With every Poppy Playtime DLC adding new lore to discover and puzzles to solve, the Safe Haven marks the fourth chapter of this iteration. With challenges around every corner, here's a complete Poppy Playtime chapter 4 walkthrough to help you survive the depths of Playtime Co. Factory.
Poppy Playtime Chapter 4 Safe Haven - All Codes and Puzzle Solutions

Poppy Playtime Chapter 4 introduces us to a new character, Doey the Doughman, an animatronic that you'll encounter in the Safe Haven DLC. While you might think of him as a friend, there's much to discover later on.
Prison Entrance
As you begin Chapter 4 of Poppy Playtime, you'll be guided by Poppy to the depths of the Playtime Co. Factory. Once there, you'll have a small puzzle that you need to solve first in order to progress. Here's how to do it:
- Move forward, climb the stairs on the right, and then position yourself on top of the blue boxes.
- Aim at the swing bar on the ceiling and press the left click.
- Sprint and jump to land on the other box.
- Once there, look to your right, and you'll spot the battery on the far corner.
- Aim at it, then left-click twice to pick it up.
- Swing back and place the battery on the door to open it.
When you've opened the door using your blue glove, you need to keep walking till you hit the big yellow gate. The gate is tied together by a rope that you can burn using your Flare glove.
After you walk through the heaps of dead toys, you'll find yourself outside the huge prison gate. As you approach the gate, it'll go on lockdown, and your objective will update to finding another entrance inside the prison. Here's how to find it:
- When you stand in front of the gate, a toy critter will appear behind you. Burn it with your flare gun, then proceed to move back.
- Look towards the left, and you'll see a heap of toys. Move towards the corner and climb the heap. You'll see a broken door underneath the light leading into the prison.
- Follow the path till you stumble upon the jump pads.
- Sprint towards the jump pads, then press right-click with your purple glove to jump across the platforms. Do it twice, then carefully cross the narrow ledge to enter the prison.
Once you make it across the platforms, keep following the path till you find another edge. You'll see another swing bar, using which you can make it into the interior of the prison.
After you make it inside, you first need to find the key, get the train started, and the actual journey of Chapter 4 begins. Here's how to do it correctly:
- Drag the boxes on the other side of the room using your blue boxes. Push them against the container to climb them and reach the hanging container.
- Inside the hanging container, you'll find a Key. This key opens the Locked Room near the area's entrance.
- Open the room, then attach your blue glove to the power source.
- Drag the charged wire towards the two electric poles outside.
- Once both the electric poles are charged, attach your purple glove to the power outlet on the train. The moment you do that, the door of the big blue container will open.
Enter the blue container and the door will be automatically closed. You'll be then introduced to The Doctor, who will be continuously watching you throughout this chapter.
Prison Escape and Red Gas Trap
After you wake up, you'll find yourself in the Prison. Your objective will change to Escape from the Prison. But this isn't so simple. Here's the exact steps to make progress from here:
- Follow the path till you reach the white area. Look up, and you'll see a Swing Bar. Grapple it with your Blue Glove, and hold the left-click to climb up.
- Once up, proceed forward till you see a broken vent.
- Use your Blue Glove to open the Big Blue Door on the lower floor.
- Once opened, go back and downstairs to the prison cell. Open the unlocked door and jump through the hole in the ground.
- Burn the critter with a flare, then proceed toward the end of the corridor. Open the second last door, and get rid of the wooden panels with your blue glove.
- Crouch and move to the other cell, then into the next room. There, you'll find the Red Glove that will allow you to open security doors.
Once you get that, go out of the room, as multiple critters will attack you. Keep closing the Prison Doors to keep them at bay. It'll last around a minute, after which they'll leave. You can even shoot flares to scare them off momentarily.
Keep following the corridor, then go upstairs. You'll then find yourself in a control room. Enter the code 3255. That will open the exit door at the end of the corridor. Here's what to do next:
- Keep following the path till you reach another control room. Unlock the first door using your blue glove.
- Go to the unlocked area to find the Access Card.
- Use the Access card at the table to open another door.
- When the next two doors open, you'll find yourself in another corridor.
- Keep following the path till you find a stone blockage.
You will have to crouch down to go through the block. Remember, this is one of the most important stages in the game. You need to do all the next steps very quickly.
As you move towards the end of the corridor, the Doctor will release a toxic red gas. This will gradually start disorienting you and eventually kill you if you don't stop it in time. Here's how to deal with it:
- Look down, and you'll see broken bars around the steel cage. Use your Blue Glove to break those bars and jump down.
- You'll see then see a massive red pipe leaking the gas. Don't go near it. Instead, run towards the end of the corridor, remove the wooden panels, and go left into the crack.
- Keep running till you reach the room at the end.
- Find a table with a Valve wheel on the right.
- Pick it up using your Glove.
- Carry the wheel and run back. This time, slide through the crack on the left (not the one through which you came).
