling. Look to the left to see another Huggy cube to stand on. You can then again look through a hole in the wall and see the same power charge terminal.
Collect the charge and use use it to continue, this brings you back out onto the landing but there is now an open door immediately to the left. Looking inside this room you see a large CatNap statue in the center.
There is another battery on its back but as you enter the room to try to get to it the statue will follow your movements and always look at you. Go to the right of the status and exit the room through another doorway. CatNap will be turned to look at you in that direction.
You can then loop around to the right, through another room back to the Landing. When you arrive back at the first door to the room again CatNap will be looking away.
Use your hand to grab the battery from the back, make sure the statue does not see you otherwise it will turn towards you again.
Once you have the battery you need to look for a vent cover to open. There is one in the room on the right and another in a room with some beds and cupboard that you passed through previously.
Enter one of the vents and drop down when you find a hole then exit the vents on the lower floor. Explore this area and find the room with the 2 battery sockets. Add your battery.
Power Puzzle
In this room there is also a power charge terminal. If you leave the room the passage is blocked to the right. Walk to the left and you will come to a cross roads. On the right you will see a Power socket that will open the doors to some stairs Behind the doors is another power supply terminal.
If you continue down the corridor you come to another closed door with 2 power sockets on the walls up high.
To solve this you need to get 2 charges to these sockets quickly to open this door.
- Get a charge from the battery room terminal.
- Use this to open the doors to the stairs, then get another charge from the terminal here.
- Head to the end of the corridor and activate one of the sockets with this charge.
- Quickly move back to the battery room and get a further charge from the terminal, then return to the end of the corridor and activate the second socket before the first runs out.
With the new door open you will find another Toy Car.
Get behind it and activate it to make it crash through the barrier at the end of the corridor and then head down that way.
Go over the broken boxes and turn right. Then open the last door on the left to find a room filled with Red Smoke.
Use the gas mask and go in. There is a vent on the right wall. open this and move through until you come out in another room. Move forward and look around to find another Battery.
Then look for a door on the left with a Blue had button.
Open this and you will head back to the corridor you were in before, go to the right and turn left, to go back over the broken boxes and find the battery room again.
Place the second battery and press the button. You can then exit the room and go round to the left to get back to the large square room that you started this little maze in.
On the left is now an open door to some sort of power room.
Go in and use the hand button at the back to open a door. Then head through to a new puzzle room.
There is a new circuit puzzle here with 2 stages. This also has a new technique to use.
There are the direction Power poles that spin as seen earlier in chapter 3, but there are also Turrets. There are used instead of power terminals to provide the power.
Circuit Puzzle 3
Stage 1
- On the left side of the room as you enter is a power pole and a turret on the floor.
- Turn the power pole to point the laser at the socket on the wall by the yellow door.
- Then approach the turret and use it to line it up and point at the Hand symbol on the pole.
- When it it lined up you can use the hand to pull the lever on the turret and fire the powered hand from it.
This will then open a yellow gate in the center wall of the room. You can pass over to the other side.
Stage 2
- In the second area there are 2 power poles and a turret.
- You need to line up the turret to fire at the lower pole.
- Point the power pole at the taller pole, then point that pole at the high socket on the first side of the room.
- Pull the lever on the turret to activate the power hand
Unfortunately you need to lower the gate in the middle to let this happen. But you also need to have both of the turrets active to open the yellow door, but there is a solution. If you go up the steps to the top of the middle wall there is a grab bar on the far side that you can pull to drag a walkway over the gate and prevent it from rising.
- Turn off the first side turret.
- Activate the second turret as described above.
- Stand on top of the wall and pull the walkway over.
- While holding it look down to the left and activate the first turret.
This should allow both power hands to activate the sockets and the yellow shutter door will open.
Go through to a brick lines passageway and follow it through until you reach a button to call an elevator.
Ride the elevator up and you are back in one of the first rooms of the house. Head out to the right and then back up the spiral stairs.
After a jump scare from Kissy Missy you enter a short sequence where Poppy gives you some details about the situation you are in.
Follow them over to a platform and up to a control area. Then and press the big button to turn the power back on when you are prompted to do so.
Get back on the Lift to head back down to the ground. Ollie will call you again to give you the next instructions.
