By
Callum Williams,Lauren Harper,Miranda Sanchez,+3 more
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With Poppy Playtime Chapter 1 officially concluded, it's time to get started on your adventure through Chapter 2. This walkthrough will cover the entire opening section of the chapter, guiding you through reaching the Game Station.
If you're looking for a different section of A Fly in a Web, be sure to check out our Chapter 2: A Fly in a Web walkthrough hub for links to all the guides for this chapter.
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Reaching the Game Station Walkthrough
Following a commercial for the supremely stretchy Mommy Long Legs toy, you’ll drop back into the world of Poppy Playtime directly in front of Poppy’s now-open case. She’s nowhere to be seen, so it’s time to get back to the mysterious mission.
Spin around and head down the corridor back into the area with the doll's house. Things have changed slightly since you were last here, with the wardrobe in the corner now lying on its side. Behind where it used to be, you’ll see a doorway. Open it up and head on through.
You’ll enter a long corridor. Proceed through it until you reach the end. Directly ahead of you is an office with the name “Elliot Ludwig” plastered above it. You can’t go inside just yet, but don't worry, you'll be back here shortly.
Head down the right passage of the corridor. You’ll end up at a hole in the floor that you can’t jump across. To get over it, you’ll need to learn one of the new mechanics added to the Grab Pack in this episode.
Look up and you’ll see a pole illuminated by yellow lights in the ceiling. Grab the pole with the Grab Pack hand and jump to swing across the hole. It might take a few tries to fully get the hang of it, so swing back and forth. It’s worth getting to grips with this now as you’ll need to do it on command in some intense moments later.
When you’ve got it down, head to the end of this corridor and you’ll enter a room with a Huggy Wuggy cardboard cutout you can interact with. Opposite the cutout is a door barricaded by barrels. Use your Grab Pack hands to pull the barrels away and expose the door.
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Head through it and you’ll find a storage room with a large key inside. Grab it, then make your way back to Elliot Ludwig’s office using the corridor with the swing pole.
Reuniting with Poppy
Cracking open the door, you’ll enter the office of the esteemed Elliot Ludwig: the founder of Playtime Co. and its enigmatic leader. This is a good chance to learn a little bit more about Elliot and why Playtime Co. has monstrous abominations roaming its halls, so poke around a little bit before you continue with the mission.
Grab the golden Daisy statue on the desk. This is the first of multiple statues you can find throughout the episode, so it’s worth looking out for more like it as you continue onward.
Secondly, grab the note on Elliot’s desk. This details a failed experiment Elliot was pursuing with rats and poppy flowers and adds some intrigue to the ominous experiments taking place within Playtime Co.
Finally, pick up the brown VHS tape on Elliot’s desk and then slot it into the brown VHS player beneath the TV to the left of the door you entered through. It’ll tell you some new information about Elliot that seems to reveal he went through a terrible tragedy in his personal life.
With all three of those lore tidbits collected, let’s continue with the mission. Behind Elliot’s desk, you’ll see a vent cover slightly off its hinges with hand stickers plastered all over it. Pull it off the wall and then hop into the ventilation shaft behind it.
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Continue down the path and you’ll drop out in a small maintenance area. As you look for the way ahead, a box above you will be pushed down, revealing Poppy: the doll you freed at the end of the last episode. She’s undeniably terrifying, but unlike the other residents of the factory, actually pretty friendly.
She’ll tell you that she’s trying to turn the power back on, moving out of the way to reveal a power outlet behind where she was standing. Grab it with your blue hand, then wrap the wire around the two nodes in the center of the room, move around the cage door to your right, and use the red hand to reroute the power.
After that’s done, Poppy will move through the vents until she’s directly next to the vent you used to make your way here from Elliot Ludwig’s office. She’ll tell you to head back into the office, so use the pole above the vent to climb back inside and retrace your steps.
When you’re back in the office, Poppy will appear in a vent and tell you that she can follow you through the ventilation shafts. With the power back on, the two of you can continue heading through the facility.
Exit Elliot’s office so you’re back in the corridor, then take a right. You’ll see the locked door down here now has two active Grab Pack pressure plates to the left and right of it. Place each hand on its corresponding pressure plate to crack open the door and then head through it.
You’ll see a huge gap in the floor ahead. Grab the pole above it and, like earlier, swing across it using your Grab Pack. When you reach the other side, proceed through the doorway and into the large atrium with a hole in the floor ahead of you.
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You’ll see Poppy standing in front of the hole. She’ll begin to explain herself, just as a spindly pink hand comes out of the hole, grabs her and pulls her inside. Jump down after her and you’ll find yourself in a long slide leading down to a corridor below. Time to find out who has it out for Poppy and save her.
A Dangerous New Threat
Now you’re out of the slide, it’s time to fix the power so you can go after Poppy. On your left, you’ll see a door leading to a power room.
This power puzzle can be tricky. Every time a node is activated, a fence will appear behind it. If the fence intersects with your wire, the wire will break, so you'll need to find a way to go around them. Head down the catwalk on the left-hand side of the room.
You’ll see a blue pipe between your side of the catwalk and the power outlet. Shoot your blue hand through the pipe so it connects with the outlet, then walk backward, making sure not to touch the wire against the node on the left catwalk. When you reach the entrance to the room, head down the catwalk on the right and loop the wire around the node on the path.
With the wire looped around the blue pipe, the gate the node activates won’t break our wire. Now, head to the left catwalk and loop the wire around this node.
Finally, return to the right catwalk, position yourself behind where the wire wraps around the node, and shoot the hand towards the second power outlet at the end of the left catwalk. When it connects, the puzzle will be complete.
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Return to the corridor and go past the now-open shutter to the Game Station. Proceed to the end of this corridor and you’ll see a door with a red hand pressure plate above it. Shoot your red hand at it and, at the last second, the pink hand from earlier will launch down and rip the red hand off the grab pack.
The culprit behind the Grab Pack dismemberment is Mommy Long Legs: a giant, far more sinister version of the toy from the commercial at the beginning of the episode. Coming down from the ceiling, she’ll reveal she’s kidnapped Poppy and wants us to earn the train code you need to proceed deeper into the facility. How are you going to do that? By playing some of Mommy’s favorite games. She also very kindly lets us know that if we break the rules, she’s going to tear us limb from limb.
After she’s gone, the shutter ahead will rise, allowing us to proceed toward the Game Station. Use the lever on the right-hand side of the shutter ahead and you’ll find yourself in the Game Station atrium, ready to take on Musical Memory.
Up Next: Musical Memory Walkthrough
Top Guide Sections
- Walkthrough
- Poppy Playtime Lore Explained
- Poppy Playtime Characters
- Poppy Playtime Multiplayer
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Poppy Playtime: Chapter 1
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