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.
Your path leads to the
infirmary , where you will have to solve a series
of electrical puzzles. Start with the first one:
Once inside, you'll be faced with a new set of puzzles involving cables and electricity .
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 .
After defeating Yarnaby, you will be sent to eliminate the Doctor .
Going further, you will find yourself in the morgue , where the Doctor has
prepared a trap .
In the next room, an
ominous laugh will be heard - your right hand will become paralyzed .
During the escape:
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 .
When you enter the next area, you will be thrown into a labyrinth .
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 .
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.
After that, your next goal is to
place the explosives .
Proceed through the infirmary back to the room with the
electrical puzzle . Along the way you will
encounter a simple task with gears .
In the gas chamber you need to:
After making a full circle around the mine, start collecting explosives :
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 .
If you perform the actions quickly
and correctly , the task will update and you will
have to urgently leave the room .
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.
This time it must be destroyed .
At the crucial moment, bring the saw blade straight down on the monster.
Try to get out, but Dowie
will appear again .
Poppy awaits you . At this point, the Prototype will appear - a mysterious creature that, apparently, will become the final boss of the fifth chapter .
The patch added new content to the game.
The console release is still a long way off.
The creators of the series themselves reported this.