Poppy Playtime Wiki
Poppy Playtime Wiki
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Down here, it's... It's not like anything you've seen above. It's not trying to hide what it is. It's hell, and Playtime wanted it to be...
Poppy Playtime referring to The Shelf, Chapter 4: Safe Haven


The Shelf, also known as The Prison, is a major location seen in Chapter 4: Safe Haven of Poppy Playtime.

Built by Warrenbach Construction, the Shelf was located below Playcare; its existence a closely guarded secret of Playtime Co., only known by employees with the proper clearance. It was designed to securely contain the Initiative's unruly Bigger Bodies, presumably until they adjusted after their procedures, or were ready to serve as replacement workers for the factory.

The Shelf's construction began after an incident in 1993. Individual cells at the facility are capable of being moved around, meaning that experiments could be transferred to different cell blocks at minimal risk to employees. After The Hour of Joy, through the Omni-Hand, The Doctor took control of the area.

General Appearance[]

The Shelf's interior have two floors with a total of 36 cells, with 18 on the upper and lower floors and 9 cells on the right and left sides, with numbering only on the upper floors; their shape is similar to that of a safe, and they usually contain a bed, a closet, and a toilet inside, and the texture of the walls, ceiling, and floor is like upholstery. They have bars dividing the floors and a barred door in the corners connecting both the upper and lower floors. At the ends of the cells, there is a control room that includes a computer and several panels and televisions around the room, and in another there is an exit that connects to The Shelf lobby, with a gate similar to that of a safe.

In the lobby, there is a vast space connecting other blocks, namely West, Northwest, North, Northeast, and East, and a huge The Shelf symbol stamped on the wall halfway between the East and West blocks. Below the symbol, there is a control panel with several Hand Scanners and a keycard reader. Behind the panel, there is a corridor with four office rooms, three of which have a Security Emblem and one has Cole Journal: Entry #1, and at the end of the corridor is the Warden's Office.

Locations[]

Name Image Accessible? Features
Lobby
PrisonCellBlocks-Lobby
Yes The Shelf's main room where all the blocks and offices are accessed.
West Block
PrisonCellBlocks-West
No A block surrounded by corpses after The Hour of Joy.[4]
Northwest Block
PrisonCellBlocks-NorthWest
Yes A block surrounded by tubes containing Red Smoke.[4]
North Block
PrisonCellBlocks-North
No A high-security block, probably for dangerous experiments.[4]
Northeast Block
PrisonCellBlocks-NorthEast
No A block surrounded by barricades after The Hour of Joy.[4]
East Block
PrisonCellBlocks-East
Yes (outside the block)
No (lobby)
A block surrounded by Nightmare Critters plush toys and Mini Huggies after The Hour of Joy.[4]
Warden's Office
PPC4-PrisonCellBlocks WardensOffice1
Yes An office where the Warden fulfills his role in the prison.

History[]

Backstory[]

In 1993, multiple experiments broke free and caused havoc in the Theater. Following this incident, it was decided that badly-behaving Bigger Bodies needed to be contained somewhere more secure, so Eddie M. N. Ritterman got in touch with Warrenbach Construction to organise the construction of "The Shelf", a prison deep underneath the factory. The company’s head, Darwin Silva, agreed to the project at first, but when the time actually came that Warrenbach had to build it, he raised concerns about what it would be used for, specifically asking "What in the world would a toy company need with a prison?" However, Ritterman cornered Silva against a ledge and reminded him of their contractual agreements, meaning they had to build the prison by law.

One employee named Cole Vaughn, who was initially one of the Specialists who were sent in to dispose of evidence in the Theater, was reassigned to become a "Shelf Keeper" - a guard for the prison; he would work in the North block of the facility where the most violent and aggressive subjects were kept. The more emotional and mentally aware experiments were kept in the East block. A co-worker of Cole’s named Stanley was attacked by Boxy Boo on duty while trying to sneak food into his cell, and when Cole, who had no clue the experiments were once children, questioned him about his actions, Stanley implied the "monsters" were once more than beasts, though Cole dismissed his words. However, he eventually found out the truth, along with various other guards, including one named Norm. Some experiments would occasionally escape from their cells or simply just not act civil, Yarnaby being one such example. Following the removal of Harley Sawyer, Yarnaby would "laze about" in his cell, constantly feeling miserable and acting out when certain employees approached him. Another troublesome Shelf prisoner was Experiment 1172, who started displaying mental issues following her transfer to the facility. But her behavior began to improve after a new measure was implemented in 1994 which allowed prisoners to interact with others in their respective Shelf blocks.

