With Ollie sending us to the Home Sweet Home Orphanage after investigating the Gas Production Zone, it's time to continue our journey through Poppy Playtime's third chapter by learning the horrors that occurred within the orphanage's deafly quiet halls.
In this walkthrough, we'll guide you through your adventure in the Orphanage, including getting the Gas Mask, finding the backup generator, and more.
If you're looking for a different section of Deep Sleep, be sure to check out our Chapter 3: Deep Sleep walkthrough hub for links to all the guides for this chapter.
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Home Sweet Home Orphanage Walkthrough
Now we're out of the Gas Production Zone and have picked up the key to Home Sweet Home via the chute in the corridor beneath Playcare's central monument, it's time to make our way inside the horrifying house.
You'll find Home Sweet Home around the exterior of the Playcare. It's the giant creepy manor with yellow lights illuminating its windows, as shown in the image above.
Walk up to the main doors and crack them open, then down the stairs ahead until you reach a loading screen. When it's finished, you'll find yourself in front of another door. Open it, and directly ahead of you, you'll see a large cloud of Red Smoke.
Although the protagonist should be smart enough at this point to realize that the Red Smoke is the worst thing to just casually trudge through, we've got to go in. Walk through the smoke and towards the corridor dead ahead of you until you exit the smoke and find yourself in a long corridor
Exploring Home Sweet Home
As we make our way through this section, we'll begin to realize that things are exactly as they should be. The Red Smoke has messed with our perception of reality, and our fears and deep-rooted trauma will begin to manifest throughout the corridors.
Press forwards down the path ahead until you reach the end, then take a right or a left and follow the corridor ahead until you reach a radio. Don't worry, all the pathways here lead to the same destinations. We're being taken down a linear path even if it doesn't seem like it. Listen to the story the radio tells you. It offers a piece of grisly lore, linking Elliot Ludwig's estate to a horrific murder that seems to have a strong link to the Bigger Bodies Initiative.
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Once again, take the left or right corridors and follow them to the end. You'll reach another radio, with this one covering the aftermath of the previous story. Listen to it all the way through, then make a left and follow the path to the end of the corridor.
You'll reach a crackling radio, so keep following the path from here until you hear a phone ringing. Follow the noise of the phone through the hallways until you find it in a small lit room on a dresser. Walk towards it and Ollie will tell you that you need to run, then turn back around to the door.
We'll catch a lovely glimpse of Catnap watching us from the doorway before he quickly disappears. Good to know he's stalking us from the shadows — real comforting stuff.
Head back through the doorway, and then continue following the corridors. You'll walk past another stuttering radio and see claw marks lining the walls, then hear footsteps nearby. Don't worry though, Catnap isn't an active threat during this section.
Eventually, you'll run past a door and hear banging from the other side, then turn a corner into a long corridor where you'll faintly see Catnap watching you at the end of the path. Walk towards him and he'll retreat.
Continue following the path and you'll reach a radio playing reversed audio. There's also a sign on the floor reading "Guilt Haunts You." There are some potential clues about our mysterious protagonist through both the sign and the audio, but for now, let's focus on escaping. Continue following the corridor and you'll arrive at another hallway.
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Around halfway down this hall, you'll see a doorway on your left. Head through it, then proceed to the end of the corridor and look to your right. You'll see Catnap walking down the opposite end of the corridor while the words "GET UP" repeat on a loop nearby.
Head to where you saw Catnap, take a left, and continue following the hallway. You'll eventually enter a hospital ward with a TV showing static in the corner. There's a pink VHS tape on one of the beds here. Pick it up and slot it into the pink VHS player to the right of the TV.
Stand back from the TV and watch the tape. It'll start relatively normal and become more nightmarish as time goes on. As it comes to an end, you'll be transfixed by the TV, and then a demonic Huggy Wuggy will crawl through the TV and attack.
Back away and try to run as far as you can, but it doesn't matter. Huggy has to kill you here as it's a scripted death sequence. When he does, we'll be ready to explore a much less Red-Smoke-induced vision of Home Sweet Home.
Exploring the Real Home Sweet Home
When you wake up, you'll find yourself in a much less Scarecrow-fear-toxin-style orphanage, although it's still not exactly a bright and happy daycare.
Make your way through the door opposite where you woke up, and you'll arrive in a large central hub with three locked doors around its exterior. Ignore all the doors for now and look into the hole in the floor in the center of the room.
