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Poppy's sold you her story, of course. Innocence is bliss.
This article may have information that contains spoilers for Poppy Playtime. Please read at your own discretion! |
- This article is about the original version from Chapters 1 & 2. For the enhanced version from Chapters 3 & 4, see GrabPack 2.0.
GRABPACK |
“ | The GrabPack was invented by Elliot Ludwig to help him in the factory as he got a little older, but it was so "handy" we rolled it out to all employees. | ” |
— Orientation Notebook |
The GrabPack (also stylized as Grab Pack on the Grab Pack Training tape) is the main and most invaluable utility in Poppy Playtime. It allows The Player to interact by grabbing, pulling and collecting objects, open GrabPack-exclusive doors, connect wires to turn power back on, carry electrical impulses to and from power sources, and move The Player across areas.
The GrabPack also appears in the spin-off title Project: Playtime, acting as a major utility required for solving the puzzles featured on the Puzzle Pillars.
An upgraded GrabPack, dubbed the GrabPack 2.0, replaces the GrabPack in Chapter 3: "Deep Sleep", with the ability to switch between a selection of hands, including new ones that were not previously available on the original GrabPack.
Appearance[]
The GrabPack appears to be made up of three parts: a backpack-like coil box with a retractable cable, and two hands attached to them, one blue and one red (green in Chapter 2: "Fly in a Web"). The hands are activated using triggers that fire the cables. The cable is capable of conducting electricity, and is used to turn on power throughout the game. The blue hand is situated on the left and is the only hand available when first getting the GrabPack in Security.
History[]
Backstory[]
Sometime by 1984, the GrabPack had been created by Elliot Ludwig, the founder of Playtime Co. Due to the device's convienience, GrabPacks were eventually given to all the employees in the factory and was featured in one of the games in the Game Station named Wack-a-Wuggy. Later, an upgraded version named the GrabPack 2.0 was released.
In 1989, a young orphan named Theodore Grambell, who followed the orders of The Prototype, stole a GrabPack 2.0 and a Green Hand so he and The Prototype could open a gate and escape Playcare. However, due to his young age and lack of expertise, Theodore overcharged the Green Hand, electrocuting himself and requiring immediate medical attention.
During The Hour of Joy on August 8, 1995, the Warden, one of the 4 executive employees to own a GrabPack Omni-Hand, gave The Doctor his one with the hopes that he would manipulate certain doors throughout the facility to make the Warden a path to the exit. Following this catastrophic event, one GrabPack was locked inside a glass case in the Security Room. It was left unused for a decade until the eventual return of The Player in 2005.
Chapter 1: "A Tight Squeeze"[]
After unlocking the Security Room, The Player discovers and collects the GrabPack after watching the tutorial tape. Despite being still functional and unused for a decade, they continue to use their new-found item to restore power to the factory by extending the GrabPack's wire to three power nodes Power Room. With the power restored, The Player clears the locked obstacle and continues to the Make-A-Friend Warehouse.
The Red Hand however, must be collected from the Warehouse. Four randomly-generated Power Circuits must be found to restore power to the crane, which will move the glass cage containing the Red Hand towards The Player. After obtaining said hand, move into the Ventilation System, utilizing both GrabPack hands in order to transfer power to the conveyors. When activating the power, the conveyors will turn on and the Make-A-Friend room will be accessed.
Use both hands to turn on the power in the Make-A-Friend room by going upstairs to the catwalks. Keep one of the hands stuck on the power receiver while also attempting to get into another non-functional power receiver. An alternate path must be made using slide-able platforms to minimize the amount of wire-length used.
After creating a Cat-Bee toy, opening the door, and encountering Huggy Wuggy, The Player will have to navigate through the vents. After successfully escaping the vents, the GrabPack must be used to pull down a box in order to break the pathway that connects from the vents to the other side. Finally, upon finding Poppy in the Poppy Room, use the GrabPack to open her case, finishing the chapter.
Chapter 2: "Fly in a Web"[]
After Mommy Long Legs steals the Red Hand from The Player, they create a new Green Hand in the Molding Room and use its electricity carryingability to open doors throughout the game. It is also used in Chapter 3.
Chapter 3: "Deep Sleep"[]
The GrabPack was redesigned in Chapter 3, with the hands showing signs of weathering. It is used prominently to traverse the Trash Compactor and access Playcare, before being replaced by the GrabPack 2.0, receiving a purple hand for jumping to high places and an orange hand that can shoot flares.
Chapter 4: "Safe Haven"[]
The red hand makes its return at the beginning of this chapter, before being upgraded briefly to the Omni-Hand.
Project: Playtime[]
The GrabPack found in Project: Playtime is a vital utility for the Specialists as they undertake to restore artifacts by solving puzzles seen throughout the now-decommissioned Playtime Co. factory. This tool can be used to reach specific areas, create obstacles, and gain an edge over Monsters that roam the area.
Many cosmetics can also be purchased within the game, featuring entirely new versions of the GrabPack alongside cosmetic-based GrabPack hands. None of these purchasable hands give any advantages or new abilities.
