| “ | The room you're in used to be a sort of panic room. It's... not what it used to be, but it can protect you. | ” |
| — Poppy Playtime, Chapter 3: Deep Sleep | ||
The Safe Room, also known as the Panic Room, is a location seen in Chapter 3: Deep Sleep of Poppy Playtime.
This location is where The Player faces CatNap. 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 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, the player uses 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.
- The right alcove doesn't have a door in the mobile port. This is likely to balance the fight to account for touch screen controls.