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On a plank of wood jutting out from the side of this hole, you'll see a gas mask. Grab it with your Grab Pack hand then pull it towards you to add it to our arsenal. From now on, you can press F to equip the Gas Mask. It'll allow us to walk through Red Smoke unharmed, so we can ensure we have no more pesky nightmarish guilt visions.
Drop down into the hole once you have the mask. In this room, we'll see a race car and a passage filled with boxes and Red Smoke. Stand behind the race car and pull the cord at the back of it so it charges up, then release it so it smashes through the boxes.
Now, equip the gas mask and head through the smoke. As long as the mask is on, the smoke is harmless, so you can walk about it in freely. At the end of the passage, look up and you'll see a pipe you can pull yourself up to. Ascend to the pipe and then jump up to the area above. If you spin around here, you can open a door back into the main corridor leading to the centre of Home Sweet Home.
With that done, let's continue making our way through this new area. Proceed through the crumbling new passage until you reach a hole in the wall barricaded with desks and cabinets. Pull the debris away using your Grab Pack hands, then make your way through the hole and continue following the path.
Eventually, you'll head through a bedroom and into a corridor. To your right, you'll see Catnap once again slink through the corridor next to you, however, he's still not a threat. He just loves to remind you that he's always around and watching. What a nice dude.
Proceed into the room opposite where you entered the corridor, then hop into the hole in the wall to your right and through the doorway you find inside. You'll enter another long corridor. Across from you is a room with two empty power cell slots. Our goal is to fill these so we can get the power back on. The first cell should be just in front of the Power Cell slots. Pick it up and slot it into one of the two slots, then head back into the corridor.
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Make your way all the way to the end of the corridor and, for some extra lore, go through the door at the end of the passage. Inside, you'll find Kissy Missy sitting on a bed looking at a picture. Don't worry, she's not hostile. Seems she has some invested interest in that picture...
When you're done staring at a clearly very sad sentient toy, leave the room and then directly look up. You'll see a pipe we can use to ascend to the floor above. Grab it, ascend up and then jump up to the new area.
Proceed through the door to your right when you climb up, and you'll find a toy laying face down with a power cell on its back. Grab the Power Cell and then return back to the room with the Power Cell Slots and add it to the empty slot.
Hit the button next to the slots and the door you can see through the window to the right of it will open. Loop around to this door and then proceed past it and up a flight of stairs to reach a corridor.
In the room full of bunkbeds on your left, you'll see a race car just in front of the doorway. Like the first time, pull the cord, charge it up and then release so it flies up the ramp in the centre of the room and bursts through the door on the opposite side.
Walk around to this door, avoiding the hole in the floor in the centre of the room, and you'll emerge on the balcony above the central Home Sweet Home hub.
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Head through the door to your right and you'll find yourself in a small sitting area with a TV in the back left-hand corner. Look for a glass cabinet to the right of the TV and open the cabinet. Inside, you'll find a green VHS tape. Pick it up then slot it into the green VHS player by the TV for another a bit of lore concerning the Hour of Joy.
Now, switch your right hand to the Green hand. In this room, you'll see two green charge nodes. Grab the one on the wall next to the TV to power the green hand, then transmit it to the deactivated green charge node on the ceiling. It'll open the door to the left of the TV.
Head through and you'll find yourself in another room full of bunk beds. Go to the back right-hand corner of this room and then look through the hole in the wall to your right. You'll see an active green charge node in this room. Grab the charge with your green hand, then transmit it to the deactivated green charge node on the ceiling.
This will open the door in the back left-hand corner of the room. Run through it before the charge expires, and you'll enter a room full of cribs. Once you're inside, stand on the blocks to the right of where you entered.
If you look through the hole in the wall in front of the blocks, you'll be able to once again see the active green charge node we used to power the previous door. Grab it again and transmit it to the deactivated green charge nodes on the ceiling in the centre of the room. The door to the left of where you entered will now open, so head through it.
As you walk through the door, look to your left and you'll see a giant, automated Bobby Bearhug animatronic. The idea is we need to get the green power cell from its back, but as we try to walk around it, it'll turn, preventing us from grabbing the cell.
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Head back into the doorway so it turns to face you, then take a right, head through the kitchen, go through the left door and then look through the archway to your left in the room you're currently in. You'll see Bobby is still facing the doorway we originally saw her through. Grab the cell from her back with the Grab Pack, staying as far away as possible. When you have it, she'll stop moving.
