Poppy Playtime Chapter 3 can be quite daunting to make your way through the first time you give Deep Sleep a go. It’s the longest entry in the series so far and arguably the most terrifying, making it easier to get muddled up and take a wrong turn. Luckily, we’ve survived our fateful encounter with CatNap numerous times, so allow us to give you a full Poppy Playtime Chapter 3 walkthrough. In this guide, we explain how to navigate Playcare, what you need to do for certain puzzles, and how you can overcome CatNap.
If you happen to be stuck in the first area of the factory or even Game Station, we can help you out with our Poppy Playtime Chapter 1 and Poppy Playtime Chapter 2 guides. Poppy Playtime’s Huggy Wuggy and Poppy Playtime’s Mommy Long Legs are no joke; they want to end your journey early, but admittedly, they don’t pose a threat quite as heinous as Poppy Playtime’s CatNap, and soon, you’ll see why.
What is Poppy Playtime Chapter 3?
Poppy Playtime Chapter 3, also known as Deep Sleep, is the third installment in Mob Entertainment’s horror game franchise, introducing some of the most popular toys so far. It’s a survival horror experience with gameplay that forces you to stay calm as you try to solve puzzles and evade murderous toys. However, it does offer some answers on what Playtime Co. has been up to, though it does lead to other questions. You play as a former employee of Playtime Co., returning to the Poppy Playtime factory ten years after its abandonment and the disappearance of its other staff.
To make it through Playcare with your life, you have to explore the area, going into different buildings, each with its own perils. There are many dark hallways and surprise locations that you’d never expect to come across. Then there’s the puzzles; you need to use your grabpack to complete various tasks, all while watching your back as evil toys close in on you.
Deep Sleep carries on directly from A Fly in Web, where the train you and Poppy were on derailed after she changed course, refusing to let you leave. You now question whether she really wants to help you. Well, more answers await you in Playcare, as does CatNap, the most fearsome toy yet, worshiping Poppy Playtime’s Prototype as though it’s a god – careful, CatNap doesn’t place nice with heretics.
How do I play Poppy Playtime Chapter 3?
Poppy Playtime Chapter is only available on PC, though mobile and console ports are in the works. So, you need to head to Steam, where you need Chapters 1 and 2. While A Tight Squeeze is free, Deep Sleep acts as a paid DLC, the same as Fly in a Web. So you need to purchase it, then select ‘Chapter 3’ when prompted after launching Poppy Playtime.
As soon as the other versions of Poppy Playtime Chapter 3 arrive, we’ll be sure to let you know how to play them. In the meantime, if you’re on the fence about Deep Sleep, check out our Poppy Playtime Chapter 3 review and find out why we consider it to be “an enthralling entry into the iconic series.”
Is Poppy Playtime Chapter 3 for kids?
Mob Entertainment claims the game is okay for children aged eight and above, but while that’s a good point to go from, not all children respond the same way to spooky things. As their parent, you know your child best. If they frighten easily, perhaps Poppy Playtime isn’t the best choice for them, especially if you have a pet cat; your kid might not look at them the same way after meeting CatNap. If they get a kick out of all spooky things, Poppy Playtime Chapter 3 is likely a good fit for them. For even more information on the Poppy Playtime age rating, check out our guide.
Poppy Playtime Chapter 3 walkthrough – Deep Sleep
As we already mentioned, Poppy Playtime Chapter 3 is called Deep Sleep, and invites you even further into the factory. This time, you enter Playcare, the place where the orphans lived. Your primary goal is to make it through Playcare in order to go even deeper into this nightmare and find your way out, though it takes considerable effort on your part to survive your time here.
Like previous chapters, there are collectibles scattered throughout Deep Sleep, including 13 VHS tapes and six documents, both of which offer tidbits of information that offer a deeper understanding of the overarching story of Poppy Playtime. Depending on your skill level and whether you focus on the main story or strive for 100% completion, Poppy Playtime Chapter 3 can take anywhere between two and six hours to complete.
Deep Sleep begins where Fly in A Web ends, though before you get started, a cutscene plays, showing the Poppy Playtime Smiling Critters cartoon where all the members ask CatNap to help put them to sleep. He does so, using ominous red gas, which causes the others to become hysterical before passing out, leaving CatNap sitting on the couch with a smile, surrounded by the sleeping forms of the other Smiling Critters – a sign of things to come, perhaps? A news reporter then explains that CatNap is being recalled due to the gas he emits, which induces nightmares in children.
