Poppy Playtime Chapter 2 was bound to be a big hit, what with the success of A Tight Squeeze. Moving on from the slender, threatening arms of Huggy Wuggy and introducing the equally slender, threatening arms of Mommy Long Legs set all of our spines tingling and hairs on end. With even more puzzles to ponder and frights to face than its predecessor, making it further into the factory is a real challenge. But with our Poppy Playtime Chapter 2 walkthrough, you’re sure to survive to see the events of Deep Sleep.
Remember to complete Poppy Playtime Chapter 1 before diving into Fly in a Web to avoid any confusion regarding the story. You can also check out our Poppy Playtime Boxy Boo, Poppy Playtime Smiling Critters, Poppy Playtime CatNap, Poppy Playtime Chapter 4, Poppy Playtime Nightmare Critters, or Poppy Playtimecharacters guides for more spooky fun.
What is Poppy Playtime Chapter 2?
Poppy Playtime is a survival horror game with puzzle-based gameplay, developed and published by MOB Games. You’re a former employee of a once popular toy company known as Playtime Co., and after you receive an ominous letter, you return to the abandoned toy Poppy Playtime factory you worked at a decade after the staff went missing. Wandering the halls in a first-person perspective, you’re tasked with solving a variety of puzzles using the GrabPack gadget and dodging the spoogly, possessed toys that want to play.
Known as Fly in a Web, Poppy Playtime Chapter 2 takes you on the next part of your horrifying adventure, seeing you enter the Game Station following you releasing Poppy from her case at the end of Chapter 1. Apparently, the doll wants to help you, and you probably already know that you need all the help you can get, especially sincePoppy Playtime’s Mommy Long Legs is never far away.
How do I play Poppy Playtime Chapter 2?
Poppy Playtime is available to purchase on mobile and PC. On Steam, Chapter 1 is free, but Chapter 2 acts as a paid DLC. After purchasing and downloading Chapter 2, you need to launch the game and then select ‘Chapter 2’.
For mobile, Poppy Playtime Chapter 1 and Poppy Playtime Chapter 2 are separate games. You can purchase and download the second chapter on Google Play or the App Store. If you have any problems, consult our Poppy Playtime download guide. One look at our Poppy Playtime Chapter 2 review shows you it’s worth it.
Is Poppy Playtime Chapter 2 for kids?
Mob Entertainments states that Poppy Playtime is suitable for children who are at least eight years old. However, you, as the parent, ultimately know if it’s too scary for your kid. If your child loves Huggy Wuggy and gets a kick out of spooky experiences, Poppy Playtime is bound to be a hit, whereas if your child is easily scared, it’s best to steer them clear of these games.
Poppy Playtime Chapter 2 walkthrough – Fly in a Web
Officially titled Fly in a Web, Poppy Playtime Chapter 2 takes place directly after A Tight Squeeze, taking you further into the factory. You get a better understanding of what’s going on, though there are still many secrets for you to uncover and a violent toy for you to overcome. Your main task is to get the three hints that tell you how to get the train in Game Station up and running.
There are more collectibles to snag in this chapter, with 11 VHS tapes and nine statues dotted around the map. As with Chapter 1, don’t worry if you die after snagging a collectible; it still counts, so you don’t need to retrace your steps.
How long is Poppy Playtime Chapter 2?
On average, you can complete Fly in a Web anywhere between one and five hours. It entirely depends on how thoroughly you want to explore and your skillset. Regardless of your approach, our Poppy Playtime Chapter 2 walkthrough can help speed up the process.
You begin in Poppy’s room, the same place you released her from her case. You need to leave her room and walk back down the corridor until you reach the room with doll houses. You should see a tipped-over wardrobe to the right, which you can walk through to enter the next area.
You’ll immediately notice diverging paths, at the center of which is Elliot Ludwig’s office, and while it’s going to be interesting to see what’s here, you need to gain access first. Head right down the hallway until you see a gap in the floor; looking up, you’ll see a red pip that you can grab so you can swing to the other side.
Keep going until you get to the end of the hallway. Enter the room in front of you and look right. You can use your hands to move the barrels out of your way, giving access to a storage closet, which happens to have the key you need. Now all you need to do is return to Ludwig’s office.
Inside Elliot Ludwig’s office, there’s a Daisy statue on the desk and a black VHS tape. Grab both, then play the tape on the black VCR player.
On the vent behind the desk, you can see colored handprints showing you where to go. You just need to pull off the vent cover, hop on in, and be on your merry way to keep the chapter moving.
Follow the path through the vent until you meet Poppy in the mechanical room. She has a little chat with you, then steps aside, revealing a plug. It’s time for another circuit puzzle!
Attach one hand to the plug, then wrap your arm around the two conductive posts. Shoot your other hand to the other plug to complete the circuit.
