Poppy Playtime logo featuring Huggy Wuggy

Chapter 5: Broken Things

The Complete Guide

1. Outrunning Huggy Wuggy

Broken Things throws you straight into danger. Huggy Wuggy smashes through the door within seconds of the opening cutscene, so be ready to sprint the moment the path behind you opens. The route is mostly linear — dodge left and right, duck beneath machinery on the conveyor belt, and keep moving.

When you reach a sealed red-and-blue gate, aim your Blue Hand at the scanner on the left and hold until the barrier lifts. Keep running until the floor gives way and you land on a lower platform.

💡 Don't panic. Turn around on this landing — document "An Intercepted Communiqué" (1 of 35) sits on the table behind you. Grab the handle at the end of the balcony and swing across to proceed.

A second conveyor gauntlet follows. This time the scanner is on the right and requires the Red Hand. After clearing it, jump down and swing across the gap. Huggy backs off — for now.

Valve Room & the Ambush

In the next area you must shut off two steam valves. The second valve only registers while you stand inside the marked circle. Once both valves are closed Huggy returns for a surprise lunge — sprint left through the hole he tears in the wall and make straight for the elevator.

Inside the elevator shaft, Huggy punches through walls around you. Watch for bent metal panels — they telegraph where the next strike will come from. When the doors open, scan the Red Hand on the panel. Huggy rips the entire GrabPack from your arms, leaving you defenseless.

2. Dark Corridors & the Flashlight

Without your GrabPack you must navigate a pitch-black wing of the factory using only light switches and your wits. Small hostile creatures called Outimals roam the darkness — if you see one crawling toward you, do not approach. It will kill you instantly.

Navigation Sequence

  1. Enter the room to the right of the hallway and flip the light switch.
  2. Go through the door on the right, press the button, and unlock the left-side door.
  3. Activate the hallway lights, then crouch through the gap in the left wall.
  4. Ascend the ramp at the end to continue forward.

Eventually you reach a room with a grinder machine. Turn on the light first, then hit the red button beside the machine to collect the Star Flashlight — a crucial tool with a built-in Blacklight mode.

💡 The normal beam scares off Outimals. The Blacklight reveals invisible arrows on the floor that guide you to the next objective, plus hidden codes on whiteboards. Switch between both modes constantly.

Follow the glowing Blacklight arrows back through earlier corridors. Before reaching the final marked door, detour into the bathroom on the right (flashlight on to clear enemies), then crawl under the tent for a document. In the adjacent room you'll find your first Audio Log — "Sisters" (1 of 10).

3. Giblet's Hideout & the GearPack

After collecting the Recycling & Reclamation Key from beneath the stairwell, push deeper through the factory's lower passages. An Outimal ambush is broken up by your new ally Giblet — follow him to his hidden den.

Before leaving the hideout, grab two documents: "Giblet's Checklist" on his bed and "The Better Press, Issue 14" on the workbench. Then drop into the hole to the right of Giblet.

Finding the GearPack

In a large room further ahead, a dinosaur skeleton is chewing on your replacement equipment. Climb its tail, jump onto the walkway, and collect the GearPack — your new multi-function hand unit.

Pressure Hand — New Mechanic

The GearPack includes the Pressure Hand. When attached to moveable objects (crates, vents, carts), hold and release the trigger to push or shatter them. You will rely on this ability for the rest of the chapter.

⚠️ The code for the Pressure Hand locker is found by flipping the nearby whiteboard and using the Blacklight. The default answer uses the "Luke" drawer reference — enter 0859.

Elevator Shaft Climb

Use a series of Grab Handles to ascend the elevator shaft. The third door from the bottom is the only one that can fully open. Attach to the first handle, climb to the second, ride the elevator platform, then hook onto the third handle while simultaneously using the Pressure Hand to force the elevator doors apart. Scan the Blue Hand by the red door to exit.

4. The Biodiversity Lab

This overgrown wing of the facility is choked with mutant vines. Before tackling the main objective, explore for collectibles: the "Lab Report: Medium Growth & Plantlife" note is at the bottom of the stairs on the left. Break the vent cover to the right of the top staircase, crawl through, and read the "Reminder" pinned to the whiteboard inside the locked room.