After the creepy cutscene concludes with the words, “Your children are not safe with CatNap,” it’s time to pick up where things left off. It turns out that after you pass out from the crash, CatNap himself finds you, and Deep Sleep begins with him throwing you down a pipe that leads into a dark room where you can see some old children’s play area items. You need to climb up the yellow ramp on the left from where you take control of your character to exit the room.
Now, you need to drop down onto the walkway between the pipes, going forward until a tutorial prompts you to use the grab pack to reach a ledge above you. Continue onwards, completing a platforming segment that leads you through a broken wall.
There’s a red door immediately on your right. Go through there, follow the path, and complete the platforming section you come across. You’ll see CatNap climbing into a vent, but he poses no threat… for now.
Keep going across the gap and through the vents until you arrive in a room with two couches and a TV on the right. The first VHS tape is in front of the TV; put it in the blue VCR to watch it.
After watching the tape, walk to the back of the room where the two power ports are. Through the door to the right of them, you can grab the first battery pack and insert it in one of the ports. Then, you can find the second battery on the bottom shelf of the lowest right-hand cupboard to the left of the power ports.
Now, you just need to throw your blue hand on the hand scanner. The door in front of you opens, allowing you to progress – at the end of the hallway is a cardboard cutout of Bubba Bubbaphant, a Smiling Critter. Hit the button a few times for different lines of dialogue, the last of which is quite harrowing.
After moving past Bubba, you go down a corridor, and in a small room on the left, you can see a hexagonal green power supply; touch it with your green hand to charge your hand, then turn and run up the stairs, following the sound of a ringing telephone. On the wall to the right you can see a triangular power port. Touch it with your green hand to transfer power and open the door in front of you.
Answer the phone, and Poppy Playtime’s Ollie greets you. He’s a nice kid who wants to help you survive Playcare. He’s also well acquainted with the area, so it’s best to do what he says. In this room, you once again come across an empty power port, but Ollie has that covered, dropping a battery pack in the room for you. Open the door and carry on. You get to see the wreckage from the train as you make your way to Playcare.
After walking down the tunnel, you find the way forward, but the security gates are locked. You need to go through the security room on the left to reach the maintenance room, leading to your next puzzle. Here, you need to use the handles on a power pole to rotate it until the paddle with a blue beam coming from it aims at a socket with the lighting bolt above it. Then you need to touch the power source on the wall with your blue hand and smack the paddle on the pole with the orange hand, allowing your right hand to wrap around the pole to reach the socket. Go out of the maintenance room and through the security gate.
When you come across KickinChickin’s cardboard cutout, you can tap the button several times to hear various dialogue. There’s a tram in front of you. To get on it, you need to pull down two levers, one on each side of the room. This takes you into Playcare. On the way down, you listen to Poppy Playtime’s Elliot Ludwig talk about Playcare and what Playtime Co. hoped to achieve with it.
As Ollie explains, upon your arrival, you need to head to the door under the Smiling Critters statue in the center of Playcare. Enter the room beneath the statue, go to the right, and open the caged door to receive a key from Ollie. After getting it, you need to go back the way you came and go through a door just to the left of the cable car (the one you arrived on). There’s a red light above it.
Keep going forward, and you eventually end up in a room with three large cylinders known as the Gas Production Zone. Here, Ollie explains that you need to move the red gas from the right cylinder into the left one – but first you need to return power to the machine. To do so, go to the left and through the door on the far side, turn right when inside, and you’ll find a battery. Pick it up and leave the room, going straight ahead in the room with cylinders until you get to the other side. You can see the power port where you need to put the battery.
Go through the door that opens, and you’ll find the purple hand for the GrabPack and a green VHS tape on the ground just to the left of where you get the gadget. Turn around, and you can see the green VCR on top of a small gray table against the wall near the door. Watch the tape to learn all about your new GrabPack attachment, and then go back out the door and look at the floor to the left. Interact with the purple hand pad using your purple hand to spring up to the platform above. Continue onwards from there.
Eventually, you find yourself standing on a ledge with red gas in a hole that branches the rest of the room. Use your grab pack to pull a hanging platform towards you, pulling it down once it reaches you, then use your purple hand to jump and land on the pipe protruding from the wall. Next, you need to pull the platform in front of you, once again using it to spring yourself into the air and make it to the other side of the room. Pull the platform towards you once more and use it to propel yourself through the gap above the locked door.
Once you reach the next area, there’s another puzzle featuring two power poles. To solve this, you must turn the pole next to you when you enter the room so that the blue beam lines up with the paddle with the orange hand on the other pole. Next, you need to use the purple launch pad to jump onto the cubicle behind you, shoot your hand through the gap in the wooden boards below you to grab the power supply, jump back down while keeping your hand attached, then use your spare hand to hit the orange paddle on the pole next to you. It then shoots across and around the second pole and through to the wall with the power port.
