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Poppy Playtime Wiki
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This article may have information that contains spoilers for Poppy Playtime. Please read at your own discretion!

Reason: This is the location of the final boss fight with CatNap.

The Safe Room/Panic Room is where the final boss fight against CatNap takes place in Chapter 3: "Deep Sleep". It is accessed by taking the elevator to the left of the entrance to the Gas Production Zone.

Appearance[]

The Safe Room has four corridors, which CatNap will attack from. The back corridors have battery stations which, if activated, will release a continuous burst of steam from the corridors that fends CatNap off. The front corridors are not activated by the batteries, but instead with the green hand, which lasts as long as the green hand charges. There is an outlet in the back of the room that requires a battery to be active. Two electric ports are found in an alcove on one side sealed by a gate that can be pulled open while the other two are located behind a barrier on the opposite side, which the Purple Hand is needed to surmount.

In front, there is a computer terminal and four battery stations, which are used to overload the otherwise inactive outlet. On the ceiling is a trapdoor which, if it opens up, The Player has to close again to prevent death. Four more corridors form a ring surrounding the room, where CatNap and his hallucinations will prowl menacingly. Two windows in the back of the room show the back corridor in the ring.

Gameplay[]

When first entering the Safe Room, Poppy will give a tutorial for the boss fight, with her words appearing on the terminal. The Player must follow steps to progress through certain parts of the tutorial, namely placing a battery in at least one of the defense-related stations, and then activating one of the four green hand ports. Activating a port that starts one of the steam walls that could also be activated by a battery might cause the steam wall to deactivate even if a battery is inserted beforehand, requiring The Player to remove the battery and put it back in to reactivate the steam.

Once the tutorial is done and a battery is inserted into the top left receiver next to the terminal, the boss fight will officially begin, and the terminal will display a timer until the fight ends. The Player must survive for a minimum of three minutes or 180 seconds. Every 45 seconds, the terminal will let out an alarm to put a new battery in one of the remaining three battery stations, from the top right, lower left, and finally to the bottom right. The longer it takes to insert a new battery, the longer the boss fight will last. Once the second battery is inserted, CatNap will start using the ceiling trapdoor, during which any CatNaps in the corridors will be hallucinations. Two bright lights will shine upwards on the trapdoor when it opens.

When the boss fight is done, the electric outlet above the terminal will light up, which The Player must use their Green Hand on, overcharging it and shoot it at CatNap, shocking and injuring him, leading to his defeat and death.

Sometimes, the CatNaps that appear in the corridors are illusions fabricated by The Red Smoke. These can be dispelled when shot at with the GrabPack 2.0's Orange Flare Hand. If they reach the main room, they will harmlessly disappear on their own. The Flare Hand can also be used to blow the smoke cover off the real CatNap to differentiate him from his decoys.

Trivia[]

  • The Safe Room and the boss fight itself are similar to Five Nights at Freddy's, but two differences are that there are four doorways and instead of closing doors, you use Batteries to release steam to avoid CatNap.
    • The name also lends to the credibility of this reference, as the Saferooms are a major concept in FNaF, being where the Springlock suits are stored and where employees go if they have a Springlock failure.
  • It is possible to delay CatNap indefinitely until the Green Hand Receiver is fully charged by constantly closing then releasing the hatch before it fully closes over and over.

Gallery[]

Navigation[]

Locations
Setting
Playtime Co.
A Tight Squeeze
The Player's HomeMain EntranceGift ShopSecurity RoomMain LobbyPower RoomWarehouseMake-A-FriendVentilation ShaftPoppy RoomSecret Door
Fly in a Web
Elliot Ludwig's OfficeEmpty ClosetMaintenance ClosetNavigation RoomSenior Staff Access HallPower RoomGame StationMolding RoomMusical MemoryRejected RoomWack-a-WuggyGrabPack StorageCart CorridorsStaircaseStatuesStatues WatchtowerWater TreatmentIncinerating RoomHidden LabyrinthBay 09Train Station
Deep Sleep
Trash CompactorTrain StationElliot's ExpressPlaycareGas Production ZonePlaygroundHome Sweet HomeSchoolCavernsPlayhouseCounselor's OfficeToy StoreDuck PondSafe RoomHatch Room
Project: Playtime
TheaterPlaytime FactoryDestroy-a-ToyMisfit PitStorage BFeeding Pit
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