Poppy Playtime is a free-to-play, single-chapter game with additional DLC for each chapter. Chapter 3 is, personally, one of the most challenging. In order to get through this puzzle survival horror title, you might need a walkthrough.
How to complete Chapter 3 Deep Sleep in Poppy Playtime
So far, we have faced down some scary animatronic friends, but now we will have to contend with a new one named Catnap. Catnap has the power to put people to sleep, so this will come up in the future.
The Beginning
Once you drop in from the opening cutscene, you'll need to head up the ramp to the left. Fall down between the bars in front of you, then walk forward until you can't anymore. The game will then prompt you to look up and grab the bar above you. The next room contains a simple jumping puzzle; hop along the tops of these giant pistons when they are in a straight line, then hop into the opening to the left. Make sure to not stay on the pistons that go upward while waiting through the movement cycle; you'll be crushed against the ceiling.
Duck through the hole in the wall immediately in front of you, then turn left and look for a door along the wall to the left. Press E to interact with it. Next up, you'll be in a room with a slightly harder jumping puzzle; don't stand on the pistons as they go down, or they will take you down into the nightmare gas filling up the room below. So you'll have to jump all three of them to the middle platform, then jump the remaining to get to the ramp on the far side of the room.
Look to the right and find the grabbable platform; take hold of it and jump onto it while holding it. Let go to have it slide back across the gas.
Go through the ventilation shafts until you find your way into a room with a sofa and a TV; there is a VHS tape on the floor that you can grab and watch on the TV in the corner by the couch. On the other side of the room, there is an easy battery puzzle; using the two hands, pick up the two batteries (1, 2) and put them into the empty slots (A, B). Then press your hand against the hand pad to open the door.
Go through the door, then to the end of the hallway. Turn to the left, looking for the electrified hexagon. Use right-mouse-click to take green electricity with the green hand (it won't work with the blue one), and take it across the hall to the triangular green electric button on the other side. The door won't stay open long, so make sure to go through as soon as it is open.
Answer the ringing phone in this room, and the speaker will give you a battery to help you open the door. Go out through the door and walk down the tracks away from the fire. Toward the end of the train tracks, you will find a grabable handle in the ceiling to help you get up onto the train platform. The door labeled "Security" on the left side of the platform is the only door that is open, so head through that. There is another door in the back of the room that leads over into the locked "Maintenance" door. Here is the solution to the puzzle inside.
- Grab the yellow bars at the top of the contraption.
- Turn it with Q or E until the laser points to the back of the room, opposite the door you came in.
- Once it is turned, use one hand to touch the hexagon to power up your hands.
- Use the other hand to press the "hand" button on the contraption.
- This will power up the area, allowing you to leave through the Maintenance door, then go through the turnstiles on the platform and up the stairs.
Into Playcare
At the top of the stairs is a tram; it will take you to the next area. You just need to pull the two switches on either side of the door into the tram. Then the doors will open, get in and ride it until the end. This will take you to Playcare; Ollie will come over the phone again to ask you to head down into the middle where the statues are. Head down the stairs into the power center. Inside, Ollie will have a key hidden inside a little cage. The key goes to the glowing, red door to the immediate left of the tram you took into this area.
The Gas Production Zone
Head inside the Gas Production Zone, then head through the door to the left. Inside, you'll find a green battery. This can be used in the green port on the right side of the Gas Production's main room. Make sure the battery color matches the port's color. This will open the door next to the port; you can head inside to find a VHS (1) and a new, purple hand called the Grabpack 2.0 (2).
How that we have the Grabpack, we can head out into the main room and look on the floor to the left of the doorway unlocked with the green battery. There is a purple handprint on the floor you can use to launch yourself into the air and get up onto the balcony above you. Inside, you can look down and see a little Grabpack puzzle below. Head down there, using the Grabpack hand to push yourself through it. You'll need to run to the handprint and use the purple hand to launch yourself over the holes in your path.
Next up, players will have to do a quick jumping puzzle with the purple hand. If you look across the red lake of gas, there is a grabable platform across the room. You need to grab onto the platform, bring it close, and then use it to jump on the pipes sticking out of the left wall. Turn around and grab the platform again, dragging it as far to the left as possible.
You should be able to jump over to the far side. Take hold of the platform and pull it all the way to you, then use it to hop over the wall. Still stuck? Check out this YouTube video to help get over the pit. This will put you into a room with another hand-connection puzzle. In order to solve it, you'll need to:
- Jump onto the cage that is holding the source of the power. Use the purple handprint on the floor to push yourself on top of it.
- Next, use one hand to grab onto the closest connection contraption, turning it to face the contraption on the other side of the room.
- Turn the far contraption to point at the button on the wall.