Now that the power is on, a wall lifts to reveal a second port that needs power. Turn the first pole so that the blue beam faces the newly revealed power port. Next, jump on the cubicle again and connect to the power, keep yourself connected, jump back down, and use your purple hand to launch yourself to the second pole. Here, use your spare hand to turn the pole so that the blue beam is facing the orange hand of the other pole. Then, same as before, launch your spare hand into the orange hand paddle next to you and watch it speed around the poles to the port. The door behind you with the exit sign above will open, leading you back to the room with the cylinders.
Press the button on the big computer to kick off the next series of events, and return to the room beneath the statue where you got your key. Ollie is sending you another one that gives you access to Home Sweet Home, the giant house up the stairs to the left of the door when you leave the statue.
Once you’re in Home Sweet Home, walk through the gas-filled room and down the stairs. Go to the end of the long hallway, turn right, and walk to the end of the corridor (you know you’ve gone the right way if you hear the dialogue coming from the radio). Turn right again, go to the end of the hallway, then turn left. When you reach the end, turn right and follow the ringing of a telephone, then turn left at the end of the hallway. Partway down the corridor, there’s an open door on the right-hand side. Go through and answer the phone. The phone call is from Ollie, telling you to run. If you look at the open doorway, you get a quick glimpse of CatNap watching you.
Go back out of the room and turn right. Run to the end of the corridor, then go left. Keep going, then turn right at the end of the hallway. You know you’re going the right way if you see some scratch marks on the floor. At the end of this corridor, turn right, pass the banging door, and make a right again. Keep following the hallway.
When you get to a long corridor with what appears to be an entryway at the end, turn left at the midpoint, go forward, take a right at the end, then a left, then keep following the hallway. Eventually, you hear eerie noises and see doors open in front of you.
On a bed behind a curtain to the right of the Huggy Wuggy cardboard cutout is a red VHS tape. Grab it and put it in the VCR. A short video plays, leading to a nightmarish version of Huggy Wuggy emerging from the TV; turn around and run back down the hallway. Oh wait, Huggy catches you anyway. Remember that red gas? It caused you to hallucinate.
You wake up unharmed in the room where you started. Go through the door in front of you to leave. You arrive in the lobby area of Home Sweet Home with a cardboard cut out of Daddy Long Legs, but a lack of power blocks the way forward.
Go through the hole in the floor and pull the ring on the back of the race kart to clear the way. But, before you step back into the red gas, look back up to the hole you dropped through. Grab the gas mask hanging off the pipe. Equip the mask and go into the gas. Look on the floor below a hole in the ceiling to find a launch pad you can use with your purple hand. If you open the door immediately next to you in the room you land in, it leads you back out to the main area. Turn back around and go through the hole in the wall, then pull the chest of drawers out of the way and head through the doorway.
In the next room, crouch under the cabinet blocking the doorway directly in front of you, then use the blue hand pad on the wall to open the way forward. On the right, there’s a door next to you. Go through, then immediately on your right, underneath a half-shut door, you can see a gray VHS tape. Grab it and put it in the VCR in the center of the room.
Once the tape finishes, leave the room and go back the way you came into the room with the blue hand plate on the wall. Turn right and go through the hole in the wall. Open the door, and you’ll see CatNap patrolling (he poses no threat here). Crouch and go through the open door next to you, turn right, and go through another hole in the wall.
Open the door and you’ll see a power port and battery in front of you. Go into the room. There are two power ports in here. Put the battery in either one, turn around, and leave the room. If you like, you can go through the closed door to get a peek at Poppy Playtime’s Kissy Missy sitting on a bed, staring at a picture. Back in the hallway, look up to find a hole in the ceiling and pull yourself up.
Once in the room above, turn around and go through the open door. You will find the second battery on top of a huge plush bear. Grab it, drop down the hole, and follow the path until you return to the hallway. Go back into the room with the power ports to insert the battery. Hit the red button underneath the screen on the right-hand side of the room, return to the hallway, turn left, then left again to go up the newly revealed stairs.
You come across another race kart. Set it off to have it crash through the door in front of you. Head through that door (but be careful not to fall through the hole in the floor), and turn right; you know you’re going the right way if you see the Picky Piggy cardboard cut out. Enter the next room with the Huggy Wuggy-themed couches, then head to the cabinet on the far wall and open it to get a VHS tape. The VCR player is on the left-hand side of the room next to the TV. After you watch the tape, it’s time for a quick puzzle. It’s nothing too strenuous. You just need to connect your green hand to the power source in the wall to juice it up, then transfer the power to the triangular port in the ceiling.