Head back to the front of the Home Sweet Home Building and then open the panel on the right of the front door. Inside is a power cable you can grab.
Go back down under the statue in the center and look for the power sockets to the right of a large terminal display. Plug the cable in to the socket marked Home Sweet Home.
Ollie will now send you another key to the School house. Collect it from the same place as before. Go back out and towards Home Sweet Home, then look to the right to see the school house.
School House
Go in and head down the stairs until you come to a corridor with a close gate at the end. There is a power socket on the left of it.
Look inside the room on the right to find the power supply terminal. You will start to hear from Miss Delight.
Open the gate and head through. At the end First turn to the left and look in the room on the left. You can collect a Battery in here.
Then head to the right. and go to the door at the end of the corridor to find a room with 2 battery sockets. Add your battery here then notice that the other batters is in a locked cage.
Exit the room and look to the right, there is a a pile of furniture items that you can crawl under to get through.
On the left is a gate with a power socket. Enter the room on the right and you will see an open vent in the ceiling.
Look up into it to see a grab bar to pull yourself up. you can then make your way along to the previous room and drop down into the cage with the battery.
Take this and then go back up into the vent. Carry on in the same direction to drop back down in the battery room. Place the second battery.
You can then use the power terminal here to collect a charge and go back out and under the furniture again to the right to find the gate to open.
Video Tape: In the next room is a TV and video player, the tape is found just before you go through the gate on the right side in a locker.
Go through the door to exit the room with the TV. In the corridor on the right is a gate that requires a battery.
Enter the door on the left of this and you will find an open vent in the ceiling with a note hanging. You can collect and read this.
Then go up into the vents and along until you drop down in a room with a power supply terminal.
On the right is a door with a book shelf placed in front. Move this with your hand so that you can open the door and get back to the corridor.
There is a gate opposite and you can use the power supply to charge up and then open this to move through to the next room.
Continue on and you will find the Generator room. This has a simple circuit puzzle in it.
Connect one hand to the power supply by the door and then wrap around the pole and hit the power socket on the wall to the left of the generator to start it up.
Miss Delight
Miss Delight will appear now and destroy the generator, but she will drop a battery on the floor, make sure that you collect this.
You now need to escape from Miss Delight. The following are important tips.
- She will follow you and kill you but she can only move when you are not looking at her.
- It is important to look towards her direction as much as you can to make sure she stays still.
- Walk backwards when you can and run and turn to look back when ever you need to see where you are going.
- You cannot outrun her. If you cannot see her then she is moving towards you
- You can move past Miss Delight while she is stationary as long as you keep looking at her. Just don't get too close
Back up through the previous room to the corridor, then continue backing up down the corridor (to the left if you are walking backwards) until you get to the gate with the battery socket. You should see this on the left.
Place the battery and the gate will open behind you. back though it and then along the next corridor that is to the right as you move backwards.
Continue backup up along the corridors, eventually you reach another gate that requires a power charge. The power supply terminal is in the room on the left. Work your way carefully around Miss Delight to charge up and get back to the socket in time.
With this gate open you then back up down the next corridor to the left and enter a room on the right. Go through this room and out the door on the other side to another corridor. (you may need to open the door)
Back up again to the left until you reach a junction. There is a power supply terminal on the wall behind you and a power socket on the wall to the left. This will open the gate that is on your right.
Continue to back up down the corridors. You will find another gate that needs a power charge. You need to get this from the same powers charge terminal as the previous gate. If you are quick you can grab this and get to the gate to open it.
Go through the gate and look for a hole in the wall through to another room. Then go through this room and out to another corridor.
At the end of the corridor is a gate with 2 Power charge sockets. The Power terminal is in a room on the right, there is a door to enter it and also a hole in the wall. Use these to avoid Miss Delight.
Collect a charge and power up one socket, then repeat this for the second one before the first one runs out.
Once through the gate you are in a room with 3 other gates. 2 other gates require 2 batteries to open and 1 of the gates requires only 1 battery to open. There is a battery on a table.
Collect the battery and use it to open the gate with one slot.
You enter an office style room and you need to find the battery that is on the back right of the room. Collect this and head back out to the central area.