On August 8, 1995, during The Hour of Joy, all of the prison’s cell doors opened allowing all the contained experiments freedom. The toys got their revenge and imprisoned certain guards while brutally murdering others. It was at this time that an experiment created from an orphan named Riley was being transported to The Shelf via a train. Her cell turned upside down and she stayed inside out of fear from all the outside screaming. Regardless, she later found herself in the prison and presumably stayed there until her death. Countless other toys also remained there for years to come and The Doctor eventually took over the area using the Omni-Hand.

Chapter 4: Safe Haven[]

East Block[]

After the first encounter with The Doctor and his interception on the train, The Player wakes up in a cell in the East Block and notices an opening. Knowing this, they leave the cell and walk down the outer corridor of the block, and at the end of it, they use their GrabPack on a Pull Handle and climb up to another corridor that leads to a duct. Reaching the end of the duct, The Player realizes a gap that partially accesses the interior of the East Block and notices an activated Blue Hand Scanner next to their cell door; they then use the Blue Hand on this scanner and the cell door opens.

Returning along the same path they left, The Player returns to the cell, and for a brief moment sees a mini Poe running quickly down the corridor inside the East Block, but even so, they open the door and enter the block. With the intention of going to the lower level of the block, The Player analyzes each cell door, and while doing so, realizes an open cell with a mini Allister Gator and a mini Maggie Mako devouring a corpse; to avoid them, The Player closes the door. Continuing their inspection, The Player finds an accessible door, opens it and notices a hole that leads to another cell on the lower level.

The Player defending themselves from  and .

The Player defending themselves from Nightmare Critters and Mini Huggies.

Descending into this hole, The Player realizes a ruined DogDay and Bobby BearHug devouring a mini CatNap's corpse and blocking the access to the lower floor, and then scares them away using their Flare Hand. Opening the cell door, they notice a floor with several piles of toy corpses and a barrier in the middle of the floor. Although they cannot access the other side of the floor, they see another activated Hand Scanner next to a door, and then use the Blue Hand on it. At the end of the scan and with the door open, The Player finds a door accessible again to the outside of the block, where there is a small corridor leading to the open cell. Entering through the cell gap and returning to the lower floor, The Player heads towards a Shelf Keepers' quarters, where he finds a Red Hand. Equipping it, they leave that quarters and return, but The Doctor appears again and performs a "test" on The Player. He opens all the cells on the half of the floor where The Player is, and a horde of Nightmare Critters plush toys and Mini Huggies come out of those cells to attack them; The Player, in turn, defends themselves with the Flare Hand and closes the cells to prevent the creatures from proliferating.

At the end of this, The Doctor uses Yarnaby on loudspeakers to scare the little ones and let The Player move on, while the Nightmare Critters and Mini Huggies scatter around the corners. The Player notices a hole in the barrier that allows access to the other side from where they came, and doing so, walks to the end of the corridor and, on the right side, sees an exit to the upper floor and uses the Red Hand on the Hand Scanner to open the grated door. Returning to the upper floor, The Player heads towards the control room to open the gate leading to the East Block exit, and to do so, they need a code and must enter it on the keypad assigned to the control module; doing so opens the gate, and they then exit the East Block.

Lobby[]

After leaving East Block, The Player passes through a short corridor with two grated doors; the first opens automatically after the red gate is opened, while the second does not. However, they realize that the door bars are breakable, so they use the GrabPack to remove them. Once this is done, they access The Shelf lobby.

Upon arriving in the lobby, Ollie attempts to communicate with The Player via telephone, but there is a signal interference and static occurs while he is giving instructions, and, after that, The Player heads towards the control panel. Behind the control panel, The Player encounters a corridor leading to the Warden's Office. In order to access the location, they encounter an empty holder that requires a security emblem to access it. finding the correct one in one of the four rooms around the corridor, The Player inserts the Security Emblem into the holder and the door opens, granting access to the room.

The Player enters the corridor near West Block.

The Player enters the corridor near West Block.

Returning to the control panel, The Player finds an active Red Hand Scanner. Using the Red Hand on it and at the end of the scan, the West Block gate opens. Although unable to access the block, The Player manages to open a door just to the left that leads to a long corridor surrounded by the Shelf Keepers' corpses. At the end of the corridor, there is a pile of their corpses with various debris forming a narrow passageway, and The Player then passes through it. At the end of the corridor, they find a red keycard, pick it up, and return to the control panel. Once there, they use the keycard on the reader and another Red Hand Scanner is activated. After scanning, access to the Northwest Block is activated, and The Player then proceeds to that location.