This leads you into a room full of bunk beds. Work your way through until you see a locked door, and turn right through the beds until you see two holes in the walls, one in front of you and one to the left. Just to the right of the one on the left is a block you can jump on, then you can jump on top of a bed to reveal a power supply through another hole in the wall, use your green hand to get some charge. Look up to find a triangular port to transfer the power to, which in turn opens the locked door. Head through the door to enter a room full of cribs. The door then locks behind you.
On the right side of the room, you need to jump on the blocks to reach the power supply you used in the previous room. Once you charge your hand, you can transfer the power to the triangular port on the ceiling above the cribs, opening the door to the left side of the entrance to the room.
Head through the door and continue straight forward, ignoring the entrance to the room on your left. Follow the path around, and you can get the battery pack from behind the giant Bobbi Bearhug statue. Go back the way you came and turn left. You’ll see a vent between two bunk beds, open it and go through. Once you exit the vent, turn left, take the first right, and enter the room on your right-hand side. This is where the power port for the battery is.
Once inside, you’ll notice a second port, meaning it’s time to find the second battery. Also in that room is a power supply. Charge your hand, leave the room, then take a quick left followed by a right to find the triangular port on the wall next to a closed door. This gives you access to another power supply. Now, turn around, take the first right, go through the doorway in front of you, and charge the triangular power port in the top-left corner. From here you need to go back to the first charge point, return to the room you were just in, and charge the triangular port in the top-right corner.
In the next room, you see another race kart. Let it rip, and follow the path it creates. Turn right at the room the car stops in, then go down the hallway until you see the door with blood and a Huggy Wuggy toy in front of it. Put your mask on and open the door. There’s a vent on the right side of the room. Go through it and follow the path into another room.
Enter the open door and grab the battery to the left of you. Go back through the vent, out of the room, and back down the hallway you originally came from. On the left side is the room with the power ports, insert the second battery and hit the red button.
Leave the room and go left, then left again to head through the newly opened door, leading you to the main lobby where you started (the room with the Daddy Long Legs cut out). The previously locked door in the center is now open, allowing you to go through. Use the hand reader next to the door in the room. This opens it and brings you to your next puzzle.
Once again, it’s the power poles with paddles – but this time there’s a turret for you to use, too. Rotate the first pole until the blue beam points at the wall’s power outlet, then pull the turret’s lever to activate a GrabPack hand to power it up. This opens a gate that lets you through to the second and third power poles, with one turret between them. Standing in front of the turret, you need to spin the pole on the left-hand side until the blue beam faces the direction of the second pole.
With the second pole, you need to push the paddle up and round 90 degrees, then rotate the pole with the bars at the top, lining it up so it’s facing the yellow gate. Now go up the stairs on the left and pull the first turret’s lever to stop the flow of power. This lowers the gate, allowing you to pull the platform over and jump to the other side. Pull the first turret’s lever again, then pull the second turret’s lever. This triggers GrabPack hands to fly around the poles, opening the yellow gate next to the very first power pole. Go through and follow the path to an elevator, take it up, and you come out at the entrance to Home Sweet Home. Go back up the stairs you came down when you first arrived, and it’s time for a chat with Poppy.
Follow Poppy and Kissy Missy and listen to what she has to say. After they leave, it’s time for you to return to the porch of Home Sweet Home to get a cable you need to plug beneath the statue (the same room in which Ollie gave you the keys). When you arrive, turn left, and you’ll see a bunch of sockets with a couple of cables. Connect your cable here. After that, it’s time for you to head to the school.
To get there, walk back up the stairs towards Home Sweet Home, but turn right in between the two sets of stairs. The building you see with the double blue doors is the school. Go inside and prepare yourself for one heck of an experience.
Once you’re inside and through the second set of double doors, walk to the end of the hallway, and you’ll see a triangular power port on the wall. Turn right and open the door to find the power source on the far side of the room. Charge your hand and transfer it to the port to open the gate in front of you. Go through and take the first right, then go straight ahead until you reach a closed door. Opening it reveals two empty power ports that need batteries to power up the hexagonal power supply.
Leave the room and go back down the hallway, walking straight ahead until you see a door on the left with decorations on it. The first battery pack is on the far right side of the room. Pick it up and put it in one of the power ports, then leave the room, turn right, and crouch to proceed.