Head back to the vent you came through and use the grapple point above to pull yourself back in. Go back through the vents and out of Ludwig’s office, then turn right to explore the other path from the intersection. Open the door with the two hand buttons, then swing on the grapple point to cross the chasm and go through the door at the very end.
Watch the cutscene, then hop into the hole.
You find yourself in a new part of the factory and, as expected, you need to solve another circuit puzzle to restore power in order to progress. Head through the ‘power’ door to your left, then stand on the left catwalk. Throw your hand behind the blue pipe and connect it to the fuse at the end of the right catwalk.
Walk back and head around the inside of the left conductive pole so that you aren’t connected to it yet. Head down the right part of the catwalk and loop around the right conductive pole, triggering a gate to rise.
Go back and loop around the left conductive pole, causing another gate to rise. Double back on yourself and walk along the inside of the right catwalk. Reach across the gap with your other hand to hit the left fuse and complete the circuit.
Exit the room and follow the hallway to get to the game station. Shoot your red hand at the switch above the door and – oh no! Mommy Long Legs is here, and she steals your red hand. What a pain in the butt.
After the cutscene, move forward and pull the lever to enter the game station.
In the playground to the left, you can find the train statue collectible inside the yellow tube above the red play net, as seen in the picture above. Grab that, then get up on the train platform.
Here, you find three levers. Pull the one on the far left and wait for the musical memory door to open. Head through the door and follow the path around until you reach a hole in the ground. Drop into the hole and keep moving forward through the dirt tunnel until you get to a room with four buttons in it. Welcome to the molding room!
So, remember how you lost your red hand? Of course you do, that’s not something you forget too easily. Luckily, this room can provide you with a shiny new green hand as a replacement if you follow these steps.
First, pull the lever with the red flashing light to the right of the button control panel to turn the lights on.
Hit the button on the far right with the water drop icon on it. Now you need to fix the pipe ahead of you, to the left of the blue machine with squinted eyes. Do this by grabbing the piece of bent pipe and pulling it back into place.
Return to the console and hit the next red button to the left of the water drop one. This gets the yellow machine with the freaky hands going. Watch the machine until the light above the red button with the handprint icon starts flashing red. Hit the handprint button and watch the blue machine to your left splutter.
Walk to the left, behind the conveyor belts and the machines, to a newly opened door. Walk through the door and up the stairs and grab the tub of green paint from the conveyor belt at the top. Load it into the machine with the red flashing light to your right.
Go back downstairs and return to the buttons. Press the handprint button again and watch the machine do its thing. Push the last red button, then go claim your fresh hand from the conveyor belt to your left.
Now you’ve got a lovely new hand! While you’re here, there’s a green VHS tape on the console next to the buttons. Pick it up and put it in the green VCR player to the left of the conveyor belt where you just got your new hand.
There’s also a hand statue collectible on top of the yellow hand machine. The easiest way to snag this is by walking halfway up the stairs and grabbing it from behind.
Your green hand allows you to grab electrical charges and store them for a short period of time. Use your green hand to grab the green fuse by the conveyor belt, then use it to open the conveyor belt door behind you and head on through to the musical memory room.
Musical memory is a mini-game you need to complete in order to progress. It relies on you memorizing and repeating sequences shown to you in the form of colors, shapes, and letters. If you fail too many times, Poppy Playtime’s Bunzo Bunny drops from the ceiling and kills you, so think sharp.
The buttons you need to hit appear all around you, so sometimes you need to glance around to find them. In round five, a bunch of buttons appear, and the directions start spewing out far too quickly for you to catch. Look out for the moving emergency stop button with the exclamation point in a triangle. Hit it to end the game, triggering Mommy Long Legs to give you the Train Clue 1: Playtime Co Train Access Instructions clue, which shows you the character sequence you need to enter into the train console.
The walkway that you came in through reappears. As you try to cross it, the walkway collapses, and you fall. Now, you must find your way back to the game station by heading through the vent with the red light above it to your right. You arrive in a stock room full of toys and puzzles.
Head to the far side of the stock room to find a scale with a huge Poppy Playtime Bron the Dino toy on it. Bron’s too heavy, so the scale won’t move up and let you get to the next area until you get him off it. Turn right to find a crane control panel. Pull the lever to power up the crane, then approach the crane head and grab the bars, pulling it along the track to position it.
You can use the crane to grab a Bunzo statue collectible in aisle C5 on top of a stack of boxes, as seen above. Pull the crane over it, then use your green hand on the green fuse box next to the toy on the scale, and transfer the electricity from your hand to the crane. Then pull the crane forward so it drops the collectible in front of you, ready for you to grab.
There’s also a cyan VHS tape to collect on the ladder in aisle C1 – no crane required. Simply snag it and stick it in the VCR player next to the crane control panel.