- Crouch through the steel cage to make it to the leaking pipe.
- Place the wheel on the pipe and turn it to stop the gas from leaking.
- Quickly unlock the door by using your glove and head upstairs towards another control room.
Once inside, you'll need to solve another cryptic puzzle and enter the code to get rid of the Red gas that has filled the prison.
This time, you need to enter the code 3642, and the gas will be cleared. This will also lead the pressure to go critical, which will break the glass on the left. Here's what to do next:
- Go through the broken glass. Follow the path till you see a jump pad at the end of the room. Sprint towards it and use your purple glove to jump up.
- Follow the path till you find another puzzle. This time, drag the blue boxes under the closing gates. Make sure a big box is under every shutter, not the small ones.
- Then, attach your gloves to the panel in each room. When you attach both of them, the door in the middle will open.
This will lead you to a lab, where The Doctor will introduce you to Yarnby. Not the cute one, but the dangerous one. This will then lead you to the next stage of surviving against Yarnby.
Surviving Yarnby And Meeting Doey
Once Yarnby disappears, open the panel on the left and place the battery on the right slot to open the door behind. Follow these steps to make it to the next part of this chapter:
- Follow the path, and you'll reach a storage room. There, Yarnby will be hunting for you. Crouch the entirety of the time.
- Make it across the first section and wait for Yarnby to move onto the left side of the room (when it starts to burn).
- Once there, grab the swing bar above the vent on the right and start climbing. Be quick, as Yarnby will try to attack you when you reach up.
- Yarnby will be there when you reach the next room.
- Wait for it to turn its back, and make a run for it.
Once you're crouched, hide and wait for Yarnby to leave. Once he leaves, proceed forward till you encounter Pianosaurus, and then watch him get devoured by Doey.
Reaching Safe Haven
After you meet Doey the Doughman, your objective will change to Follow Doey as both of you make your way to the Safe Haven. There, you'll encounter a locked gate puzzle. Here's how to clear it:
- Pick up the chain hooks that are attached to the wall with your glove.
- Hook them on the door handle.
- There are four hooks, so you need to attach two to each door handle.
- Attach the levers beside the chain.
- One lever is already attached, two of them are lying on the floor nearby, and one of them is on the top of the Blue Tower inside a locker.
- Enter the code 3021 to unlock the Locker and get the fourth lever.
- Once attached, flip all four levers using your Glove to open the door.
Once you make your way through the corridors, you'll end up in another puzzle where you need to set up a gear combination to open up the next area.
The gear combination puzzle is your last hurdle before reaching the Safe Haven. Here's how to complete this puzzle:
- The first gear is located on the steel shelf on the left when you enter the maze from the left gate.
- The second gear is located behind the two stacks of blue boxes in the right corner when you enter the maze from the center gate.
- The third gear is located on another steel shelf at the center of the maze.
- Once you have all three gears, arrange them in the combination shown in the picture (the biggest gear in the center and the two medium ones on the two ends).
Finding The Doctor And Killing Yarnby

After you deal with the previous puzzles, you'll finally reach Safe Haven alongside Poppy, who makes an appearance to save you. Doey'll instruct you to find The Doctor and get his Omni-hand to free all the imprisoned toys.
After you proceed into the Infirmary, you'll have to clear a number of puzzles, starting with another electric pole puzzle. Here's how to clear it:
- Pull the Mine Cart at the left-most corner with a dead body to the first red-light station. That will unlock the second gate.
- Pull the electric pole cart to the next red-light station till it turns green and unlock the third gate.
- Finally, pull the second electric pole to the third red-light station till it turns green. Then attach your blue glove to the generator marked '1'.
- Wrap the electric wire across the two poles and then attach the purple glove to the socket marked '2' beside the gate to unlock it.
Cables and Electricity Flow Puzzle Solution
Once you enter the interior, you'll start the next series of puzzles, all related to cables and electricity flow. Here's each of them and how to solve them:
- Follow the corridor till you reach the first computer with a cable coming out of it. Activate it to open up the next door and proceed.
- Do note that you're being pursued by Yarnby here, so do not sprint, as it will attract him to you.
- Head inside to start the next objective.
- Flip the lever with the computer, and then make your way to the Handscanner machine. Two of them are located on the bottom floor, and one of them is at the end of the room, opposite the entrance.
- Activating the machines will power up the above machine located inside the cave.
- Press the button beside it to open the next door.
- Follow it to find the next machine where you need to flip the lever and collect the Access Card.
- As you follow the path, eventually, you'll unlock the final door, where your objective will change to Run.
- You need to sprint and escape while being chased by Yarnby. In the end, grapple and jump across the fire to kill Yarnby.
Killing The Doctor And Frozen Gas Trap
After getting rid of Yarnby, your next objective would be to kill The Doctor. For that, first, you need to drag the Blue Boxes and parkour up the path inside the next room. There, you'
Published: Jan 30, 2025 11:38 am