You know you’re going the right way when you suddenly see Poppy Playtime’s Miss Delight emerge from a room down the hall. She’s anything but delightful. After she disappears, move forward until you reach a closed gate with a triangular power port next to it. You need to charge this up.
Turn around and enter the room Miss Delight came from. On the far left side, you’ll see a hole in the ceiling with a handle at the top that you can grab to access a vent, leading you to a little area with a battery pack. Grab it and go back up the vent, heading back the way you came. This takes you back to the room with the two power ports, allowing you to power up the second one. Now you can charge your hand and return to the triangular port just down the hall to open the gate.
Go across the room to the closed door with the decorations. You know it’s the right one when Miss Delight walks past once again. Open the door and go left. You’ll see a locked gate and a triangular port that needs charging. Turn around and look through a window in the locked door. You can see the hexagonal power supply.
Go back down the hallway to the other side until you reach a closed gate with an empty power port, and head through the closed gray door on the left. Near the hanging toy in front of a painting of Poppy Playtime’s PJ Pug-a-Pillar, you can see a hole in the ceiling. Hoist yourself up and go through the vent, then drop down into the locked room with the hexagonal power supply. Pull the cabinets away from the two doors and go through the one that leads back to the locked gate. Use the hexagonal power supply to charge your hand, hit the port, and go through.
On the other side of the room, there’s a door you can go through (listen to the Miss Delight cardboard cut out first if you want to learn some interesting facts). Here, you need to complete a quick puzzle by connecting your blue hand to the circular power supply on the wall, wrapping your arm around the pole, then using your second hand to hit the panel on the other wall.
This powers up a contraption that attracts the attention of Miss Delight. The good news is she smacks it, knocking out a battery (make sure you grab it here). The bad news is that she’s now actively trying to get you. The following chase sequence is pretty tricky and may take a few attempts, even with our walkthrough – but once you learn the layout of the school it isn’t too bad. And, luckily, it autosaves right before you solve the puzzle in the generator room, so you don’t lose too much progress if you die.
With the battery in your hands, leave the generator room, run through the subsequent room with Miss Delight cut out, then turn right. At the end of the hallway, you’ll see a port. Stick your battery in to open the gate in front of you. Run through, but it’s time to watch your back. Seriously, Miss Delight only moves when you’re not looking at her. As such, we suggest you get creative. If you follow the hallway that you just went through without going into the room you go past. You eventually come across a locked gate and a triangular power port – however, the hexagonal power supply you need to power it up is in the room you just walked past.
Keeping a close eye on Miss Delight, lead her into the room away from the doors. Turn to face her, walk around her, and go back to the doorway, never taking your eyes off her. Then, you can throw your hand at the hexagonal power supply without worrying about her getting you. Hightail it back to the triangular port and power it up to open the gate. As soon as you connect your hand, turn around to prevent Miss Delight from gaining too much ground.
Now, when you’re ready, turn around and bolt to the end of the hall with another gate in front of you, then turn left to enter a room. On the far left side is a door. Open it, go through, and you’ll see a hexagonal power supply juice up your hand and power up the port just to the right of it. It opens another gate right next to the hexagonal power supply. Turn around as it opens and keep an eye on the door you came through, Miss Delight won’t be able to come any further, giving you a head start for the next section.
Charge your hand once more with that station, then bolt through the gate and run through the hallway. Follow the path until you reach the end, where you encounter another locked gate and triangular port. Transfer the power from your hand, stand next to the gate as it opens, and turn around to keep Miss Delight from closing in. Go through the gate and turn right when you see the hole in the wall. Here, you can find one of two charging ports for the locked gate just around the corner.
Patiently look away when in the room, being tentative and looking back frequently to ensure Miss Delight doesn’t get you. Once she’s in the room, repeat the same strategy as before: get back to the hole, throw your hand at the hexagonal power supply, leave, turn right briefly, then make a left to get to the gate with two triangular ports. Charge up the one closest to you then go past them and round the corner. Follow the hallway to the end, then go through the door on the left. The hexagonal power supply is on the wall to the left-hand side from where you enter.
Wait until you see Miss Delight entering from the opposite side of the room, before quickly grabbing the power supply to charge your hand and running back the way you came. Fuel the second triangular port, then turn back around to make sure Miss Delight doesn’t get you as you wait for the gate to open.
Now you’re in a room with multiple ports and three different gates. The first gate needs one battery, the second gate needs two batteries, and the third and final gate needs two batteries and for you to power up the green node. Unfortunately, there’s only one battery in this room for now. Grab the battery and use it on the gate with one port (the one on the right side when you enter the area).
