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Poppy Playtime Chapter 4 Full Walkthrough

At the very beginning of the fourth part, Poppy will lead you deeper into the labyrinths of the Playtime Co. factory. Soon you will have to solve a small puzzle.
Poppy Playtime Chapter 4 Full Walkthrough
Author
Andrey Pavlenko
Date of publication
31 January 2025

Full Walkthrough Poppy Playtime Chapter 4

Move forward, climb the ladder on the right and stand on the top blue boxes. Look up - there is a swing hanging from the ceiling. Left-click on it, accelerate and jump to land on the adjacent box. Then turn your head to the right - in the far corner you will notice a battery. Aim at it and double-click LMB to pick it up.



Now open the door by simply pushing it back and place the battery in the right place. When the mechanism works, use the blue glove to open the passage and continue moving. Soon, a massive yellow gate will appear in front of you. It is tied with a strong rope, which can be burned with a suitable glove. Going further, you will notice dead animatronics, and soon - you will find yourself in front of a huge prison gate. Come closer - the path is blocked, and your goal will update: now you need to find a bypass route inside.

Standing in front of the gate, you will hear movement behind you - a monster has appeared. Immediately use the rocket launcher to burn it, and continue on your way. Look around - on the left you can see a mountain of toys. Go to the corner, climb it and find a damaged door under the light. It leads inside the prison. Follow the narrow passage until you come across trampolines. Run up, then, while in the air, use the purple glove (RMB) to jump from one platform to another. Repeat this maneuver twice, and then carefully overcome the narrow ledge leading to the main entrance to the prison.

Once you reach the edge of the platforms, look up - there's another swing ahead. Use it to get inside. Inside, you'll need to find a key and start the train. First, move the boxes by dragging them to the opposite side of the room. Use the container as a support to climb up and reach the hanging container. Inside, you'll find a key that opens a locked room near the entrance.

Once the room is open, connect the blue glove to the power source. Point the charged wire to the two electric poles outside the room. Once both are activated, connect the purple glove to the train's outlet. At this point, the door of the large blue container will automatically open. Step inside and hear the door slam behind you. You now have a new observer - the Doctor, who will be watching your every move until the very end of the fourth chapter of Poppy Playtime.



Также рекомендуем сайт наших партнёров — ТОП лучших игр.


When you wake up, you find yourself in the dark walls of a prison. The only goal is to escape, but the path to freedom is strewn with traps and deadly threats.

Proceed forward along the winding path until you reach the white area. Look up - there is a beam above you that you can grab onto with the blue glove. Hold LMB to pull yourself up. As you move forward, you will come across a broken vent. Use the glove to push open the massive blue door on the lower level. Once the passage opens, go back and go down to the prison cell. Here you will find an unlocked door - open it and jump into the gaping hole in the floor.

In the dark corridor, a sinister mob will block your way. Don't waste time - burn it with a torch and move forward. Once you reach the end, open the penultimate door and use the blue glove to break the wooden panels. Crouch, slide into the next cell, and then into the adjacent room. This is where the important item is hidden - the red glove, which opens access to the security doors.

Immediately after you pick up the gauntlet, a wave of monsters will descend upon you. The only way to survive is to slam the prison doors behind you, preventing the creatures from getting any closer. The attack will last for about a minute, after which the creatures will retreat. If the onslaught is too intense, feel free to use flares to scare off the enemies.



Once the threat is over, continue down the corridor. Climb higher until you reach the control room. To open the exit, enter the code 3255. At the end of the corridor, there will be a passage - follow it to another control room. Here, use the blue glove to open the first door, and then enter the new location in search of an access card. Bring the card to the reader on the table to unlock the next door.

A new corridor will greet you behind the two doors that have opened. Move forward until you come across a massive stone barrier. Crouch and crawl under the block. Time is now against you! The doctor has activated the poisoning system - thick red gas is starting to fill the corridor. The further you go, the more you lose your orientation in space. Stay here too long - and the poison will kill you.

Look down - a steel cage hides the way. Several bars are bent and almost broken. Break them with the blue glove and jump down. Now you need to find a way to stop the gas supply. Look carefully - at the end of the corridor there is a huge red pipe, but it is too dangerous to approach it. Instead, rush forward, tear down the wooden panels and squeeze through the crack on the left. Run without stopping until you reach the far room.

There's a valve on the table to the right here. Pick it up with your glove, carry it back and crawl through another crack on the left (not the one you got here through!). Crawl through the steel cage and take the valve to the leaking pipe. Turn it to shut off the gas. But don't relax yet - the tests aren't over yet!