- Grab the power source with one hand by looking down into the hole on top of the cage that is holding it.
- Use the other hand to push the button on the closest contraption.
- This will open the door to your left, exposing a new button.
- Rotate the closest contraption to point at the new button.
- Rotate the farther contraption to face the closest contraption.
- With one hand on the power source, use the other hand to push the button on the farther contraption.
- This will open the door labeled "Exit."
- Use the handprint on the floor to launch yourself over The Red Smoke liquid and head through the open door.
The Exit leads you back out into the first room of the Gas Production, and the power is finally back to that giant button in the very center of the room. Press it, and the power will go out. Head back the way you came in from Playcare, back into the center under the statue, and find a new key in the little delivery cage where the previous key was found. This key is for Home Sweet Home, which is on the other side of the main area from the Gas Production Zone.
Home Sweet Home
The first thing you will be faced with inside of Home Sweet Home is a door filled to the brim with Catnap's The Red Smoke. The only way out is through, unfortunately, is to run as fast as you can through the smoke. It's really easy to get through this—you just need to run straight forward, through the door, and down the stairs. This will dump you into the maze that is the inside of Home Sweet Home. Go to the end of the hallway, then turn either way (both ways head back to the same place).
As you progress toward the back of the building, you'll hear a phone ringing; you need to find that phone and answer it, as Ollie has something super important to tell you:
Next, it's time to run. Head back toward the entrance, and the lights will flicker. No matter which way you go, you'll find yourself next to a door with very loud knocking. When you turn the corner from here, you will be face-to-face with Catnap for the first time. Walk toward him, and he will leave. This will lock you in a small circular area; walk back and forth until a way out opens up.
Once the hall opens again, there will be a room at the end of this hallway, but you are prevented from entering or interacting with it. Instead, just take the first left in the red-ish colored hallway. No matter which way you go forward after this point, all ways lead you to a location with a tape (1) and a TV (2).
Play the tape, and a chase sequence will start. You can't outrace him, but once he catches you, you'll wake up in the room that is filled with The Red Smoke. Walk through the open doors, then look down into the hole in the floor. Using one of your hands, pick up the Gas Mask. You can equip it by pressing F.
Jump into the hole in the floor, then use a hand to interact with the back of the toy car. It will break down the boxes blocking the way out. Put on your gas mask, then move through this corridor until you find a handprint launch pad at the end.
Now, you'll be in the Laundry Room. There will be a dresser blocking the way into the next room; you'll need to use both hands at the same time to move it. Aim both hands at the handprint on the furniture, then click with both buttons to pull it back. Hop over the obstruction and head into the next room. Inside there, you'll need to duck under the table blocking the door to get to the next location.
Use the blue hand on the pad by the door to open it. Immediately to the right inside the door will be a new tape, and the TV to play it will be in front of you when you open the door. After watching the video, head back the way you came, duck under the table blocking the door again, then go to the right through the hole in the wall. There will be a door opposite the hole in the wall in this room; open it up and walk through to see Catnap walking by.
Duck under the planks to walk through the door immediately in front of you, go through the hole in the wall to the right, and head into the door in front of you. I adjusted the settings in my game to make the screenshots a little clearer in this section as well.
Next up, you need to grab the two batteries to power the door to the next section. One of these is on the floor by the two battery ports, and the second is one floor up. Head over to where there is a live electrical wire hanging down from a hole in the ceiling and look up; there is a grabable bar on the ceiling to bring you into the sleeping area above.
Walk through the nursery into the next room; there will be a giant bear on the floor with a battery in its back. This will allow you to press the red button to the right of the battery ports to open the door to the stairs.
Go up the stairs and interact with the race car there. It will clear the way to the balcony of the main room of Home Sweet Home. To the right side of the balcony is an open door into a living room. Behind the sofa, there is a bookshelf you can open the door of to find a VHS tape (1) to watch on the TV there (2).
Next, we need to switch to the green hand to use the power source (A). The socket for the power source is in the ceiling; it will open a door under the ceiling socket; you'll need to be quick since the door doesn't stay open for long. In the next room, there is a hidden power source and another socket in the ceiling. This opens the door on the opposite side of the room from the door you entered through.
The next room has a similar locked door to your left; you unlock it the same way. Hop on the giant blocks by the hole in the wall, and you will be able to see the power source from before. Use it on the port in the ceiling to open the door and move on.
In the next session, you'll find a giant statue with a battery in the back of it. It will turn to face you no matter how fast you run, so you'll need to go through the next rooms and sneak up on the side of it to get its power source. Go through the vent in this room to get to the next section.
