Introduction
The darkness thickens. The air smells of rust and something sweet, unnatural, like the Poppy Gel that corrodes the bulkheads of laboratories. You're here again. The ventilation creaks treacherously overhead, and the echo of your footsteps mingles with someone's heavy breathing behind the wall. Poppy Playtime Chapter 5: Broken Things It doesn't give you a break - it grabs you by the scruff of the neck right after the events of the fourth chapter and hurls you into the deepest, darkest bowels of the Playtime Co. factory. Huggy Wuggy is back. And he's angry.
But fear is only half the story. The fifth chapter turned out to be the most intense in the series: 19 collectibles, 35 notes, 10 audio tapes, 3 videotapes, 7 hidden blue panels and 5 golden trophies. The lab sector is almost entirely sealed behind electronic keyboards and valve puzzles. We take you through this nightmare without revealing key plot twists. No spoilers for major plot points - just clear instructions for survival. Put on your GrabPak, check your Glowby flashlight charge, and remember: it's not just things that break here..
Spoiler-free walkthrough
This section is for those who want to go through the game on their own but need strategic hints.
Your itinerary in general terms: Escape from Huggy → recycling center → meeting Jiblet → biodiversity labs → engineering department → memory machine → Lily's Dollhouse → Reanimation → grand finale.
- Globey is your best friend. The UV flashlight reveals hidden clues on boards and walls. If you reach a dead end, shine the UV light on everything.
- Don't try to collect everything on the first pass. Some achievements require death or, conversely, flawless completion. Go through the game quietly, collecting everything you see, and then come back for the Challenges.
- Fear the Shapeshifters. These small critters live in recycling tunnels. They are afraid of light - turn on lamps wherever possible.
- The codes are random. The six-digit Memories code is generated anew with each playthrough.
- Don't look back during chases. It slows the character down. Seriously, just run.
Complete step-by-step walkthrough
Material Handling Center: Escape from Huggy
Chapter five begins exactly where chapter four ended. Huggy Wuggy is banging on the door in front of you. A moment, and he's inside. An emergency exit opens behind you. Run.
Step 1. Follow the only available path, jumping over the debris. When the game prompts you to duck down, dive into the ventilation shaft on the right side. The left side leads to a fall into the abyss.

Step 2. You fall onto a conveyor belt. Crawl under two presses. On the left you will notice an illuminated sheet of metal - grab it with your blue hand and bend it. Repeat with the second sheet on the right.
Step 3. Keep running, turn right, then left twice. In the dead end on the left behind the broken glass is a blue panel - activate it with your blue hand. The gate will open.
Step 4. Dive into the vent, roll down. You're safe. On the table behind you is a note titled "Intercepted Conversation" (1/35).

Recycling and Disposal: The Land of the Disembodied
Step 5. Walk across the platform, swing over the chasm with the blue hand. You will find yourself in a room with crates. Task: find a way out.
Use both of GrabPac's hands to drag the crates. Build a ladder in the far left corner from three boxes of different sizes. At the top, find the gap between the boxes, break the grate and climb through the vent.

Step 6. After falling off the conveyor belt, you will lose the GrabPak. You will find yourself in a basement crawling with Outimals. These creatures are deadly in the dark, but fear the light.
Use the levers on the walls to turn on the lights and drive away the creatures. Move along the corridors, activating the switches one by one, until you reach the crushing station. There, pull the red lever, press the button and take the star-shaped device - Glowby's flashlight - from the ribbon.
Now go back to the main hall, lighting the way. The key is hanging behind the glass to the left of the lever - enter the office through the center door and take it.

Boiler Room and GrabPak
Step 7. You will be saved by Giblet, a new ally. He will send you to the boiler room to get a new GrabPak. Go through the two red doors on the left into the server room.
Step 8. Take the GrabPak from Bron's mouth. Go back to the server room. In the back of the room, shine the UV flashlight on the servers - you will see a cross. Pull the server handle on the right, push it away. Behind it is the Golden Giblet Trophy.
Step 9. Go up to the office on the upper level. There is a white board there - turn it over and shine the UV light on it. A code will appear 0-8-5-9. Enter it in the locker and get the Pneumatic Arm (Pressure Hand).

