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Preparing for departure, in 3..2..1!
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| “ | At night, when no one important was watching, they'd take them. Stick them in here. "We only got food for one of you this week," they'd say. "Which of you will it be?" They'd watch from up there. It was usually over within minutes. And the guards, they'd be hysterical. | ” |
| — Doey the Doughman referring to the Prison Utility Zone, Chapter 4: Safe Haven | ||
The Prison Utility Zone, also known as the Prison Yard, is a location seen in Chapter 4: Safe Haven of Poppy Playtime.
This location can be accessed while following Doey the Doughman.
Appearance[]
The Prison Utility Zone is a big dingy area. The main room is littered with overturned wooden carts, crates, barrels and rubble, as well as some of Doey the Doughman's colorful clay. On the floor are several large drawings in chalk, including a hopscotch grid. In each corner of the room are four smaller watchtowers painted in red, blue, green and yellow respectfully, and are labelled with the numbers 30 to 33. In the blue watchtower is a whiteboard, a keypad and a locker containing one of four levers, which are needed for four retractable chains mounted on the walls to open some double doors in order to progress. There is also a large crack next to the doors which Doey uses to reach to the next area.
Gameplay[]
After entering the Shelf Yard, The Player sees Doey the Doughman squeezing through a crack in the wall. When he realizes that The Player cannot get through, Doey asks them to try to open the doors. To do this, it's necessary to connect the four Meat Hooks to the door and pull the levers. However, three of the levers are missing, prompting The Player to search for them.
They find the first lever laying on the ground. After picking it up, Doey says "Can this help?", before throwing the second lever, and a bloody DogDay plush at The Player. The third lever can be found in a closed locker, which needs to be opened with a code. The whiteboard next to it contains a hint, having the four different colors of the towers drawn on it. Each tower has a number, and if The Player follows the order of the colors on the whiteboard, they can put in the code, giving them the third and final lever. After that, The Player connects the chains, puts the levers back in, and pulls them, finally opening the doors.
After squeezing through the barely open doors, The Player finds themself in an office looking area, being told to follow Doey.