Next use both of the batteries (get the first one back from the slot) on the gate on the opposite side. This lets you into another office style room with a Power Supply Terminal on the wall.
Charge up your hand here and then go back to the center room and use it to charge up the socket above the remaining gate. You can then transfer the 2 batteries to the final 2 sockets by this last gate and open it.
You must charge the socket first, then place the batteries. You may need to recharge the socket if it runs out beflre you place the batteries. The best way to do this is to make sure that you trap Miss Delight in the room when the gate is open. She will then open the door to let herself out. With the door open you can easily grab another charge while the batteries remain in place.
Head through this opened gate to a passageway.
When you step through Miss Delight will chase you and now she will not stop even if you look at her. You need to run to the far end quickly to a room with a lever on the left side.
Pull the level quickly and the door will shut. Miss Delight will try to slide under, but she is too late.
If you found this section as frustrating as me then this will be a very happy moment.
Head through the newly opened gate and into a passage. At the other end is a Hoppy Hopscotch sign and then on the right you can can collect another Hand Tool. This orange hand will fire small flares.
Once you collect this you can pass through a gate on the left into the next area.
Head over the small bridge and on the way across look to the right and grab a battery from the far side. Use it to open the door and go through to enter a large Cavern.
Video Tape: The tape is on the ground at the start of the walkway, and you can play it on the TV just to the right.
Make your way across the walkways, you will need to use the purple hand to bounce over some gaps.
You then reach a power cabinet.
You just need to collect a charge from one side and deliver it to the other (Green hand). This will power up the Purple hand pad below and some more on the walkways above.
Use the pads to bounce your way up several levels (Purple Hand) until you reach the top platform. You need to do this before the charge runs out.
Continue over the walkway and you will come to a large circuit puzzle on a lower platform.
Circuit Puzzle 4
The puzzle has 4 platforms, 2 low ones and 2 higher ones. The aim is to power up an elevator on the lower platform on the far side. You start by jumping down on to the first low platform.
- Turn the Tall power pole here to point the laser at the second platform, this is the high platform that you can jump up to.
- Then align the Turret to point at the hand of this tall pole.
- Next use the purple hand to bounce up to the high platform.
- Turn the small pole up here to point along the top to the next high platform along.
- Now bounce over to the second high platform.
- Turn this pole to point towards the tall pole on the final lower platform.
- Drop down to the second lower platform
- Turn the tall pole here to point towards a socket next to the elevator.
- Now you can look back over to the First platform and grab the lever on the turret to activate it.
- As the power hands activate all of the poles and reach the elevator you need to quickly get on it before it starts to rise.
Once you are at the top continue across the walkways, you will see a Shrine to the prototype on the lower left.
Carefully make your way down the broken platforms and then to a door that will let you into the playhouse.
Play House
As you enter the playhouse you with come to a room with a small hole in the wall. One of the Smiling Critter toys will advance towards you . Shoot art it with the Orange flare gun hand to scare it away. You will see a lot of these as you work through the Playhouse. Don't let them get to you.
You now need to work your way through the rooms, tunnels and chutes of the play house, avoiding the critters. Keep a look out for these tiny trouble makers and also listen for them as they home in on you.
Continue through until you find yourself in a large room with a range of low passages.
Look around these and you will find that there are 2 large buttons. You can stand on these to activate them but to keep the active look for large cube blocks to grab and drag on top of the buttons.
When both of the are active you need to look around for a way up to a higher level. at the top there is a platform with an area in the center with a switch that the large buttons are connected to with cables.
Stand on the round platform facing the switch hit the switch with your hand. This will move you round into a second area. Make sure to jump off when you are on the other side.
Open the small door in the center and you will be able to go through to a spiral staircase. Head down.
Go through another door into a swimming pool area and then through the door son the other side to the rooms at the back.
DogDay
Keep going to the back until you encounter DogDay chained up. He will talk to you.
After he tells you to run you need to head back towards where you came in and you will fall down through a hole in the floor. This is now a chase sequence where DogDay will be after you, you cannot put him off with the flare gun so just keep moving.
It is another maze of tunnels and rooms. that you need to navigate quickly. If you see any Critters you can clear them with the flare gun.