The vent will bring you to the other half of the office you were in before; you'll need the battery you are carrying plus one more. At one end of the hallway is this office, and on the other end is a door that requires two green charges. You'll need to be quick for this section; you'll need to open the door to the stairs, charge your green hand, put the power in the socket on one side of the closed door, then charge your green hand again in the office, run back, and charge the other side.
Inside this door is a room with another race car; pull its cord to break down the boxes on the other side of the hallway and go there. There are three rooms you can walk into; look for the one with the closed door that is filled with The Red Smoke. It will have a vent you can go into.
Walk into the next room, and there will be a battery on the left. Grab it with your green hand, then continue forward; a few steps forward and you should see a door with a blue handprint glowing over the top of it. This will lead you back to the office, where you can put the other battery in and press the wake-up button on the wall nearby. This will open up the door to the main area; the door there is finally open, and you can head inside.
Use your blue hand to open the door here and proceed to the next big puzzle room.
This room will introduce you to the hand turrets; point the contraption at the button on the wall, then walk up to the turret and press E. Point the turret at the handprint on the contraption, then back out. To the right of the turret is a pull to turn it on; this will press the button, opening up the wall on the right.
Crouch to get to the other side and then walk up the stairs to get on the platform above. Use the hands to rotate the tall contraption to face the button above the first turret puzzle. Next, point the small contraption at the large one, then use the turret next to the tall contraption to point at the small one. Walk up the stairs and onto the platform. Turn the first turret puzzle off, then turn the second one on. Pull the platform over the moveable wall, then turn the first puzzle on.
(Here is a short YouTube video I made to help you out if you are still stuck!)
Go into this room, then head to the end of the hallway and press the red button to ride the elevator up.
After Poppy leaves you, walk back to Home Sweet Home, grab the cord next to the entrance, and take it down into the central hub under the statues. Plug in the power next to the delivery tube. A new key will be delivered from Ollie. Use that new key to get into the School.
The School
The next location is the school. As you first enter, there is a brief power puzzle (if you get stuck, just keep opening up doors until you can see both the source and the port in the ceiling). After that, you can find a battery in the lounge area and then bring it to the office. There will be a second empty battery port, so you'll need to head deeper into the school to find it.
Outside of the office with the battery ports, turn right and crouch under the desk there to get to the next area. There will be an open door to your right with a bunch of computers inside; there will be an open vent in the ceiling that will get you to the next location.
Go up into the vent; it will take you to the other battery, so you can bring it back to the office and power up the power source. This will allow you to grab power with your green hand, head back out into the hallway, under the desk, and put the power in the triangular port next to the gate where Miss Delight disappeared. Just to the right of this gate, there is a VHS tape on the floor by the lockers (1); the TV (2) is inside the next room.
In the next room, you'll need to grab each of the power buttons with each hand while also touching the pole nearby. Once you do that, it will start up the generator, and Delight will show up. She cannot move while you are looking at her, so you will need to go through all the rooms backward. Grab the battery from the floor before leaving this room.
A quick hint: the battery that is picked up in the beginning is needed to open the first gate, but you can pull it out of the port and take it with you to speed up the next part. For the most part, it's just solving puzzles while Miss Delight follows you.
Now that Miss Delight is dead, you will find another new hand; this one allows you to attack. As you go across the bridge in the next room, look to the right. There is a battery to grab to open the door. Just on the other side is TV and another VHS tape. Using the purple hand, launch your way up to the next contraption puzzle. This puzzle is a lot easier than it looks; you just need to aim the turret, keep pointing the contraptions forward, and make sure you're on the platform with the elevator when you turn the turret on; here's a video if you need it.
Go back down, then take the Playhouse Restricted Access door below.
All Note Locations in the School
While inside, you may have seen a note or two. There are a total of six of these notes, located on the piano bench, hanging from an open vent in the ceiling, on an ottoman, next to the first battery, and just next to the door where you enter for the Miss Delight cutscene.
The final page can be found just after Miss Delight is killed. Look for a number pod in the hallway. If you don't want to go and look for all of these notes, I have also included what is in each.
The Playhouse
Inside the Playhouse, you'll come across a lot of tiny, animal-like characters. Shoot them with the orange hand to keep them from attacking. There will be another TV in this first room; the VHS will be in the next room under a tent. Continue through the Playhouse maze on either side until you find two giant buttons; above them will be a block you can pull down onto it to keep it pressed down.
Once both buttons are on, you can proceed to the center to push the central button. The central button makes the round platform spin around, so stand on that platform, then press the button, which will bring you over to the door. Head in, then go down the stairs.
Once you listen to the last of the Smiling Critters tell his tale, a chase sequence will begin. You might have to do this one a couple of times because there is a massive critter chasing you and only one way through the maze of Playplace. If you can't find the way out, it's a hole in the floor back the way you got into the dungeon area (see the screenshot below).