Biodiversity laboratories
Step 10. Go through the platforming area in the elevator shafts. In the laboratories you will be met by Growths. Use the Air Arm to destroy them and pass through the decontamination chambers.
Step 11. The battery puzzle. You need to power the power nodes by wrapping the GrabPak wire around a few power points and activating the source.
Engineering department: Gel purification station
Step 12. In the Engineering Wing, you'll reach the gel purification station. There is a huge turbine in front of you. Three red figures are displayed on the screen. Use Glowby's UV light to find the corresponding figures next to the switches near the turbine. Pull the three switches in the correct order (from left to right according to the figures on the screen). The turbine will stop.
Step 13. To the right of the turbine above your head is a platform with a magnetic panel. Pull it towards you with the Pneumatic Arm and climb up to the top. To open the secret room with Cham's Golden Trophy, jump to the opposite platform and turn the round valve next to the yellow door - this will freeze the gel under the stairs. Go down and smash the frozen gel.

The memory machine
Step 14. You will reach a room with a large "eye" machine. Task: find three Memories (chips).
- First Memory is lying right in front of the car on the floor.
- Second Recall: Go to the corridor with Poppy Gel, find the blue door with the scanner. Enter the area with puzzles. Four red valves are marked with geometric shapes (UV light Glowby is mandatory). The correct order is: Triangle - Star - Circle - Hexagon. Turn the lever in the control room, then go to the room on the left, light the chemical flask with the Conductive Arm. The window will break - take the second chip.
- Third Recall: Go back to the corridor, find the narrow passage by the crates. Open the double doors to the Training Department with your blue hand. There are six cameras, projectors and a final race for the third chip.
Step 15. Insert all three chips into the terminals and start the machine three times. You will play as Huggy Wuggy in three mini-games: distributing the pieces, playing with the spotlight and escaping from the room. After each stage, the machine gives you two figures - write them down. This will give you your unique six-digit code.

Lily Lovebrads dollhouse.
Lily Lovebrads invites you to tea. You can't refuse. She wants her three missing friends found.
Friend #1 is Baby Girl: Top floor, music room. The little girl is stuck inside a huge horn. Go behind the instrument, use the Pneumo-arm - the air flow will push the doll into the closed piano. On the bookshelf, find a clue - a sequence of four notes. Play the melody on the keys. The piano will open.
Friend #2 is Dolly Grab: Upper level, access via magnetic enhancement. Turn the two wall panels - behind one is a fire, the other leads to a hidden bathtub. Use the Conductive Arm to set fire to the bow holding Dolly in the bathtub.
Friend #3 - Dusky: Garage. Behind the car, lower the wall with yellow star knobs. Insert two batteries into the electrical panel. The first is in the trunk of the car. The second is in the revolving door panel at the entrance. Power the car through the Conductive Arm and the windows will roll down.

Resuscitation
Step 16. Puzzle with the immersion chamber in the gel. Huge vat of red liquid, names of employees on the wall. Pull the yellow lever on the right. You need to find and activate five valves: Carmine (to the right of the lever), Harley (through the double doors, first left turn), Anthony (gel-coated doors), Eveline (end of hallway from Anthony), Bruno (at the exit of the corridors). Go back to the main hall, pull the blue lever - the liquid will drain.
Step 17. In the lab behind the breach in the wall-- The Golden Lemon Trophy. Use the blue and red hands on the respective scanners to open the glass door with red gas.

Final: End of the line
Step 18. Train. Prototype. That's all you need to know without spoilers. In the train car, charge the Conductive Arm with ice. When the path is cleared, immediately turn around and walk to the other side of the carriage - to where the body bags are hanging from the ceiling. At the end of this journey is the Prototype Gold Trophy.

All the puzzles and how to solve them
There are over ten major puzzles in Chapter 5. Here's a summary table of all the mandatory and optional solutions.
| Puzzle | Location | Decision |
|---|---|---|
| Escape from the room of drawers | Processing Center | Build a ladder from the three boxes in the upper left corner |
| Obtaining the recycling key | Recycling and disposal | Turn on the light switches, get Glowby, sneak to the key behind the glass |
| Air Handle Locker Code | Boiler house | UV light on a flipboard, code 0-8-5-9 |
| Master backup files | Engineering workshop | UV clue on the board → SP rack → container, code normally 5-6-0 |
| Energy puzzle | Engineering Department | Activate the pressure pipe, red valve and trolley connector simultaneously |
| A puzzle with batteries | Biodiversity laboratories | Wrap the GrabPak wire around the energy nodes, then activate the source |
| Gel cleaning station turbines | Engineering Wing | Three shapes on screen → UV search for shapes at switches → yank in order from left to right |
| Red smoke (pirate ship) | Memories | The valves are in order: Triangle → Star → Circle → Hexagon → Lever → Light the flask |
| The memory machine | Testing | Collect 3 chips, complete 3 mini-games for Huggy, get 6 digits |
| A door with emotion | Training Department | Joy, Joy, Disgust, Sadness, Fear, Joy. |
| Gel immersion chamber | Resuscitation | Activate 5 valves (Carmine, Harley, Anthony, Eveline, Bruno) → pull the blue lever. |