A Sabotage a Monster can equip known as No Pack creates a diversion for the Specialists' by jamming their GrabPacks, having them either wait out the Sabotage or get assistance from another Specialist in order to have a functional GrabPack again.
Controls[]
Computer and Console[]
In Chapter 1 the controls can be remapped, but this feature is absent in subsequent chapters.
Action | Keyboard | PlayStation | Xbox | Switch |
---|---|---|---|---|
Movement | W, A, S, D | Left Stick | Left Stick | Left Stick |
Run | Shift | L3 | LSB | L3 |
Crouch | Ctrl | Circle | B | A |
Pause (Chapter 1) | Esc/Tab | Options | Menu | Plus Button |
Pause (Chapter 2) | Esc | Options | Menu | Plus Button |
Inventory (Chapter 2) | Tab | Touch Pad | View | Minus Button |
Interact | E | Square | X | Y |
Jump | Space | Cross | A | B |
Fire Left Hand | Left click | L2 | LT | ZL |
Fire Right Hand | Right click | R2 | RT | ZR |
Mobile[]
In the mobile version, The Player can move with the joystick and jump with the jump button. Press the button of a colored hand to shoot the respective hand. The hand will grab the object. Press it again to let go of the object. If the hand grabs an object and The Player holds the respective colored hand button, the hand will pull the object toward the player.
In Chapters 1 and 2, there are no buttons for crouching, sprinting, or interacting, as they are all done automatically by the game instead. But in Chapter 3, crouching and interacting are done manually by the player.
Trivia[]
- Colored handprints can be seen (usually on doorways) in some rooms to direct The Player.
- It was confirmed that there were going to be new hands introduced in Chapter 3: "Deep Sleep".[1] These hands, Purple and Orange, were exclusive to the GrabPack 2.0 introduced in the chapter.
- The GrabPack was first conceived by Isaac Christopherson.[1]
- The GrabPack's tutorial hilariously warns not to use the GrabPack to grab a coworker's head or extremities, as doing so may result in dismemberment or decapitation.
- The Blue hand might stay with The Player for the entirety of the game.
- The thumbs of the hands don't appear to be opposable.
- A yellow hand could come in the future as it was foreshadowed in the Power Room in Chapter 1.
Gallery[]
Cutouts/Murals[]
The Hands[]
VHS Tapes[]
References[]
[]
Items | |
---|---|
A Tight Squeeze | GrabPack • Blue Hand • Yellow Key • Power Circuits • Red Hand • Cat-Bee • Limón |
Fly in a Web | Poppy Key • Paint Canister • Green Hand • Train Code • Bunzo Bunny • Gear • Trophies |
Deep Sleep | Telephone • Power Cells • Gas Production Zone Key • GrabPack 2.0 • Purple Hand • Home Sweet Home Key • Gas Mask • Race Car • School Key • Limón • Flare Hand • Counselor’s Office Key • Stella's Office Key • Sky Dome Key |
Safe Haven | Utility Room Key • Limón • Red Hand • Security Emblem • Red Keycard • Valve Handwheel • Green Keycard • Prison Yard Lever • Red Gears • Conveyor Room Key • Blue Keycard • Broken Gas Mask • Air Filter • VSC Keycard • Sawyer's Office Key • Omni-Hand • External Capacitor • Surge Protector • Explosive • Purple Keycard • Liquid Nitrogen Canister |
Experiments | |
---|---|
Organic | 814 • 1006 • 1015 • 1026 • 1160 • 1163 • 1166 • 1170 • 1172 • 1186 • 1187 • 1188 • 1199 • 1222 • 1322 • 1354 • 1391 • 1393 • 1395 • 1398 • 1399 • 1424 • 1467 |
Mechanical | 1006 • 1354 • GrabPack • GrabPack 2.0 • Make-A-Friend |
Chemicals/Materials | Red Smoke • Elastic Plastic • Doey Dough • Poppy Gel |
Galleries
| |
---|---|
The Player • Poppy Playtime • The Prototype • Huggy Wuggy (Project: Playtime) • Mommy Long Legs (Project: Playtime) • CatNap • The Doctor • Boxy Boo • Kissy Missy • Bubba Bubbaphant • Bobby BearHug • CraftyCorn • KickinChicken • DogDay • PickyPiggy • Hoppy Hopscotch • Miss Delight • Doey the Doughman • Yarnaby • Pianosaurus • Baba Chops • Icky Licky • Rabie Baby • Allister Gator • Simon Smoke • Poe • Touille • Maggie Mako • Daddy Long Legs • Bron • Boogie Bot • Cat-Bee • Bunzo Bunny • Mini Huggies • PJ Pug-a-Pillar • Daisy • Candy Cat • Specialists • Wuggies | |
GrabPack • Blue Hand • Red Hand • Limón • Green Hand • Trophies • Telephone • GrabPack 2.0 • Purple Hand • Power Cells • Gas Mask • Race Car • Flare Hand • Omni-Hand • Orientation Notebook • Maze of Messages |