Poppy Playtime: Episodes 1-4 Walkthrough

Episode 3. Deep Sleep
The main character woke up after the train crash and found themselves in yet another strange place. Find the passage in the wall and wait for the mechanism to move away, then pull yourself up higher with the glove. In the next room, move across the pistons to the left part of the room, but do not linger on the mechanism that moves upwards.
Enter the large hall through the breach in the wall and open the nearest door. Again, move across the pistons, which this time appear from under the water. Pull the platform towards you and climb into the ventilation shaft.
In the next room, you need to find two batteries. They appear in specific places: on the shelf in the corner of the room and in the adjacent room (can be taken through the ajar door).
Move along the corridor, take the green energy, and run up the stairs to open the door with its help. Pick up the phone receiver. If you don't do this, you won't get the next battery. Behind the door, you will see a destroyed train. Head in the opposite direction and enter the yellow door.
Here you will encounter a new type of puzzle. Rotate the stand so that the beam is directed at the socket, then use the glove.
Go up the escalator, activate two levers, and enter the funicular. Upon arriving at the new location, approach the central building and open the door to go down. Open the yellow door of the cage and wait for the key to appear from the pipe. Take it.
Gas Production Zone
Return back and find the door with a red light where you can use the key. Upon reaching the large hall, listen to the girl's monologue and run to the adjacent workshop. Here to the right of the door will be a green battery. Insert it into the corresponding slot.
You will open a passage to a small closet. You can pick up a videotape and watch it, as well as take another spare hand.
Exit and use the purple hand to jump higher (you will see the corresponding image on the floor). In the adjacent room, do the same actions and pull the platform towards you, then lower it down. After that, jump onto the yellow pipes and grab the platform to pull it to the left.
Rotate the far stand so that the beam is directed at the socket. The second stand should be facing the first one. Jump on the trampoline and interact with the power source, then direct the second hand to the second stand.
This is just the first part of the puzzle, as it will give you access to the second socket. Now turn the second stand towards the socket, and the first one towards the second stand. Direct the hand with electricity through the far stand.
Return to the main hall and try to start the installation with the button. It won't work — listen to the girl and run outside. Go back down to the basement of the central building to get another key.
Home Sweet Home
Head to the large two-story house and go inside. Pass through the red mist, go down the stairs, and turn left at the fork. At the radio, turn right and then left again. Upon reaching the next fork, you will hear a phone ringing — run to the right, then left to find an open room.
The girl on the phone will say you need to run. Naturally, the corridor will change. Run in any direction until you see torn wallpaper in the distance. Go this way and eventually notice a room with a computer desk outside the window. Right before the window, there will be a turn to the left into a destroyed corridor. Keep moving forward until you find yourself in a room with a TV. Pick up the videotape and watch it.
At the end of the video, a giant monster will appear. Unfortunately, you can't escape from it. Just follow the path back until it grabs the main character. Jump into the hole in the floor and pull the lever on the small racing car, which will open a passage for you.
However, you won't be able to move forward. First, examine the hole in the ceiling and take the mask. Press the F key to equip it.
With the help of the purple glove, climb higher, move the cabinet between the rooms, and go through the adjacent room. In the room with the sun image, there are two slots for batteries and one battery. From this room, go left to the end and look up. Grab with your hand to find yourself on the upper floor. Next to the large toy, there will be a second battery.
Here, jump down and insert both devices into the slots, then press the button. In the corridor, a passage to the second floor will open, where you will find the familiar racing car. Use it to clear the way to the balcony.
In one of the rooms, find the green energy. Switch to the corresponding hand and open the door. Repeat the action again in the next room, and when the door closes behind the hero, you will be able to reach the energy through the breach in the wall.
In the center of the large hall, you will see a huge toy that will turn towards the main character. To take the battery from it, go around the hall through other rooms.
You can go down in the same hall by using the hole in the floor. Install the battery here, then take the green energy and apply it to the device in the corridor. A passage will open to another part of the second floor where a similar device is located. Don't waste time, immediately take the energy from here and install it on any of the two devices in the corridor. Return and take the second one to open the large door behind which you can see the car.
Clear the path and run to the dead end, into the room with gas. Go through the ventilation, take the second battery and return the same way. Inserting both batteries into the slots will open the path to the hall, from where you can access the basement. Here a mechanical hand will be waiting. It needs to be directed at the stand, after first turning the stand towards the socket.
In the adjacent room, turn the two-section stand towards the socket (located above the previous one), then the regular one towards the large stand. However, you first need to climb higher and move the platform. Finally, direct the stationary hand at the small stand and pull the lever.
The elevator will take you back to the house. All that's left is to go up the stairs and exit through the main door. The hero will be met by a girl. Follow her to the elevator and press the large button to restore the power supply.
Return to the main entrance of the house and grab the wire. Run with it to the basement of the central building to plug it into the socket. This way you will get another key, this time from the school.
School
Enter the school and open the grate with the green energy you will find in the room on the right. Now you need to find several batteries. The first one is waiting for you in the playroom.
You can reach the second one through the office space, where there is a place for a grip in the open ventilation shaft.
