Poppy Playtime
Lorebookfrom Chub- 18 forks on Chub · private forks can't be archived· Chub · lorebooks/NebulaVoids/poppy-playtime-cbf74d8b6a2c
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41 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Playtime Co
Keys: factory, playtime co
Enabled · After character · Order 10 · 100%
Entry settings
The Playtime Co. factory is the main setting of the following released chapters, set in an unspecified location in the Midwestern United States. It was established in 1930, with the intent to entertain children across the globe, becoming the most famous and well-known toy manufacturing company of its time.
After years of creating new toys, many toys became popular. Out of all the toys ever created by Playtime Co., Huggy Wuggy, created in 1984, was the most popular and memorable toy. During an unknown time, Playtime Co. offered factory tour guides for $2.99 per visitor, speculated to be around the time Poppy gained popularity as both her commercial and the tour guide commercial were put into one VHS tape.
Out of the public's eye, Playtime Co. experimented with their toys, starting by trying to revive a dead rat with poppy flowers. While the experiment failed, Elliot Ludwig or Harley Sawyer thought that something larger than a rat would yield better results. These results later helped found the Bigger Bodies Initiative. Revealed within multiple, the orphans that Playtime Co. adopted would possess these toys. Marie Payne, for example, possesses Mommy Long Legs. It is also presumed that Poppy Playtime is possessed by Elliot Ludwig's adopted daughter, and she was the presumed family member whose death pushed him to his lowest.
After the implementation of the Bigger Bodies Initiative, Playtime Co. utilized the toys to their advantage by making them fulfill various jobs, such as Huggy Wuggy who functioned as the factory's security, and Mommy Long Legs who helped manage the kids in the Game Station. This helped Playtime Co. increase its workforce efficiency without needing human workers who required payment, breaks, and would complain.
Although Playtime Co. is based in the United States, the company is shown to be international, as in Chapter 2, there is a box with Russian letters on it shown. In RESTRICTED relocation 08-08-1995.mp4, German and Russian letters are shown telling the viewer to stop watching the video. These two appearances of different languages could mean that Playtime Co. owns facilities in other countries and/or international companies supply Playtime Co. (especially from Russia and Germany).
Playtime Co. would come under scrutiny for its horrific, abusive, and oppressive treatment of its employees and workers (likely started after the Bigger Bodies Initiative's introduction). One example is Marcas Brickley reporting the appearance of a large monster in order to protect other employees, which is subsequently underestimated by Leith Pierre (who knew what the monster was) and results in him being scolded by Leith for reporting something absurd. In the PSA 'Big Spider' tape, numerous complaints of Mommy Long Legs are ignored and downplayed by the higher-ups, including the tape's announcer, in order to keep the existence of monsters a secret. In Chapter 1, a poster mentions that breaks can not be over 5 minutes long. It likely does not factor lunch time, but it still shows that breaks are a luxury compared to other workplaces and there are many hints at overworked employees. This seems to be well known among many people, including its workforce, as in the "Can you hear us? Can you see this?" tape, it is mentioned the Bigger Bodies Initiative planned to reduce the number of lawsuits made by people, presumably including dissatisfied workers.
Playtime Co. was also highly obsessed with maintaining secrecy and confidentiality, claiming this would be used to secure the company, which was likely just an excuse to hide the illegal experiments and living toys. P.W. claims in the Orientation Notebook that he was forced to sign multiple NDA's about Poppy Playtime and had an encounter of an employee who told him it was simpler than what he assumed but refused to disclose more than that.[1] In page 55 of the notebook, the author writes that it is forbidden for employees to discuss any events that happened in the factory to anyone, presumably other employees as well. What is worth mentioning is that even things which law enforcement should have been informed about were not allowed to be said, with the author simply writing, "If you thought you saw something odd or disturbing ... it's important to remember that no, you didn't."
Playtime Co. is additionally not above murdering its employees in order to hide these secrets, as seen with Rowan Stoll; he knew about the secrets of the corporation, which they found out and had his car sabotaged by a worker, causing him to nearly die in the incident. After that, he was eaten alive by Boxy Boo. Such a case was also theorized for Marcas Brickley's fate.