At the end, you will need the purple hand to launch over a hole and take you to the next location. Ride the elevator up, then head down the tube to the left at the top. The end of this tube will put you back into the central Playcare space, and Ollie will finally be able to contact you again. He'll send you back to the statue building once again to get a key for the office.
The Councilor's Office
Inside the Councilor's Office, you can find the first battery in the vent above the battery port. Take this battery, put it inside the port, walk through the door, and grab it through the door so you have a battery again. Use this battery on the port in the next room.
Next to the port in this office on the desk is another VHS tape. Open the door with the battery seen through the Red Smoke-filled room. Next up, pass by Eduardo Gala's office and look for the hole in the ceiling with the grab bar at the top above the end of the hallway. This will take you to a new puzzle.
- Look up above the puzzle and grab onto the bat to pull yourself up.
- Using the blue hand, grab the power source, then wrap your blue arm around the power pole.
- This will bring up the platform with the purple handprint on it.
- Use the purple hand to jump across to the other side.
- Let go with the blue hand.
- Use the blue hand to connect to the power source, then wrap it around the pole on this platform.
- Jump across with the purple hand to the other platform.
- Use your purple hand to grab the bar and pull yourself up onto the first platform again.
- Wrap your blue arm around this pole, then use your purple hand to press the button.
Next, we need to head into Stella's office. There will be a VHS here as well as a TV to play it; you will need also need to open the vent in the ceiling to get the key for the next area. Go through the locked door, through the hallway, up into the ceiling with the grab bar, and into the vents. There is only one way through these vents, but make sure to put on your gasmask before opening the end vent and falling into the room below.
In the next section, you will need to enter all three offices and open the power boxes. Grab the battery from the other port that can be seen through the hole in the wall, then power the power source, which is behind the power box next to the battery port. Use the power source with all three power boxes to open the door, keeping your mask on the whole time. In the next room is a new contraption puzzle. In order to complete it, you need to:
- Turn the small contraption closest to the entrance so it points at the second small one, then turn on the turret next to it. This will unlock the jumping puzzle. Take the jumping puzzle to the top.
- Hop up to the platform above, then pull the lever (1) there to open the gate next to the elevator.
- Next to the grate, there is a battery in a box (2). In order to break it open, you need to pull it off of the platform and let it drop to the floor.
- Once the battery box is open, use it on the door by the entrance. There will be another battery in a box inside this room.
- Drag the battery-in-a-box to the elevator and pull the battery out of the port to bring with you.
- Move the contraption closest to the door to face the elevator, then turn on the turret again.
- Stand on the elevator with the battery-in-a-box and the other battery in hand and ride the elevator up to the top.
- Place one battery in one battery slot, then throw the battery-in-a-box off of the platform to break it open.
- Grab the second battery from the floor and put it into the second port.
- Next, turn off the turret from the platform.
- Turn the contraption closest to the entrance so it points at the second small contraption.
- Turn the large contraption so it points at the battery ports.
- Turn on the turret from the platform.
- The door will open.
In the next room, you need to hop up onto the boxes to the right to get into the vents. They will be filled with Red Smoke, so put on your gasmask. Go through the vents, grab the battery, and watch the cutscene. Next up, head out out of the Councilor's Office, go down one set of stairs, and look to your right. There will be a cord to plug in below the statues in the center, then grab the key Ollie sends you.
Next, grab the cord from where you, Poppy, and Kissy took the elevator up before; it will have a flower painted on it. Plug that in under the statue as well, and Ollie will send you a blue battery. Take it into the Gas Production Zone.
The Ending
Plug the blue battery into the blue port in the Gas Production Zone, and Catnap will come after you. Get into the elevator on the other side of the room before he catches you! Press the big button (1) to open the elevator, then press the button (2) on the inside of the elevator to ride it up.
Last but not least, we have the boss battle. In order to win, you need to do several things. Read the instructions as they come onto the screen, gather all the batteries into the central location, and be ready to battle.
Catnap can come at you in several ways: the left side, the right side, and above. If he comes in from above, you just need to grab the bar of the door above and pull it closed. If he comes from the right, you will need to open the cage to the right with one of your left hands, then charge the green hand with the port behind you, and grab the power triangle port behind the door. If he comes from the left, you need to use the purple hand to vault over the top of the left side, then charge the green hand and plug the power into the port on the other side.
As the timer counts down, you will need to pull batteries from around the room and put them into the four corners of the machine in front of you as they light up. When the timer on the machine runs out, touch it with the green hand to finish the fight. Take the elevator back down into the Gas Production Zone and plug in the blue battery.
For more Poppy Playtime, check out All Poppy Playtime Characters on Pro Game Guides.
Published: Feb 15, 2024 07:57 pm