The second battery is in the newly unlocked room. The best course of action is to, again, bait Miss Delight into the room until you have her and the battery in your sight, then you can grab it without worrying about her. Put this battery in one of the ports by the second gate (opposite the one you just opened). Then grab the battery from the first gate and use it on the other port by the second gate, opening the second room.
In this room, you’ll notice a hexagonal power supply. Just opposite it and to the right of the gate from where you enter, a cabinet blocks a door. Remove the cabinet and open the door. Leave the room and remove the batteries from those two ports, powering up the third and final gate in this room. However, you still need to charge the green node above the gate. Naturally, that’s where the hexagonal power supply comes in. Reach through the door to the second room to power up your hand, then transfer it to the port.
Through all of that, it’s important to keep looking behind you at Miss Delight. Baiting her to the opposite side of the room you’re in before swapping batteries is a good idea. Once you open the third and final gate, make a break for the end of the hallway. Miss Delight will chase you here even if you look at her, so just keep moving. When you get through the doorway at the end, pull the big red lever on your left to lower the gate behind you.
Miss Delight meets her demise as a gate drops on top of her. Now you just need to follow the path out of here. When you get to the end of the next hallway, you’ll find a Hoppy Hopscotch cardboard cutout next to a yellow cylinder. Check the cylinder to find the orange GrabPack hand. Grab it, and the door next to you will open. In the next room, get to the midpoint of the bridge, face right, and grab the battery in front of you to open the restricted access door.
Going through the door, you enter a cavern-like area with a clear path for you to follow. Just make sure you pick up the orange VHS tape at the beginning of the bridge and turn around to find the TV and VCR player. After watching the tape, cross the bridge to progress.
Keep following the path, then use the hexagonal power supply to power up the nearby triangular port in order to activate the launch pad. Follow the path of launch pads until you come across a puzzle involving power poles.
Firstly, you need to go to the turret and aim it at the paddle with the orange hand on the power pole, then twist the top of the first pole so that the beam points toward the power pole on the platform above. Next, use the launch pad to reach the platform above and turn the power pole up there so that the beam is facing the power pole across from you. From here, use the launch pad to reach the pole that’s facing you, rotate it so that the blue beam is facing the tall power pole to the left on the platform below. Move grab the top of the fourth power pole and rotate it until the blue beam is facing the power port, then drop down the gap in the floor.
From here, look left, and launch your hand at the turret to pull the lever and complete the puzzle. You can see the blue beam fly around all of the poles, powering up the elevator next to the power port – make sure you’re on it before the power turns on, otherwise it will leave without you, and you’ll need to pull the turret’s lever again to bring it back down. Follow the path, then use your blue hand to power up the Playhouse door when you reach it.
Just before you fully enter the Playhouse, there’s a gap in the wall next to the door, and a mini Smiling Critter emerges. While it looks cute, it’s out to get you. Here’s where you learn what the orange hand is really for: it shoots flares, not only lighting up a small area, but also scaring the toy away. This GrabPack attachment is your best friend in the Playhouse. However, take note that there’s a cooldown system, and flares only last for a set amount of time, so be mindful when using them – you don’t want to run out in a room full of bloodthirsty critters.
Go through the door, follow the path, and enter the vent on your right when you see the next mini Smiling Critter – but remember to use your flare to keep it from following you. Carry on, going up the ramp on the other side of the vent next to the mini Bubba Bubbaphant. In the next room, there are two mini Smiling Critters to deal with, then you need to follow the path around the room, ignoring the red door and going through the tunnel. In the tunnel, turn left at the first fork in the road, turn left again to fire a flare at a mini Smiling Critter, then ultimately take the right path, clearing out the toys. Keep going, then take another right down a slide.
It’s pretty dark here, but take the first right available and follow the path until you come across a giant red button on the floor. Go up the ramp behind it and stand on the left side, pull the huge block from the right side down and position it on the button, then turn around and go through the tunnel. A mini Smiling Critter will come out just as you enter it, so turn back around and fire a flare to avoid trouble. Carry on and turn left at the exit, firing your flare down the ramp to ward off the toys. Duck under the structure on the right, turn left, duck again, then turn right and go straight.
At the end, turn right and fire a flare into the dark hole. It gets rid of the toy and lights the way forward, leading you to a cardboard cutout of Poppy Playtime’s Bunzo Bunny. Just beyond that, go through the gap in the wall on the left to find another big red button. You know the drill – jump on the ledge opposite the big block and pull it down onto the button. A mini Smiling Critter will jump after you here, so be ready to fire.