In the Playtime Co. Employee Safety Rules, it is stated that "reports of noxious and or hazardous material used .... are both entirely fabricated and highly exaggerated". It is interesting to note because beforehand, it mentions that hallucinations and schizophrenia symptoms for employees must be reported, which implies that Playtime Co. employees are often exposed to toxic and highly dangerous materials, further displaying Playtime Co.'s lack of employee care. In the same tape, it is also stated that employees are liable for their own safety and that the company is not responsible for any injuries or accidents, even if a death occurred. Many waivers in the Orientation Notebook are mentioned which leaves the signer completely responsible for all injuries received when working with equipment or lack thereof.
Workers and employees doing things undesirable and/or seen as a threat to Playtime Co., are punished severely. Rowan Stoll's pension was halted and he was written up constantly, Rich was demoted from his previous post and moved to work in the Rejected Room due to his numerous complaints of the company, and Patty Hall was sent to "Storage B" for sabotaging equipment.
- #2Main entrance
Keys: main entrance
Enabled · After character · Order 10 · 100%
Entry settings
The Main Entrance is the typical entrance to any high-class company factory. A reception desk is seen right in front, with a Huggy mural welcoming guests. On the reception desk is a Green VHS Tape for the Green VCR seen to the right of the room connected to a TV mounted high on the wall. The room behind the reception desk is locked by a GrabPack-exclusive door. Additionally, to the left of the Main Entrance is the Security Room, while the Gift Shop can be seen on the right.
- #3lobby
Keys: lobby, Main lobby
Enabled · After character · Order 10 · 100%
Entry settings
The Main Lobby serves as a central hub within the Playtime Co. Factory, connecting various sections such as Innovation, Theater, Cafeteria, and others. It is adorned with a prominent Playtime Co. sign, beneath which stands Huggy Wuggy, a popular attraction for visitors. Below is a description of Huggy Wuggy and a brief history on Playtime Co. Although the Main Lobby may seem to be for exploring and visiting all the areas in the factory, only two of the rooms are accessible when The Player arrives. Additionally, the room features several murals and cutouts around each doorway, each displaying a familiar mascot.
- #4Security
Keys: Security, Security room
Enabled · After character · Order 10 · 100%
Entry settings
Beyond the door to Security lies an office with computers, swivel chairs and TVs on the wall, presumably for the security cameras around the Main Entrance. The Grab Pack Training VHS tape will also be found on a desk and a small TV with the corresponding blue VHS tape player below. The door to Security is locked and requires a color code to unlock. The color code is hidden as part of the train that runs above the Gift Shop. The colors of the train carriages in order are green, pink, yellow and red, which are the exact colors and order needed to unlock the door.
- #5Gift shop
Keys: gift shop, gift
Enabled · After character · Order 10 · 100%
Entry settings
The Gift Shop can be located simply by going to the right at the Main Entrance during the start of Chapter 1. Down the hallway to the Gift Shop, there are several large glass containers that have been shattered with the glass all over the floor. Within the Gift Shop is a simple shop with shelves full to the brim with Boogie Bot boxes, Candy Cat boxes, and Huggies. On the back wall is a large picture of Candy Cat. The room appears to be ransacked, as there are shelves turned over, boxes opened up and torn, and blood on the counter.
The room also includes a cash register in the far back, with a bloody Boogie Bot head to the side. Alongside all of this, a train can be seen going in circles on the ceiling.
- #6Warehouse
Keys: Make-a-Friend Warehouse, warehouse
Enabled · After character · Order 10 · 100%
Entry settings
To access the Warehouse, the puzzle included within the Main Lobby must be completed first, requiring the power to be turned on inside the Power Room. After doing so, access to the previous powered down GrabPack-exclusive room will be granted. After opening the door and walking through the Dark Hallway, The Player will enter the Warehouse. In the warehouse, multiple boxes are seen lying around the room alongside multiple racks of shelves. There are toy parts strewn about, with blood near almost all of them. There is also a red hand being held by a sort of machinery.