Tank Pressure Puzzle

Several areas in the lab require you to operate pressurized tanks. The concept is consistent each time:

  1. Press the Green Pad to begin filling the tank.
  2. Watch the gauge — you need the fluid level to land between the two marked lines.
  3. Pull the lever once the pressure is in the correct range to lock it in place and activate the connected mechanism.

Clearing the Vines

After the first tank puzzle, shut off two valves, then systematically destroy the sap bulbs clinging to the overgrown vines. Each cluster you pop causes the vine mass blocking the red double doors to recede. Once you've cleared every branch and bulb, shatter the large central sap node to fully open the passage.

Electrical Charge Puzzle

In the battery room beyond the red door, pick up two Battery Packs and slot them into the wall receptacles to power the Electrical Charge terminal. Then:

  1. Connect one hand to the charge terminal.
  2. Wrap the cable around the pillars adjacent to each conducting rod — make sure the wire contacts both rods.
  3. Finish near the receiver and connect your other hand to complete the circuit.

5. Machine Shop & Magnetic Panels

The Machine Shop introduces magnetic panels — brown tiled surfaces that your Magnetic Hand can latch onto. Use them to traverse ceilings and walls, cross pits, and reach otherwise impossible areas.

Document Cabinet Puzzle

In the main shop, you'll find a locked cabinet requiring a three-digit code. To crack it:

  1. Check the board in the corner and use the Blacklight — it reveals a reference number like "67 JL".
  2. JL identifies the drawer rack (look for its label on a sign above).
  3. Shine the Blacklight on the matching drawer to reveal the three-digit combination.

The cabinet contains seven documents at once — a huge lore dump. With these you also unlock the magnetic panel ability, letting you pull toward those brown tile surfaces.

Mechanics Wing Traversal

This section is a gauntlet of magnetic panel platforming. Key moments include:

  • Pull yourself along wall-mounted panels to cross the main pit.
  • Climb to ceiling panels near a red pipe, then shut off the valve to kill the flames blocking your path.
  • Watch for crumbling walls — time your jumps between panels carefully.
  • A room with spinning saw blades marks the end of this section. Navigate around them using the overhead panels.

💡 After shutting off the red pipe valve, drop into the pit beneath it and crouch — there's a hidden blue panel (secret button) on the underside of the floor.

6. Intensive Care Unit & Memories

Return to Chum and Giblet through the elevator and hand over the documents you've gathered. From here, navigate through a series of children's rooms — a ward with cribs, a playroom with swings, and an eerie nursery — until you spot cracked glass overlooking the Intensive Care Unit. Shatter it with the Pressure Hand to gain entry.

Collecting the Three Memories

After entering the ICU, doors in the hallway lock behind you with colored panels. The mechanic is intuitive: open blue doors with the Red Hand, and open red doors with the Blue Hand. Look for a yellow double door — open it with the Blue Hand to find the Memory Device.

You need to locate three memory discs scattered throughout the surrounding rooms. Each disc triggers a cutscene that fills in major story gaps. Explore methodically, check every room, and use the Blacklight to spot hidden paths.

Projector Room — Distracting Huggy

One critical area puts you back in proximity with Huggy Wuggy. Use the projectors in the room to draw his attention away while you charge the door panels and slip through. Timing is everything — activate a projector, then immediately sprint to the next panel before Huggy turns back.

7. The Children's Playground

The playground is a surreal open area with slides, a climbing maze, and minecart rails. Your new Elemental Hand ability debuts here — it can transfer electricity, fire, and ice from source panels to objects.

Powering the Minecarts

Locate the green electrical panels around the playground. Charge your Yellow Hand from a panel, then transfer the electricity to a minecart to ride the rails. You'll need to do this multiple times to progress through different sections.

💡 Before riding the second minecart, climb the slide on the left to find VHS Tape 2/3 at the top of the children's maze. There's a TV with a VCR nearby where you can play it for bonus lore.

Breaking Through the Gate

On the far side of the playground, find a mannequin with a button and a magnetic panel above it. Pull yourself up, locate the electrical panel, charge the Yellow Hand, jump back down, and power the minecart. It will crash through the locked gate, opening the way to the next area.

Fetching the Buns

After the gate cutscene, descend into the basement to find Kissy Missy and Poppy. Go through the half-open red doors on the left, check each oven, and grab the plate of buns from inside. Bring them upstairs to Lily to trigger the tea party sequence.