Finally, pull the crane over the Bron toy on the scale, then once again, use the green fuse with your green hand to transfer energy to the fuse on the crane head. Once it’s lowered and grabbed Bron, move it out of the way. Now step on the scale and hit the red button to be raised to the ledge above.
Follow the newly accessible path along until you reach a power puzzle. Shoot your hand at the outlet and walk around the first pole, then stand on the platform that raises up and step off it when you get to the top.
Release your grip on the outlet, then crouch and grab it again. Wrap around the pole on the ledge with you, then drop down and wrap around the first pole again, then grab the other outlet to complete the circuit.
Stand on the rising ledge, hit the red button to go back up, follow the path, and head up the stairs. At the top of the stairs, move the chair out of the way and head through the door to get back to the game station.
Back in the game station, the second lever in front of the train is now flashing red. Pull it, and it opens up the Wack-A-Wuggy room. As soon as you enter, you find yourself caught in another mini-game that Mommy doesn’t expect you to survive.
Luckily, the Wack-A-Wuggy mini-game is pretty easy and self-explanatory. When Huggy Wuggys crawl out of the holes, hit them before they get to you (it can be pretty dark, so consider adjusting the brightness settings if you’re struggling). Completing this earns you the Train Code 2: Color Sequence clue. Only one game left to play!
Head through the vent that opens and follow it to the room with the broken stairs. Climb the stairs and look up, then grab the pole way above your head to grapple up.
Part way down the broken stairs, there’s a Kissy Missy statue. Grab that, then grapple onto the pole again to get back to the top. You may need to swing to get onto the platform!
Follow the path forward until you reach some tracks. Head along the tracks and turn left to reach a gate. Stand at this gate until Poppy Playtime’s Kissy Missy appears and opens it for you. Go through the gate and head forward until you reach the cart puzzle.
The cart puzzle is pretty simple. You just need to use your green hand to charge different sockets in order to progress.
As you make your way through, you find different levers that open gates along the tracks. Make your way through, and be sure to pick up and play the blue VHS tape you find along the way to see the JackSepticEye cameo.
When you get the cart to the end of the tracks, push it to make a hole in the boards. Follow the tracks, then turn right at the bottom, head through the door, and drop down the hole. Keep on going until you find yourself back in the game station.
Head back to the platform in front of the train and pull the final lever, triggering a handle to appear on the ‘statues’ door. Use both hands to pull the handle on the door right, then head down the stairs to the statues area.
It’s time for another power puzzle. Go to the room at the end of the hall and grapple up to the ledge on the left. Connect your blue hand to the socket, then drop down. Navigate around the poles and grab the charge from the green fuse with your green hand, then use it to shoot the switch on the wall, toggling the grapple point. Grapple up and use your free hand to connect to the other socket, completing the circuit.
Go back out to the hallway and head through the newly opened door.
Welcome to the statues game room! You must make your way across the room when the lights are off and stand still when the lights are on. If you move when the lights are on, you get munched. When you get to the first foam pit, be sure to walk along the edge, and jumping over the foam slows you down too much.
About halfway through the room, there’s a slide section. Go through the ‘hard’ slide to find the PJ-Pugapillar collectible.
When you reach the end of the course, look to the right and hook up to the grapple point above the window. Smash through the glass to get to the control room, and you’re finally safe from Poppy Playtime’s PJ Pug-a-Pillar.
Here, you find a hole in the floor. Drop down, then walk forward and swing across the gap to get to the other side. Progress through the hallway and grapple up to the floor above at the end. Move forward and grapple up again.
Keep on walking, then head through the vent on your left. Grapple one last time, then follow the path forward and up the stairs to get to the water treatment plant.
Approach the console with two buttons, then hit the ‘rotate bottom 90 degrees’ button three times to make a path leading to the C2 room on the left. Go down and face forward on the red platform to snag the green tape on the ledge by the game station doors. The VCR player is next to the console with the buttons if you want to watch it. Now, continue onto the C2 room.
You need to make a Bunzo Bunny toy in order to progress, but that requires you to get up to the top of the room. Luckily, there’s an elevator here.
To get to the top and snag your Bunzo Bunny toy, you need to push the buttons and pull the levers in this order.
- Push the red button to make the conveyor go left
- Use the lever to go up to about the halfway point
- Push the blue button to make the conveyor go left
- Push the yellow button to make the conveyor go left
- Use the lever to go up to the top
- Push the first red button to make the conveyor go left
- Push the second red button when the Bunzo toy is on the last conveyor belt so it comes to you
Once you’ve snagged the toy, ride the elevator up as high as it can go and look around to find the collectible Barry statue. Ride the elevator back down to the bottom of the room, then head back to the water treatment room control panel.