All secrets, passphrases and collectibles
Golden Trophies (5 pcs.)
| Trophy | Location | How to get |
|---|---|---|
| Giblet | Server room in the boiler room | UV cross on the server → move the right server away from it |
| Chum | Gel cleaning station | Secret room under the stairs: freeze the gel → smash it |
| Lily | Tea House (Dollhouse) | Play a secret melody from the "Expert" sheet on the piano |
| Lemon | Resuscitation laboratory | Open the glass door with the blue and red hand |
| Prototype | Train (End of line) | The way to the body bags in the wagon. |
Collectibles (19 pcs.)
These include Blanky Blanks plush toys, Bindle Boogie and others. Here are some of them:
- Blanky BLANKS: An area with projectors. The safe deposit box code 1-9-3-6. You need to find three number sheets in the rooms with batteries. Activate the three wall panels to light up the green lights on the locker.
- Bindle Boogie: At the end of the hallway among the children's toys after Huggy's room.
Videotapes (3 pcs.)
- Experiment 1170 (blue): A corridor with eight rooms. Code: Joy, Joy, Disgust, Sadness, Fear, Joy.
- Three P's of Diorama Safety (yellow): The first playground on the ice cream ride. On the climbing frame ramp.
- How to Maintain Your- (red): Surgery Room 2. Break two windows, power through Conductive Arm, code 7-2-8 (UV light).
Blue secret panels (7 pcs.)
The first secret panel is right after the first jump over the chasm: turn around and look down at the left wall - there's a blue panel.
How to get all the achievements
Chapter 5 features 27 achievements, including several Challenge Trophies. Important rule: you can only collect all collectibles of the same type in one playthrough. Miss one note, replay the chapter.
Key accomplishments:
- Collectible Hunter: Collect all 19 collectibles.
- Lore Master: Find all 35 notes, 10 audio tapes, and 3 videotapes.
- Golden Child: Find all 5 gold trophies.
- Unscathed: Get through a chapter without a single death.
- Speedrunner: Complete the chapter in less than X minutes (exact time to be determined).
Tip: Go through the game thoughtfully first, collecting everything. Then load the chapter again for the Challenge Achievements.
FAQ
Question 1: Is Chapter 5 harder to get through than previous chapters?
Yes, this is the most challenging chapter in the series. The puzzles require active use of Glowby's UV light, and the chase segments have gotten more intense.
Question 2: Do you have to go through chapter 4 before chapter 5?
Plotwise, yes. Chapter 5 starts right after the events of chapter 4. Without context, it will be difficult to understand what is happening.
Question 3: Is it possible to collect all the collectibles after completing the story?
The game allows you to load individual chapter segments from the main menu, but achievers still require you to collect collect collectibles of the same type in a single playthrough.
Question 4: Why doesn't the Memories code fit?
It is generated randomly. Make sure you complete all three mini-games for Huggy and write down the numbers correctly.
Question 5: Where do you find Globe's flashlight?
In the Recycling and Disposal area. Pull the red lever at the crusher, press the button and take the star from the conveyor belt.
Question 6: How do you defeat the Dodger?
They're afraid of light. Turn on all available switches and use Glowby's flashlight.
Question 7: How many endings are there in total?
One basic ending. But there is a secret post-title content.
Question 8: Is there a connection to the previous chapters?
Huge. Chapter 5 explains the origin of the Prototype, Huggy and Kissy Missy's connection, and the nature of Poppy Gel.
Question 9: What kind of creature is Prototype?
No spoilers: this is the result of one of Playtime Co.'s earliest and scariest experiments. In Chapter 5, you'll learn his real name.
Question 10: Will there be a Chapter 6?
No official announcements, but the ending of chapter 5 clearly hints at a sequel.
Conclusion
Poppy Playtime Chapter 5: Broken Things - is the culmination of everything we love (and fear) about this series. It challenges your mind, your reactions, and your ability to stay calm with Huggy Wuggy breathing down your neck. The puzzles have gotten harder, the corridors have gotten darker, and the secrets have gotten scarier. But that's exactly the magic of Playtime Co.
Follow our guide - and you won't just survive. You'll learn the truth.
The guide is up to date as of May 2026. The information will be updated as patches and add-ons are released.