Go back the way you came, but, instead of going straight when faced with multiple directions just after Bunzo’s cutout, turn right and go through the tunnel on your right (you can see the tunnel in the picture above).
Once you go up the ramp, turn left and follow the path to find the final button. Stand on the circular red platform, then hit it. This puts you in front of a yellow door. Open it and go downstairs.
Eventually, you end up in a pool room with no water. Cross the room to the other side and go through the door on the right. Walk straight ahead, and you’ll encounter Poppy Playtime’s DogDay on the left. Poor guy, he doesn’t deserve this. Listen to what he has to say, then get ready for another chase.
The mini Smiling Critters kill DogDay and take control of him. Running is your only option here, so turn around and hightail it. At the end of the first tunnel, take a sharp left into the second tunnel, turn right, then turn left (there’s a shut gate, but it opens before DogDay reaches you).
There are no diverging routes from here, so just keep following the path until you eventually reach a door., Run through the door, turn left, and use the launch pad to escape to the elevator. Go down the slide near the DogDay cardboard cutout to leave the Playhouse once and for all.
Back in the main area of Playcare, Ollie calls you, giving you some backstory on CatNap and sending you a new key. Head back to the room beneath the statue, grab the key, and go to the counselor’s office. It’s the huge stone building with several pillars, you can’t miss it. After getting inside, you need to get the battery from the vent above the power port to open the locked door.
In the now-unlocked room, walk around the desk, grab the white VHS tape, and put it in the VCR behind you to uncover your next snippet of lore. While still standing in this room, grab the battery from the previous power port and put it in the port behind the desk near the VCR to open the next door. Head through, and you’ll see a locked door at the end of the hallway with a power port that needs a battery. Turn right to find a hole in the wall and the battery on the other side. Grab it. You also see CatNap run through.
Return to the door at the end of the hallway and use the battery to open it. Go through, get to the end of the corridor, look up, and grab the orange handle to pull yourself up. From here, enter the vent in front of you — the one behind is a dead end. Progress back out into the cavern area. There’s a deactivated launch pad. Stand on it and look up to find a handle that you can grab to go upwards. And, once again, it’s puzzle time.
As you can see in the picture above, there’s a circular power supply on the wall. Connect to it with your blue hand, walk backward, and wrap it around the pole to bring the now-activated launch pad up. Use it to get to the other pole across the gap. Disconnect from the power supply and then reconnect, going around the second pole to activate the next launch pad. Go back across, run up the ramp, and use the same handle as earlier to get back up to the first pole. Go around the pole again and use your free hand to connect to the power port on the grate to the right.
This raises two platforms – one in the gap between the two poles and another behind the second pole. Go across these and follow the path until you go through the office door. In this room, there’s a door on the far right that’s locked, so you instead need to go to the far left and into the office of Stella Greyber, the head of Playcare (there’s writing on the door and a Huggy Wuggy cutout next to it). Go left to get the purple VHS tape on her desk and put it in the VCR on the other side of the room. While that’s playing, look at the ceiling to find a grate. Open it, and it’ll drop the key to the locked door.
Now you’ve got the key, return to the locked door and open it, proceeding on until you reach a pile of rubble Look up and grab the handle above to pull yourself up, then go through the vent, using your flare gun to light your way (it’s pitch black).
Eventually, you land on a grate. It’s time to put on your gas mask before you drop into the room below. It’s dark, so use your flares again to shed some light on the situation. You should recognize this room, as it’s the one you took a battery from earlier. Of course, there’s a power port here, and you now need to replace the battery you took. To do this, reach through the gap in the wall to grab the battery from across the hall, then put it in the power port in this room instead.
This activates a charge port. Before you use it, light up the room with your flares. There are three office doors. Open each one, and then open the power box on the wall directly in front of you in each office. You then need to charge your hand three times and transfer it to each port to open a fourth door. Going through here leads you to another puzzle.
Once again, it’s time to use power poles. There’s one directly in front of you as you enter the room (there’s also a power port that needs a battery on the left side. More on that in a moment), but to the right and back is a second pole and turret. Turn the turret off to pull its hand back, rotate the pole in front of it so that its beam hits the paddle of the first, then relaunch the turret. Good news, the first part of the puzzle is done, giving power to a bunch of launch pads around the corner.