Now, look for a hole in the floor next to the bunkbeds near Bobby. Drop through it and you'll land in a room with two Power Cell slots. Put the cell into one of the two power cell slots.
Leave the room, take a left and then look to your right. You'll see a doorway with a deactivated green charge node leading to some stairs. Halfway up these stairs, you'll see an active green charge node on the wall.
Our goal is to use this node and the one in the room with the power cell slots to activate a door with two deactivated green charge nodes. It's found down the corridor to your right when facing away from the door to the stairs. The door is shown in the image above.
When you're ready, grab the green charge node in the power cell slot room and use it to unlock the door to the stairs. Grab the active green charge node halfway up the stairs, then bolt back down, take a right and transmit it to one of the two deactivated green charge nodes next to the wooden door you find at the end of the corridor.
Now, as quickly as possible, run back to the room with the two power cell slots, grab the active green charge node on the wall, then run back to the door and put it into the other deactivated green charge node slot.
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If you're successful, the door will open, revealing a race car. Walk behind it, pull the cord and let it soar down the corridor and break through some boxes.
Follow the race car, take a right at the doorway it crashes into, and go to the end of the corridor. Through a door to your left, you'll see a room filled with Red Smoke. Put on the gas mask, head inside, and then open the vent on the right-hand side of the room.
Crawl through it and you'll emerge in an office behind it. In the center of this office, you'll find the second power cell on a desk. On the left-hand side of the room is a blue hand pressure plate you can use to exit, so put your hand on it, charge it up, and then make your way back into the corridor with the crashed race car.
Now, take the second power cell back to the power cell slots, put it inside, and press the button to the right of the slots to open the doorway back to the center of the orphanage.
Escaping Home Sweet Home Orphanage
Now you're back in the center of the Orphanage, look at the door behind the hole we found the Gas Mask in.
You'll see it's wide open. Head through it and then through the door opposite the entrance. You'll arrive in a room with two separate Electrical Pole puzzles. These puzzles work slightly differently. There's no power outlet for us to charge our hand, however, down the stairs from where we enter, we'll find a turret that shoots charged blue hands. It's shown above.
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First things first, align the electrical pole in the centre of the area so it's pointed towards the outlet on the left-hand wall. The position is shown above.
When it's in place, approach the turret and press E to aim it. Align the turret's reticule with the handprint symbol on the electrical pole, then press E to exit the turret interface. Now, pull the lever next to the turret.
It'll launch an electrical hand, be redirected by the pole, and hit the outlet, powering up the gate to our right.
Crawl beneath the gate and you'll find a second puzzle. This one's slightly more complicated, although the basic principle is the same. As soon as you enter the puzzle, head up the steps to your right so you're on the bridge between both puzzles. Now, look over to the first puzzle and pull the lever next to the turret we just used to break the circuit. We need the gate to be lowered to complete the puzzle.
When that's done, spin the taller electrical pole in the area so the blue line indicator is pointing to the second electrical outlet on the left-hand wall. The position is shown above.
When that's done, spin the small electrical pole so the blue line indicator is pointing to the handprint symbol on the taller pole. The position is shown in the picture above.
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When both are in place, head over to the turret in the center of the two poles. Aim it so it will hit the handprint symbol on the smaller pole, then back out and pull the lever next to the turret.
It'll launch the hand, redirect from the small pole, launch up to the tall pole, and then be redirected into the outlet.
With this puzzle complete, walk up to the bridge between both puzzles. If you look above the gate that rises when the first circuit is connected, you'll see a retractable walkway. Grab the walkway with one hand, pull it over the gate, and then use the other hand to pull the lever on the turret from the first puzzle. This will reconnect the original circuit without breaking the second circuit.
When they're both connected, the shutter on the left-hand side of the room will open, allowing you to continue your journey. Duck under it and then proceed down the path until you reach an elevator you can activate with a red button. Press it, step onto the elevator, and ride it up to the entrance to Home Sweet Home.
Make your way up the stairs to your right, then through the double doors and back out into Playcare. As you do you'll be viciously attacked by Kissy Missy. Luckily, Poppy's nearby to protect us. After a short conversation, Poppy will calm Kissy down and begin to explain her actions. We'll hear more about it and learn our next objective in the next section of this chapter: Miss Delight's School House.
Up Next: The School House Walkthrough
Top Guide Sections
- Walkthrough
- Poppy Playtime Lore Explained
- Poppy Playtime Characters
- Poppy Playtime Multiplayer
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