8. Lily's Tea Party & the Secret Room

Follow Lily into the kitchen, collect the recipe book from the table, then head to the second floor. In the right hallway, place the book onto the shelf at the far end — the wall slides open to reveal a hidden passage.

The Secret Room

You need to burn a poster inside. Return to the second floor and charge the Yellow Hand from the fire panel on the balcony. Burn the poster, place the nearby cube beneath the gap, and climb through. Inside the secret room, lift the heart-shaped bed to find another fire panel. Burn the purple hair on the locked cabinet, collect the heart-shaped key from within, and take note of Miss Gracie's ID Card.

Saving Poppy and Kissy Missy

Use the heart key on the heart-shaped lock to enter the holding area. Reach the basement where Poppy and Kissy are trapped. Pull the star on the wall to open a passage, then navigate the ceiling magnets through a series of compartments. You'll need to:

  1. Find and insert a battery to power the release mechanism.
  2. Freeze the goo blocking a vent with the ice charge, then shatter it with the Pressure Hand.
  3. Charge the Yellow Hand with fire and burn the purple hair sealing their cell door.

Escaping Lily

⚠️ When Lily transforms into a monster and begins singing, follow the purple trail illuminated by Blacklight. When she yells "STOP!" — freeze completely. Do not move, do not look around. Wait for the singing to resume before continuing.

Break glass barriers with the Pressure Hand as you go. The chase leads through a backstage area, across magnetic panels on the second floor, and eventually to the attic where you meet Kissy one last time before the Prototype appears.

9. The Prototype — Final Confrontation

The climax takes place aboard a train deep within the facility. After a cutscene with Giblet, Poppy, and Kissy, you board the train and begin the final sequence of puzzles and chases.

Train Sequence

  1. Pull the two levers at the rear of the train car to disconnect it from the Prototype.
  2. On the platform, wire the left connection point and find a battery on the right — pull it into the slot to deliver an electric shock to the Prototype.
  3. Open the forward door using the scanner and enter the next car.

Elemental Gauntlet

The remaining train cars test every ability you've acquired:

  • Ice: Freeze organic growths blocking your path, then shatter them.
  • Fire: Jump across flaming gaps and use fire charges to clear obstacles.
  • Magnetic panels: Pull yourself across ceilings and between disconnected platforms.
  • Pressure Hand: Push cubes into position and hit green release buttons.

In one car, grab a valve from the floor, attach it to the gas tank, and shut off the supply. Then charge the Yellow Hand from the electrical panel and power the equipment beside the exit door. In the final room, freeze the floor puddle to slow the Prototype and trigger the concluding cutscene.

The Ending

After the train sequence, exit through a blue-panel door, follow Giblet, and watch the penultimate cutscene. Smash the glass panes on both sides of the final room and pull both levers to initiate the ending. Chapter 5 Ending Explained.

Collectible Totals in Chapter 5

Broken Things contains far more hidden items than any previous chapter:

  • 35 Documents — notes, letters, shipping manifests, and lab reports
  • 10 Audio Cassettes — voice recordings that reveal backstory
  • 3 VHS Tapes — playable on TV/VCR combos
  • 19 Plushies & Golden Statues
  • 7 Hidden Blue Panels — secret buttons

For complete locations of every item, check our Collectibles Guide.

Frequently Asked Questions

How long does it take to finish Poppy Playtime Chapter 5?

A typical first playthrough takes roughly five hours. Completionists hunting every collectible should budget closer to seven or eight hours.

What new GrabPack abilities are introduced in Chapter 5?

Chapter 5 introduces the Pressure Hand, a Magnetic Hand, and an Elemental Hand that can transfer electricity, fire, and ice charges.

How do I get past the dark rooms with the Outimals?

You need the star-shaped Flashlight. The regular beam scares off Outimals, while the Blacklight reveals hidden arrows and clues.

Where do I find the locker code in the Machine Shop?

Flip the whiteboard and switch to Blacklight. Match the letters to the drawer rack label, then illuminate the matching drawer to see the code.

Is Poppy Playtime Chapter 5 available on consoles?

At launch it is a PC exclusive. A console release has been confirmed but no date announced yet.