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This article may have information that contains spoilers for Poppy Playtime. Please read at your own discretion! |
Not what you´re looking for? See GrabPack 2.0 from Poppy Playtime Chapter 3.
The GrabPack (also stylized as Grab Pack on the Grab Pack Training tape) is the main utility in Poppy Playtime. It allows The Player to grab, pull and collect 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 then makes its invaluable appearance 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 structure with a retractable cable, and two hands attached to them, one blue and one red (green in Chapter 2: Fly in a Web and purple and orange in Chapter 3: Deep Sleep). 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.
Uses[]
Chapter 1: A Tight Squeeze[]
Our protagonist collects the GrabPack after watching the tutorial tape in Security. The protagonist continues to use their new-found hand to restore power to the factory by extending your GrabPack's wire to three power nodes Power Room. With the power restored, we clear the locked obstacle and continue to the Make-A-Friend Warehouse.
The red hand, however, must be collected from the Warehouse. You must find four randomly-generated Power Circuits and restore power to the crane, which will move the glass cage containing the Red GrabPack hand towards you. After obtaining said hand, you must now move to the Ventilation System, utilizing BOTH GrabPack hands in order to transfer power to the conveyors you walk on. When activating the power, the conveyors will turn on and you will have access to the Make-A-Friend room.
You again use both hands to turn on the power in the Make-A-Friend room by going upstairs to the catwalks. You must keep one of your hands stuck on the power receiver while also attempting to get into another non-functional power receiver. You also have to make an alternate path using slide-able platforms to minimize the amount of wire-length you use.
After creating your Cat-Bee toy, opening the door, and encountering Huggy Wuggy, you'll have to navigate through the vents. After successfully escaping the vents, you must use your GrabPack 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, you have to use your GrabPack to open her case, finishing the chapter.
Chapter 2: Fly in a Web[]
After Mommy Long Legs takes the red hand from The Player, they create the green hand in the Molding Room and use its electricity transfer ability to open doors throughout the game. It is also used in Chapter 3.
Chapter 3: Deep Sleep[]
The purple hand is found in Chapter 3. It can be found in a backroom in the Gas Production Center. It can be accessed after using a battery to open the room it is contained in. The purple hand comes with a new GrabPack called "The GrabPack 2.0". It has longer wires and the ability to switch between the green and purple hands (and also the orange hand after you get it).
The orange hand is the second hand found in Chapter 3: Deep Sleep, and the first hand which can be used offensively. The orange hand can be found in the School, specifically after the Miss Delight chase scene, around a corner at the end of a hallway next to a Hoppy Hopscotch cutout.
At the end of the chapter, the green hand is destroyed during the final battle against CatNap after being launched at him with a strongly charged source of electricity.
Project: Playtime[]
The GrabPack that is found within Project: Playtime is a vital utility for the Survivors 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 a paid advantage.
A Sabotage a monster can equip known as No Pack creates a diversion for the survivors' by jamming their GrabPack's, having survivors either wait out the Sabotage or get assistance from another survivor in order to have a functional GrabPack again.
Usage | GIF | Description | Hands accessible |
---|---|---|---|
Push, pull or collect items | The GrabPack can push or pull items. The same function is used for collecting items. | Blue, Red, Green, Purple | |
Conduct electricity | The GrabPack has the ability to connect electricity from one source to another. | Blue, Red, Green, Purple | |
Scan to open doors | The GrabPack can open GrabPack-exclusive doors by holding the hand on the scanner. | Blue, Red, Green | |
Carry electricity | The green GrabPack hand has the ability to take energy from one source and carry it to another. The charge isn't permanent though. | Green | |
Move the Player across areas | The GrabPack hands have the ability to grab or stick to surfaces, allowing the Player to move across, up or down areas & gaps. | Blue, Red, Green, Purple | |
Launch Players Upwards | The purple Grabpack hand has the ability to launch you to heights that you can't normally reach when you fire it on a booster you're standing on that is activated. | Purple | |
Shoot Flares | You can shoot flares to light up an area or to scare away the Ruined Smiling Critters. You must also use it for the final battle of Chapter 3, CatNap. | Orange |
Controls[]
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 towards the player. (Note: It is unknown how the player can stick a GrabPack hand on a surface and move across in the mobile version.)
Action | Keybind |
---|---|
Run | Shift |
Crouch | Ctrl |
Pause | Esc/Tab |
Interact | E |
Jump | Space |
Fire left hand | Left click |
Fire right hand | Right click |
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]
- One hand was later revealed to be a purple GrabPack hand, which has the ability to propel the player.
- Another hand was revealed in the second game trailer to be an Orange hand, which is shaped like a finger gun and is able to shoot flares.
- The Orange hand is the first hand to not have the ability to extend.
- The Purple Hand is one of two Hands where you don‘t need to watch the tape to unlock the Hand (The other one is the Green Hand).
- The GrabPack was first conceived by Isaac Christopherson.[2]
- 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.
Gallery[]
Cutouts/Murals
The Hands
VHS Tapes
[]
Items
| |
---|---|
GrabPack • Yellow Key • Power Circuits • Red GrabPack Hand • Cat-Bee • Limón | |
Poppy Key • Green GrabPack Hand • Train Code • Bunzo Bunny (item) • Gear • Trophies | |
Telephone • Batteries • GrabPack 2.0 • Gas Mask • Purple GrabPack Hand • Orange GrabPack Hand |