Quickly use the glove to unlock the door and go up to the next control room. Here you will have to solve another puzzle and enter a code that will clear the prison corridors of poisonous gas. This time the combination you need is 3642. As soon as you enter the code, due to a sharp pressure surge, the glass on the left will crack and shatter into pieces. Go through the resulting gap and move on until you reach the trampoline at the end of the room. Accelerate and use the purple glove to jump up and overcome the obstacle.



Walking down the corridor, you will come across another puzzle. To open the way, you need to drag the blue boxes and block the closing gates with them. It is important that there is a large box under each shutter - small ones will not work. Then attach both gloves to the panel in each of the two rooms. This will activate the mechanism and open the door in the middle, leading to the laboratory. The Doctor and a mysterious character named Yarnaby will already be waiting for you there.

Once Yarnaby disappears, turn to the panel on the left. Open it and insert the battery into the right slot - this will open the door behind you. Follow the path until you reach the storage room. At this point, Yarnaby will begin to pursue you. Move only in a half-crouch - this will help to avoid detection. Once you reach the first section, wait for Yarnaby to move to the left side of the warehouse (it will start to burn). When the opportunity arises, grab the bar above the vent on the right and quickly pull yourself up. Do not hesitate - Yarnaby will try to attack.

As you move into the next room, you'll notice that Yarnaby has moved there as well. Stay in cover and wait for him to turn away. Then, carefully creep closer, crouch, and hide until he leaves. Then, continue moving until you encounter a Pianosaurus - but before you can do anything, it's swallowed by an equally terrifying creature called Dowie Testoman.

From here on, your goal changes - you now need to follow Dowie to a safe haven. Upon arrival, you'll encounter another puzzle: a locked gate. To open it, use the glove and lift the chain hooks attached to the wall. Then hook them onto the door handles. There are four hooks in total, so distribute two on each handle. After that, place the levers next to the chains. One lever is already in place, two more can be found on the floor nearby, and the last one is hidden inside the cabinet at the top of the blue tower.



To get the last lever, enter the code 3021 and open the locker. Once all four levers are in place, activate them with the glove to open the door. Continuing through the corridors, you will encounter another mechanical puzzle: now you will have to correctly place the gears to open the passage to the next area.

The first gear is on a steel shelf on the left as you enter the maze (if you enter through the left gate). The second is hidden behind two stacks of blue boxes in the right corner as you enter through the central gate. The third gear can be found in the center of the maze - it is also on a metal shelf. Once you have collected all three, place them in the correct order: the largest one should be in the center, and the two middle ones - on the edges. Once the mechanism starts working, the path forward will open.

After successfully solving the previous two puzzles, you will finally reach the safe haven . Dowie will give you a new task: find the Doctor and take the omni-hand , which will allow you to free all the captive toys.

Infirmary and the Electric Pole Puzzle

Your path leads to the infirmary , where you will have to solve a series of electrical puzzles. Start with the first one:

  • Drag the minecart with the corpse in the left corner to the first red station . This will open the second gate.
  • Then pull the cart with the electric pole to the second red station until the green light comes on - now the third gate is open.
  • Repeat the process with the second electric pole , dragging it to the third red station until it too is activated.
  • Attach the blue glove to the generator marked "1" , then wrap the electric wire around the two poles and connect the purple glove to the connector marked "2" next to the gate. The passage will open.


Cables, Computers, and the Pursuit of Yarnaby

Once inside, you'll be faced with a new set of puzzles involving cables and electricity .

  • Go down the hallway and find the first computer with a cable coming out of it . Activate the system to open the next door. Yarnaby will be chasing you , so move quietly and carefully .
  • Proceed to the next step : flip the lever with the computer and move towards the scanners .
    • There are two scanners on the ground floor.
    • The third is located at the end of the room, opposite the entrance.
  • Once activated, the machine inside the cave will start . Press the button next to it - this will open the next door .

Continue along the path until you find a new machine . Flip the lever and take the access card . As you continue to advance, you will have to run to survive. At the end, use the grapple , jump over the fire and destroy Yarnaby .

Freezing Gas and the Doctor's Trap

After defeating Yarnaby, you will be sent to eliminate the Doctor .

  • Drag the blue boxes to get to the next room .
  • Dowie will tell you about frozen pipes . The gas slows you down and deals damage .
    • Close the first pipe by moving the slider.
    • Then shoot the glove into the gas to turn the valve of the second pipe .

Going further, you will find yourself in the morgue , where the Doctor has prepared a trap .