Now, you need to make a path to room C4. Hit the buttons on the control panel in this order:
- ‘Rotate top 90 degrees’ once
- ‘Rotate bottom 90 degrees’ twice
- ‘Rotate top 90 degrees’ twice
When the path is set, head over to the C4 door and put your Bunzo Bunny toy on the ‘nobody leaves without making a toy’ scanner to gain access.
Enter C4 and walk forward until you find a vent to your left. Crawl through, taking the first left, and follow the vent until you come out in a room with a hole at the center. Use the grappling pipe to swing across to the other side.
Another circuit puzzle awaits. Connect to the outlet, then wrap your arm around the two poles, triggering the door on the green hand outlet to drop. Release your hand, quickly grab the pink VHS tape, and use your green hand to grab charge from the green outlet before the door closes on it.
While your hand is still charged, swing back across the gap and attach your hand to the green outlet. Run through the door that opens and back to the room with the two poles, wrap around them, and connect to the socket by the door you just opened to complete the circuit. This is a little tricky when it comes to timing, but it’s possible with a bit of patience.
Now that the doors are open, you can use the pink VCR player to play the VHS you just picked up.
After you finish here, you need to head back through the vent and fall into the room below, then walk to the end of the hallway to trigger Mommony Long Legs, who drops through a hole in the roof. Get ready, the hunt is about to begin.
Mommy Long Legs will begin to count down from ten, giving you the hint to run through the door behind you as soon as it opens, putting as much distance between the two of you as possible. You just need to follow the path and try not to panic; there are holes in the walls and chasms around, but Mommy can’t actually get you right now.
Finally, you get to a red conveyor belt with a painting of Candy Cat on the wall and a red lever. Pull the lever and ride the conveyor belt. Be sure to grab the Mommy Long Legs statue at the end before you drop down the hole.
You find yourself in a dark basement with a large door with a red light above it. First, turn back and head in the opposite direction, following the hallway and going through both brown doors until you arrive in a room with four colored switches – two on each wall. You need to pull them in a specific order.
To check this order yourself, grapple up through a hole in the ceiling and note down the numbers on each of the battery packs and the colored wire they’re connected to. Drop back down and pull the levers in the right order. If you didn’t want to check, or you’ve forgotten, the order is:
- One – red
- Two – blue
- Three – green
- Four – yellow
Progress through the hallway to trigger Mommy Long Legs to spawn. Turn and run back to the room with the switches, then grapple up through that hole in the ceiling and hang there until she passes.
Then, head back to the hallway you were trying to walk through before she rudely interrupted you, and keep on trucking until you get to the room with the big furnace.
In this room, your task is to make a new cog to open the door. Start by grabbing the red cog mold off the shelf, then heading up the stairs to place the mold in the furnace.
Go downstairs and charge your green hand, then start the furnace. Open the furnace doors and take your newly forged cog, then stick it into the door mechanism and pull the lever.
Go through the newly opened door and onto the walkway. Of course, Mommy Long Legs is never far away – when she appears, turn and run back to the forge. Use the green fuse to charge your green hand and run into the forge, using your green hand to ignite it. This causes the flames to swell, meaning Mommy Long Legs can’t get at you.
After she leaves, it’s safe to go back through the door, allowing you to walk across the walkway, though it does lead you to a dark, web-covered room. Here, you need to pull the level you see to begin the final Poppy Playtime Chapter 2 chase sequence.
It can be a bit of trial and error before you reach the end of your final encounter with Mommy Long Legs, as there are several twists and turns and grapple points that you need to use to stay out of her clutches. It’s not too dissimilar to how things play out with Huggy Wuggy in Chapter 1. Just keep trying and make not of which direction not to take each time she gets you, and you’ll escape her soon enough.
When you do finally reach the end of the final chase sequence, it’s time to give Mommy Long Legs a taste of her own medicine. When you enter the room, you can see a nasty-looking machine with a lever. Well, Mommy is hot on your tail, and she just so happens to put her hand on the machine. You just need to pull the lever to put an end to her reign of terror.
From here, follow the path leading from the shredder room and climb the stairs. Part way, you find a VHS tape and a VCR player with no TV, so be sure to grab that.
Keep going up until you find yourself above the game station. Move along the catwalks and keep an eye on the rafters to find the final collectible statue, Claw, in front of a large room with a red blinking light above the door. Head inside and speak to Poppy to get the third clue, Train Code 2: Order Sequence.
We’re finally there. All that remains is the train. Walk along the rafters to the left and go down the slide to return to the train. Use your green hand to open the door, then apply the clues you’ve collected to start the train. Pull the accelerator above you and the train starts to move. Sit back and enjoy the ride until you’re told to pull the brakes (the red lever to your left), triggering the final cutscene. And that’s the end of Poppy Playtime Chapter 2!
And that concludes our walkthrough for Poppy Playtime Chapter 2. Now that you’re done in Game Station, it’s time to head into Playcare in Poppy Playtime Chapter 3.