After installing them, open the grate to the room with the TV. In the corridor, there will also be a missing battery. Enter the room opposite the battery slot and climb into the ventilation. This way you will get into a previously locked room where you can take green energy and open the grate opposite. Start the engine and pick up the battery as soon as Miss Delight appears.
Now the miss will follow you. Run to the battery slot and open the grate. Keep running away from her by using green energy on the doors. As usual, to open one of them, you will need to use two sources at once. They are located in different rooms.
Pick up the battery and insert it into the door with one section so that it opens, allowing you to pick up another battery. Insert it into the door, take the previous one, and also install it on the grate with two sections. Here you can use green energy for the central door, as well as take the two previously found batteries and insert them.
Proceed to the end of the corridor and interact with the lever. After a few seconds, the opponent will be dead, and you can pick up the replacement device for the mechanical hand.
Players will find themselves in a large cave where they will have to combine abilities. Jump using the purple glove to the generator. Switch the glove to green and activate the button on the floor. Try to climb up before the energy runs out.
You will reach a platform with several puzzles. First, turn the large stand towards the platform on the left, then climb higher. Turn the second column towards the far one. The third stand, accordingly, towards the second two-level column. The last stand — towards the socket.
Aim the stationary mechanical hand, jump onto the platform with the elevator, and press the lever.
Playhouse
Reaching the door with the inscription Playhouse, you will encounter the first small enemies, which need to be driven away using the rocket glove. Note that the rockets will only drive the enemies away, not kill them. While the rocket is burning, they will not be able to approach the hero.
Continue following through the rooms, driving away the enemies, until you find yourself in a large playroom. Find the passage to the giant cube, which should be dropped onto the button. Repeat the action with the second cube — this will help power up and open the passage. Proceed to the central part of the hall through the pipe at the bottom of the playroom and press the button.
Descend the stairs and pass by the room with the pool into the prison. In one of the cells is DogDay. Watch the scene with this character, then run in the opposite direction to fall into the abyss. The small toys got tired of chasing you, so they decided to unite in the body of this doll.
In the pipe, run forward, and at the fork, turn left. Upon reaching the large room with toys, head left and prepare the purple glove. It can be used before the abyss.
Eventually, you will find yourself outside and can obtain a new key from Ollie.
Counselor's Office
Upon entering the building, examine the ventilation grate and pick up the battery. As we remember, these devices can be taken from sections — do this and insert it next to the next door. Run to the dead end and take the battery through the gap in the wall to open the passage to another section of the building. At the HELP sign, climb higher and jump over the abyss using the purple glove. This will bring you back to the cave.
Climb to the upper platform, grab the power source with the glove, wrap the wire around the column, and jump to the other side. Here, reach for the power source again, wrap the second stand, and climb up. Walk around the column and shoot at the socket. The neighboring platforms will lower, allowing you to pass through.
In Stella's office, you can find a videotape and watch it. When you're ready, find the ventilation hatch on the ceiling to open it and get the key to the locked door.
Run to the dead end and examine the gap in the ceiling. Climb into the ventilation shaft and put on a gas mask before exiting. You will find yourself in a room with gas, where you initially picked up the battery. Return to the same gap in the wall and take this same battery, then insert it into the only section here.
The battery will provide access to green energy. To open the door, supply voltage to three devices in three rooms. We try to solve the combined puzzle with the columns again.
How to Solve the Column Puzzle
Proceed to the stationary mechanical hand and turn the column here to the next stand. Do the same actions with the following columns — the last one should face the hole in the wall on the right.
This will allow you to use trampolines and climb higher. Here, lower the lever — access to the elevator will open. Also, grab the battery in the flask with both hands and drop it down (you can fall with it).
Inserting the battery into the section will open the gates, behind which lies a similar device in a flask. Pull it to the elevator and drop it, like the first battery. You will need to redirect the first column to power the elevator beforehand.
Now take these two batteries with you to the second floor, and also turn the last column (double) to the socket next to the two battery sections on the second floor.
Climb into the ventilation shaft and put on the mask, using the rocket glove for lighting. Pick up a battery in one of the rooms and try to install it, but at this moment a monster will attack the player, triggering a lengthy cutscene. Once you regain control of the character, repeat the last actions and get outside.
Ollie again asks to restore power using a wire that can be stretched from the office to the basement of the central building. Additionally, another cable needs to be stretched from the electrical panel that the girl recently used to start the elevator. Don't forget to pick up another key and a large blue battery.
Gas Production Zone
Return to the production zone and try to install the obtained battery, but at this moment a monster appears. Put on the mask and head to the end of the hall to the elevator.
In this zone, you need to beware of the constantly sneaking enemy. If you spot it in one of the sections, insert the battery into the corresponding slot and activate the green energy on the necessary device.
With each subsequent attack, slots for batteries will light up on the main terminal. Insert them here as you can.
At a certain point, the monster will start lifting the cover right above you. The player's task is to hold this hatch until the enemy retreats.
When the device above the computer starts to spark, apply green energy to it and watch the cutscene, after which go down to the main hall and install the blue battery, and also start the generator. Listen to Ollie and get in the elevator with her. This will conclude the third episode.