Use the launch pads to the right. On the platform above, you can pull a lever to lift the grate in front of you, allowing you to now use the elevator (opposite the second pole and turret) to get up here instead of the launch pads. There’s a battery on the platform that you can put into the empty port you passed when first entering the area. The gate next to it rises to show another battery. It’s in a case. You need to take the elevator up by disconnecting the turret and repositioning the second pole to face the power port next to the elevator. Take the battery you put in the port with you, then pull the lever to take the lift up to the platform. Put the first battery into the port, then grab the battery in the case off the ledge to shatter the glass and free it.
When back on the floor, disconnect the turret to bring the lift back down, grab the now-freed second battery, get on the elevator, and activate the turret to go back up to the platform. Put the second battery in the second port. Next, it’s time to turn a third power pole (the one near the jump pads) so that the blue beam faces the circular power port on the wall just in front of you (see the picture above).
Look down at the turret and power pole, disconnect them from the elevator, and once again direct that pole at the first one you see in the room. Finally, pull the turret’s lever to produce the last bit of power needed to raise the gate next to you on the platform. Head through the gate, then up the blue steps and yellow pipe into the vent. Put your gas mask back on and use flares to light your way.
Soon, you drop into a small hallway. Behind you is a locked door with an empty port. In front of you on the right is an open room with the battery you need. Before you use it, CatNap hits you. It’s time for another dream.
Once you regain control – and consciousness – grab the battery and open the door with the port to leave the building. Just down the first lot of steps, turn right, grab the cable from the counselor’s office, and take it to the room beneath the statue. Pick up the Sky Dome key that Ollie sends you, then leave the room beneath the statue, go around the other side of it, up the huge staircase. Just before the last set of stairs, look right, and you’ll see a small metal door with a poppy painted on it(see above picture). Open this door to reveal a cable, grab it, and take it to the room beneath the statue.
Ollie tells you that should be enough power and gives you a huge blue battery. You need to take this back to the gas production room with the three cylinders – through the door next to the cable car you initially arrived on. Once there, turn right in the room, and you’ll see where to put the blue battery. Head towards the port to trigger your final confrontation with CatNap. When he appears, turn around and run to the other side of the room. Look to the left to find a huge elevator. Hit the button next to it to open the gate, get in, then hit the button next to you to activate the lift.
As soon as you get off the lift, look left to see a TV and VCR player with a black VHS tape on the floor next to them. After getting a healthy dose of lore, move forward into a small area with various ports, batteries, and hexagonal power supplies. This is where you make your final stand against CatNap.
Okay, so in this area, there are several different entry points for CatNap to get you; you need to use your limited supply of batteries in the different ports to create steam, blocking the entry points. A couple of the ports also power up hexagonal power supplies (the one above the computer doesn’t charge until the end of the fight), which you can use to power up your hand, transferring the charge to triangular ports behind gates on either side of the room, which can also produce steam. You do get a minute to learn where everything is, so don’t panic – just take a look around and test things out in preparation.
You can keep track of where CatNap is coming from by shooting your flares down each entryway leading to you. When you see him, block that path with steam. After a while, he’ll also try to come at you from above, so look up at the grate. When he moves it, you have to grab the bar and pull it back down. You can tell when he’s above you as the grate makes a noise when he moves it and spotlights activate. It’s not very subtle. Sound is also how you can narrow down which hallway he might be using, he’s quite heavy-footed. Overall, as long as you pay attention to your surroundings, this section isn’t as tough as it seems.
During this whole ordeal, the computer in the center of the room is loading, and when it turns red, you need to put a battery in one of the ports next to it. Once it reaches 100%, the hexagonal power supply above it gets a huge surge of power with blue sparks coming out of it. Throw your hand at it to grab the charge. CatNap then drops down into the room from the ceiling, and all you have to do is shock him using your charged-up hand. Yup, that’s it. You win. Now you get to watch the mean cat get set on fire and punished by its master.
Finally, the danger is over – well, for this chapter, at least. Hop back in the lift you used to get here and head down to the ground floor, then grab that blue battery you dropped earlier and put it in the port. Next, go to the main computer at the center of the room and hit the big red button as pictured above. The process you started with the red gas at the beginning of this whole ordeal will finish, and the power comes back on. Go into the room to your left to speak with Poppy, learn some important lore, and ultimately finish Deep Sleep.
No doubt you’re just as keen as us to rush back and save Kissy Missy after hearing that harrowing scream, but we need to wait for the Poppy Playtime Chapter 4 release date to do that. But, for now, we hope this Poppy Playtime Chapter 3 walkthrough helped you beat that dastardly CatNap. To learn more about this world, check out our Poppy Playtime story explained article and read our Poppy Playtime characters guide for greater insight into the toys that call the factory home.