There may be several paths through this but keep moving and you should eventually arrive at a long room. At one end is a purple hand launch pad so make sure to switch to this hand when you get there.
Jump the gap and DogDay will be stuck there as you head up in an elevator. At the top move forward and go through the round tunnel to slide out of the Play House and back to the central area.
Ollie will talk to you to tell you where to go next.
Return to the room under the statue in the center and collect another key when Ollie sends it to you. This is for the counselors office.
Counselors Office
Turn right out of the center room and go to the large grey stone building with the columns.
Follow the corridors to find the room marked Office. Inside is a battery socket, you can find the battery in a small hole on the wall above some chairs, stand on the chairs to retrieve it. Then place it in the slot.
Go through to the next room, this also has a battery slot.
Video Tape: There is a white tape on the desk next to a pot plant and the player is by the wall.
You will need to grab the previous battery through the open door to the first room to use here. Continue along the corridor and you will find another battery slot on the left.
There is a corridor to the right, go to the end of this and you will see a hole in the wall. You can grab a battery from a table on the far side of the room.
Go back and use the battery in the slot to open the door and go through. Walk to the end of the corridor and look up to see a hole in the ceiling and a grab bar to pull yourself up.
Go through a vent duct to a platform and then use the purple hand to bounce over a gap. You will arrive back in the cavern space.
Circuit Puzzle
This puzzle has 2 power poles to connect. The aim is to connect both. Connecting each one will move platforms and activate hand jump pads. Follow the order of instructions to complete this.
- Go up the ramp and stand on the inactive jump pad.
- Look up and use the grab bar above to pull yourself up to the higher platform.
- Here you have the first pole, on the large wall on the left is the power supply and on the fence on the right is the power socket to connect to. The second power pole is on a lower platform in the distance.
- Connect the blue hand to the power supply and then wrap around the pole. This will raise the jump pad platform and activate it.
- Staying connected, bounce jump over to the lower platform.
- Release the connection and then reconnect to the power supply with the blue hand.
- Wrap around the second pole to activate the jump pad here.
- Bounce over to the first area again and use the grab bar to pull yourself up to the first pole platform.
- You can then wrap around the first pole and finally connect the the power socket.
Doing this will raise up 2 more platforms that allow you to jump over the gaps and continue.
Continue through back into the office rooms. There is a locked door on the right, head to the left to find a door marked Head of Playcare - Stella Greyber
Video Tape: There is a tape on the desk in this room and the player is on the right.
Look up above the desk to see a ceiling vent cover. Open this and a key will fall out. Collect it from the floor.
Now you can go back to the locked door in the previous room and open it. Follow the corridors until you find the way blocked. There is another hole in the ceiling where you can pull yourself up.
Continue through the air ducts until you can drop down into a room. It is a room you have seen before through a hole in the wall. This room is filled with red smoke so you need to put on the gas mask.
You will see 3 office doors and to the right a battery slot.
Turn around from here and you will see the hole in the wall. You can look through this can collect the battery from the slot on the wall at the other end of the corridor.
Place the battery in the slot and then open an electrical panel on the right of it to see a Power Charge Supply Terminal.
Now open each of the 3 office doors and look for a similar power cabinet panel to open inside all of them.
Get a charge from the supply in the main room ans then charge up the 3 sockets in the offices. This will then open a final door to exit the room.
In the next room you can remove the gas mask. There is a large circuit puzzle here.
Circuit Puzzle
There is a large cargo elevator to the right that is controlled by the power circuit that is active on the right side.
Look up to the top and you can see a green crate to the left of the elevator. On top of this is a case with a battery inside. It is hard to see.
Grab the case with your hand and pull it to drag it off the edge. When it falls to the ground the case will break and you can then grab the battery.
Use the battery in the slot to open a garage door to the left of you.
Inside is another battery locked in a case. To break it open you will need to also drop it from a height. Look to the right to see the Turret that is powering the elevator.
Turn the level off and the elevator will lower. Drag the case on to the elevator.
Now you need to turn the first power pole close to the turret to point to the second power pole.
Activate the turret again and now the power will flow to the other side of the room. Look around there and you will see some purple hand launch pads set up to let you jump up to the top platform. First grab the first battery from the slot by the garage door and then take it with you as you jump up to the top.