Northwest Block[]

Entering the Northwest Block, The Player notices several red pipes around the area. They proceed through it by walking on the left side, crouching to pass through some debris, and when they get close to the control room, The Doctor ambushes them again, asking them not to resist. He releases Red Smoke from the red pipes throughout the entire block, and in order to escape it, The Player observes the bars separating the upper and lower floors and finds some breakable bars. Doing so, they fall straight to the lower floor and notice that there is a lot of debris blocking the way to a room related to tools and pipes.

The Player heads toward the room amid the Red Smoke.

The Player heads toward the room amid the Red Smoke.

With their heart pounding due to the Red Smoke's effect, The Player then uses the shortcut on the left, a grid wall with two pieces of wood blocking the access; they remove them and use the shortcut to reach the room. Returning to the main path, the Player enters the room and sees a valve handwheel on top of a tool table. Taking the valve, they leave the room and return the way they came, but taking another shortcut on the left. After passing through it, The Player finds a leaking red pipe that contains a valve holder. They insert it and turn it to decrease the intense flow of Red Smoke.

Moving on a little further, The Player finds a Red Hand Scanner, and when they insert their hand into it, the red gate opens. They climb the stairs and head towards the control room, where the Red Smoke has no effect. Upon arriving there, as in the East Block, the Player must find a code and enter it on the control module keypad. Once this is done, a siren sounds while all the Red Smoke is redirected back to the red pipes. As a result, the place shakes and the control room window breaks. The Player exits through it and passes through narrow corridors with two Jump Pads and then through two gates that cannot be closed due to the two crates preventing this, and finally, passes through the ventilation duct, leaving the prison.

Gallery[]

References[]

Navigation[]