  • If you try to open the door on the right , you will get stuck and the room will start to fill with freezing gas .
  • Turn around and open the compartment marked "2" - there is a spare battery hidden there .
  • Use the right glove to place the battery behind the saw (it is located above).
  • Start the saw and move it to cut off the stuck blue glove .
  • Pick up the new blue glove from the floor and hold it to the Temperature Control Zone scanner . The gas leak will stop and the door will open.
  • Remove the plug from the Temperature Control socket and insert it into the socket inside the red room (where the organ is located).
  • The glass will break , opening the way further.

Labyrinth, new monster and search for batteries

In the next room, an ominous laugh will be heard - your right hand will become paralyzed .

  • Continue moving, using the lifts to reach the labyrinth .
  • The Doctor will release a new monster similar to Yarnaby. It will not kill you immediately , but will pursue you persistently .
  • Your goal: collect batteries, open the locked room and escape .

During the escape:

  • Find an open vent with a battery inside.
  • Grab the battery on the run and plug it into the outlet near the locked door .
  • Repeat the process twice to activate both doors.
  • Find a broken vent at the back of the large room . Break the grate and climb inside .
  • Inside you will find an access card .

Use the map to open the desired room and go inside. After the Doctor's monologue , grab the fork and insert it into the socket to stop the monster . Once the door opens, move on and go through the large gate .

The final confrontation with the Doctor

When you enter the next area, you will be thrown into a labyrinth .

  • Find the first battery and use it to open the first door .
  • Move forward, take the same battery and install it in the second gate .
  • Keep moving, dodging enemies , and go up the stairs behind the second battery .
  • Use it for the third door and find the corridor leading to the last battery .
  • Take it, go back the same way and connect it to the machine .

Follow the blue cable out of the station , climb up and retrieve the access card from the overloaded machine . Escape the explosion!

Enter the next room, use the access card and upgrade the red hand to the omni-hand . The last step is to open the door and jump down .

After receiving the Omni-Hand , return to the safe haven . The road back is long, but this time there are no puzzles or dangers waiting for you. However, once you arrive, you will have a new goal - to restore the generator .

Generator repair

Use the Omni-Hand to open the generator panel , then turn the lever and take the capacitor (cylinder) lying on the corner table. Place it in the round slot , then use the Omni-Hand again to open the next compartment.

  • Find the generator circuit diagram on the table and replace the circuit diagram already installed with it .
  • Act quickly: if you manage to complete the repairs within the allotted time , the generator will be restored.

After that, your next goal is to place the explosives .

Search for explosives and system overload

Proceed through the infirmary back to the room with the electrical puzzle . Along the way you will encounter a simple task with gears .

  • The gears are scattered throughout the room, but finding them won't be difficult.
  • Once you reach the desired room , you will find an open shaft - go down until you reach the gas chamber .

In the gas chamber you need to:

  • Move the blue boxes to reach the access card hanging in the suspended room.
  • Use your hand to move the platform along the rails into the depths of the shaft.
  • Use flares to fight off monsters.

After making a full circle around the mine, start collecting explosives :

  • There are two charges of dynamite lying on the boxes .
  • The third one is in a room filled with rocks - use fire to clear the passage.
  • Place four dynamite charges at the indicated locations.

Now you need to redirect the gas to all tanks A, B and C by turning the corresponding valves .

When the tanks are completely full , the system will go into overload mode .

  • Grab the mechanism that appears behind you .
  • Run through the right door , then use the swing to place the device on the car above the room.

If you perform the actions quickly and correctly , the task will update and you will have to urgently leave the room .

  • Fight off enemies with a flare gun .
  • Follow the same route back to the safe haven .

The final battle with Dowie

Once you return to the shelter, the final part of the fourth chapter will begin .

After a heartbreaking monologue, Dowie loses his mind , turning into a giant monster , and rushes in pursuit of you.

  • During the chase, look for hanging beams .
  • Stay under them for 1-2 seconds , but don't stay longer .
  • Once you manage to get away from Dowie, keep moving - but he will soon attack again.

This time it must be destroyed .

  • Run in circles , forcing Dowie to catch up with you .
  • Watch out for freezing cylinders that can be dropped on the floor to slow it down.
  • When the opportunity arises, force Dowie to go under the saw .

At the crucial moment, bring the saw blade straight down on the monster.

  • If Dowie is under the effects of a Freezing effect , he will take increased damage .
  • Beware of his ranged attacks and use the tunnels to hide from him.
  • After Dowie gets hit 3-4 times by the saw , he will be temporarily disabled.

Try to get out, but Dowie will appear again .

  • Now push the piston down to finish it off .
  • Once everything is over, move on.

Meeting Poppy and Preparing for Chapter 5

Poppy awaits you . At this point, the Prototype will appear - a mysterious creature that, apparently, will become the final boss of the fifth chapter .