At the top you can place the battery in one of 2 slots on the wall.
Then look to the right and pull a lever to open a gate to the elevator shaft.
Now look down and you can turn the first power pole again and activate the elevator so that it rises up.
Drag the battery case off of the elevator and then you need to drop it off the edge. I walked off the edge and dragged it with me. You may find a better way.
This should break the case, if not try again. Then you can grab the battery and make your way back up again. You will need to redirect the power to the second power pole as before to activate the purple hand pads.
Place the second battery in the other slot at the top.
You now need to make one final connection. First turn off the turret power and then look for the tall final power pole at the back of the room. Turn this so that it points to the power socket next to the batteries.
Then you can turn on the turret again to complete the circuit and a large shutter door will open.
Go through and then climb on the blue boxes and yellow pipes on the right to enter a vent.
Continue through and you will need to put on the mask as you reach some red smoke. Keep moving through the ducts until you can drop down into a room below.
Look in the 2 side rooms to find a battery for the slot. When you get it though CatNap will attack you and knock off your mask.
You then have a dream / nightmare sequence. You can look around but you cannot move.
Once it completes you will be back in the room and CatNap will call you to tell you to leave.
You can collect the battery from the floor and use it on the slot to open the door. This brings you back to the start of the office.
Follow the corridors to get back out to the central area again. The area is in darkness again.
You will now need to grab the power cable from the front of the Office building, it is down the first set of steps and on the right. Then take it to the room under the statue.
Plug this in but you will see that the first cable is now missing. There is not enough power.
Grab another key from the cage. Then head back out towards Home Sweet home. You cannot go in but head to the right of the building to where Poppy turned on the power before (next to the elevator).
Open the panel and grab another power cable from inside and take it back to the power panel in the center room under the statue.
Ollie will then give you a large battery to take.
Now you need to head back to the Gas Production zone. The door to this is up the slope to the left of the way to the cable car. (which is directly ahead when you exit the center room.)
Go through to the large Gas control terminal again and look to the right. There is a large blue battery socket there.
When you try to place the battery CatNap will appear to stop you. You need to turn and tun to the elevator on the other side of the room.
Press the button to open the gate, then tap the button inside to go up.
At the top you will enter a Safe room that has some protections to help you fight CatNap.
Video Tape: as you exit the lift and before going in the safe room look to the left to see a TV with a Tape player below. The video tap is on the floor below it.
Look around the room to see the terminals and power supplies. You can collect the batteries that are around the room and place some in slots now, while others you will need later.
There is a main display with 4 slots around it. These are not yet active but will be usable later. It will tell you to familiarize yourself with the room.
Check out the ways to use the charge to power up the steam emitters around the room entrances. Some will be on. Other need to be charged up.
When you are ready you can place the first battery in the slot next to the display. This will start the CatNap boss fight.
CatNap will prowl around the outside and from time to time will try to come in one of the entrances. When you see him coming you need to activate the defense at that position to stop him.
It is a good idea to use the flare hand to shoot through the entrances to see better if CatNap is coming.
He will also sometimes try to open a hatch in the ceiling above you. When you hear this happening (there is an alarm sound) look up and grab the bar on it to pull it closed again.
Keep an eye on the battery sockets around the display screen, when they light up place one of the batteries in them. A green charge bar will then slowly fill next to them.
When all 4 batteries are in place and charged you can charge up the green hand with the power supply terminal above the screen. CatNap will jump in and you need to hit him with the charge to knock him out.
This is the end of the fight. CatNap is gathered up like the others before and you are safe. Head back to the elevator and go back down to the ground floor.
Place the blue battery in the slot for it and press the red button.
When the power flows to the main terminal go over there and press the large red button to restart the system.You can now go to the room on the left again and Poppy will meet you there. She shows you a tape of the Hour of Joy.
Kissy Missy will arrive and you then join Poppy in a large elevator to continue on but something happens. But we have to wait for Chapter 4 to find out what.
We hope Kissy Missy is OK. You can let us know below what you believe will be the next step in the increasingly scary trek through Playtime Co.
If you have any questions about Poppy Playtime you can head to the Answers Page to ask there.
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