Locations
Main Setting Playtime Co.
Chapter 1 The Player's HomeMain EntranceGift ShopSecurity OfficeLobbyPower RoomStairway to HellStorage and SupplyVent PuzzleMake-A-Friend RoomConveyor Belt SystemStorage BayPoppy Area (The Door Behind The Closet)
Chapter 2 Empty ClosetElliot Ludwig's OfficeMaintenance ClosetCollapsed HallwayNavigation RoomSenior Staff Access HallSecondary Power RoomGame StationMolding RoomMusical MemoryRejected RoomAccess PassagesGrabPack StorageWack-a-WuggyStaircaseCart CorridorsStatuesStatues WatchtowerWater TreatmentHidden Labyrinth (Conveyor OutletPower Routing RoomIncinerating RoomGrinder Room)Bay 09Train Station
Chapter 3 Trash CompactorTrain StationElliot's ExpressPlaycarePlaycare Generator RoomGas Production ZonePlaygroundHome Sweet HomeSchoolCavernsPlayhouseCounselor's OfficeToy StoreDuck PondSafe RoomHatch Room
Chapter 4 Loading Bay 1EForeman's OfficeCaves 1CCheckpoint 1AToy GraveyardThe Shelf (Shelf StationWarden's OfficePrison Utility Zone)Containment ZoneBox StorageServer RoomBattery ShelvingArchives RoomPianosaurus' EnclosureKitchenSafe HavenSafe Haven Generator RoomSewersWaste Water PlantNo Man's LandPower Room 2FCold StorageSecondary LabHolding AreaThe Doctor's HeadquartersSawyer's OfficeCable Car LineFoundationConstruction TunnelsMining PitUnderground GarageShelf Ventilation Block B6Labs Entrance
Chapter 5 The Labs
PROJECT: PLAYTIME StationPuzzle ZonePre-Game LobbyTheaterPlaytime FactoryDestroy-a-ToyMisfit PitScreening RoomFeeding Pit
Additional WarehouseMeeting RoomUnknown AreaUnknown HallwayDoey Production FacilityUnderground StoragePoppy RoomStorage BStorage B Train StationWoodsDelivery AreaScience RoomExperiment StoreroomBlinds RoomPuzzle Pillar RoomToy RoomBoxy HabitatGas ChamberPlaytime's Park
Galleries
Characters
The PlayerElliot LudwigLeith PierreStella GreyberEddie M. N. RittermanWardenRowan StollThomas ClarkeMakayla HyssopTheodore GrambellHarley "The Doctor" SawyerThe Doctor's BodiesA.I.ScientistsOrphansThe PrototypePoppy PlaytimeHuggy Wuggy (PROJECT: PLAYTIME)Mommy Long Legs (PROJECT: PLAYTIME)CatNapBoxy BooKissy MissyBubba BubbaphantBobby BearHugCraftyCornKickinChickenDogDayPickyPiggyHoppy HopscotchRuined CrittersMiss DelightDoey the DoughmanYarnabyPianosaurusBaba ChopsIcky LickyRabie BabyAllister GatorSimon SmokePoeTouilleMaggie MakoOdd EdDaddy Long LegsBaby Long LegsBronBoogie BotCat-BeeBunzo BunnyMini HuggiesPJ Pug-a-PillarDaisyCandy CatSir Poops-A-LotKick-me-PaulOwen the OvenSunni BuddiSurprise HarePet StoneBarrel o' HuggysOrange Robot ToyBarrySpecialistsWuggiesLily
Toy Sets & Series'
Smiling CrittersNightmare Critters
Locations
Playtime Co.Main EntranceGift ShopSecurity OfficeLobbyPower RoomStorage and SupplyVent PuzzleMake-A-Friend RoomConveyor Belt SystemStorage BayPoppy AreaSecondary Power RoomGame StationMolding RoomMusical MemoryRejected RoomCart CorridorsWater TreatmentHidden LabyrinthBay 09Trash CompactorTrain StationElliot's ExpressPlaycarePlaycare Generator RoomGas Production ZoneHome Sweet HomeSchoolCaverns PlayhouseCounselor's OfficeSafe RoomHatch RoomLoading Bay 1EToy GraveyardShelf StationThe ShelfContainment ZonePianosaurus' EnclosurePrison Utility ZoneSafe HavenWaste Water PlantNo Man's LandSecondary LabHolding AreaThe Doctor's HeadquartersFoundationLabs EntranceStationPuzzle ZoneTheater (Gallery 1)Theater (Gallery 2)Playtime FactoryDestroy-a-Toy (Gallery 1)Destroy-a-Toy (Gallery 2)Misfit PitScreening RoomFeeding PitPre-Game Lobby
Recordings
Vintage Poppy CommercialGrabPack TrainingMommy Long Legs Commercial VHSElliot Ludwig BiographyGreen Hand TutorialMusical Memory TutorialWack-a-Wuggy TutorialStatues TutorialCatNap RecallSmiling Critters CartoonGrabPack 2.0 PrototypeThe Hour of Joy (VHS tape)Flare Hand Safety VideoPoppy Playtime MaintenancePlaytime Co. Collectable Poster ReleaseRESTRICTED disappearance 06-18-1992.mp4RESTRICTED relocation 08-08-1995.mp4RESTRICTED restoration.mp4The Story So Far: Chapter 1The Story So Far: Chapter 2The Story So Far: Chapter 3Experiment 1354 (Video Footage)The Doctor TakeoverRESTRICTED omnitool.mp4security_0783.AVI
Trailers
Chapter 1 Official TrailerChapter 2 Teaser TrailerChapter 2 Official TrailerChapter 1 Mobile TrailerChapter 3 Teaser TrailerChapter 2 Mobile TrailerProject: Playtime Official Cinematic TrailerProject: Playtime Official Gameplay TrailerPhase 2: Incineration Launch TrailerPhase 3: Forsaken Launch TrailerChapter 3 Teaser Trailer 2Chapter 3 Official Game Trailer 1Chapter 3 Official Game Trailer 2Chapter 4 Teaser TrailerChapter 4 Trailer: YarnabyChapter 4 Trailer: Pianosaurus JingleChapter 4 Cinematic Trailer: The DoctorChapter 4 Gameplay Trailer: Doey the DoughmanChapter 4 Accolades TrailerChapters 1-4 Available Now!Chapter 4 Console TrailersHuggy & Friends Teaser TrailerHuggy & Friends Availability Trailer Poppy Playtime Escape Trials in FortniteChapter 5 Teaser TrailerChapter 5 Trailer: Experiment 1202Chapter 5 Cinematic Trailer: Welcome Home
Games
Chapter 1: A Tight SqueezeChapter 2: Fly in a WebChapter 3: Deep SleepChapter 4: Safe HavenChapter 5Phase 2: IncinerationPhase 3: ForsakenPoppy Playtime Forever
Other
Poppy Playtime x GamejoltYoutooz CollaborationBPNNWLE 4Make-A-FriendTrainOne year.Passenger CarsTheater IncidentThe Hour of JoyFoster and Adoptive Care InitiativeGolden PathYoung Geniuses ProgramPuzzle PillarsPort-A-LoungesToy PartsGrabPackBlue HandRed HandLimónMonsters & Mortals DLC: Poppy PlaytimeGreen HandTrophiesTelephoneGrabPack 2.0Purple HandPower CellsGas MaskRace CarsFlare HandOmni-HandOrientation NotebookTagMaze of MessagesHand ScannersPower SocketsGearsPoppy Playtime x Spark UniversePoppy Playtime x FortniteSecurity Emblems