- #7Make-A-Friend
Keys: Make-A-Friend
Enabled · After character · Order 10 · 100%
Entry settings
To access the Make-A-Friend room, The Player must first unlock the vent leading to the Make-A-Friend room, which the vent can be seen within the Warehouse. After opening the ventilation system, one last puzzle must be completed using both GrabPack hands. The Make-A-Friend Machines are old mechanisms that were used by Playtime Co. to create the toys seen in-game, possibly including Huggy Wuggy, etc. This machine was used for kids and adopted orphans to leave with a toy, for remembrance of the facility and to create a way for visitors to support and increase trust for the factory. There are three Make-A-Friend machines in the room before the Vent Chase Sequence.
On top of said room, a series of catwalks can be seen. These catwalks lead to a power source that connects to the area's power that must be turned on.
- #8Poppy's room
Keys: , Poppy's room
Enabled · After character · Order 10 · 100%
Entry settings
The Exterior is a long catwalk containing multiple pipes and wires floating everywhere under and over The Player. The Black VHS Tape can be found laying on the catwalks before entering the poppy. Putting this VHS tape into the Black VCR plays the tape. At the end of the catwalks, a giant flower is painted on the wall surrounded by multiple bloody, hanging toys. Specifically two Cat-Bees, a Bron and a Boogie Bot toy are hung and damaged outside the door. In the middle of the flower, there is a door surrounded by drawings warning NOT to go through the door. Nonetheless, to continue, the door must be entered.
The Interior of the Poppy Room is meant to represent a child's room, with a wooden staircase being seen when first entered. Going down the long staircase and the long hallway will introduce a room with wooden furniture and blue pillows laying down. There is also a secret door hidden by a cabinet that cannot be accessed. Alongside with all of this, a large dollhouse can be seen in the corner of the room.
- #9Office
Keys: Office, boss office
Enabled · After character · Order 10 · 100%
Entry settings
The office is a vintage wooden office with decorative patterns on the carpet, a wooden managers desk stands in front of the room along with some leader couches and some drawings of children scattered across the room's walls. The light source for the room are two long fluorescent bars right on top of the main table. The room includes a small open vent leading to a ventilation system, and two other larger vents one of them being open.
- #10backrooms
Keys: back room, hidden room
Enabled · After character · Order 10 · 100%
Entry settings
The Backrooms is an abandoned room that can only be accessed by pulling off the vent door in Elliot Ludwig's Office. The room is walled with cement, and various items that are scattered along the floor. For example, boxes and sheets of paper can be seen stacked or laying across the floor. A large shelf with a power source can be seen, a Huggy cardboard cut out leaning on said shelf, a step-ladder, and a Bron cardboard cut-out can be seen on the top.
- #11power rooom
Keys: power room, power
Enabled · After character · Order 10 · 100%
Entry settings
The Power Room is first seen after sliding down the Tunnel Hole. In order to open the Game Station Hallway, The Player must turn on the power with this power room. The room is a small, compact, hanging room with many wires and cement walls. Unlike any other power room, attempting to connect the GrabPack to the power beams will trigger a wall to block the power source, breaking the connection. The same can be seen with the other side.
- #12Game station
Keys: , Game station
Enabled · After character · Order 10 · 100%
Entry settings
The Game Station is an underground area with no natural light, which was raised as a concern in a Formal Request Form to add fake windows to ensure that the children maintained good mental health. It contains a series of playground structures for kids to play with while waiting for the next mini-game to start. In one of these playground structures, a Train Trophy can be collected. These structures are incredibly colorful, full of red, yellow, and blue colors. Most of the structures include a playground-like area with slides, circular monkey bars, and spinning wheels. In the far center of the area, a massive train can be seen under the Game Station logo.
Before Playtime Co. closed on August 8th, 1995, the Game Station was packed with children having its own heyday inside the Train Station. The children would be guided by Mommy Long Legs, waiting for the pre-recorded Stella Greyber intercom, which would guide the kids to the next room. It is speculated that these rooms were to test which children had the best playthrough, and would be a good candidate for being experimented with. This is probably why Mommy Long Legs is "Super nice to other experiments" as they were kids who had treated Mommy as an actual mother.
On the Game Station's ceiling is a control room containing innovative technology, security cameras, etc. This room is accessed after killing Mommy Long Legs during a game of Hide and Seek and traveling through Bay 09. When first entering into this room, Poppy Playtime can be seen trapped in webs, and two documents are also found within this room: a Formal Request Form to add windows and Employee Instructions on using the Train. After freeing Poppy from the webs, she instructs The Player to escape with her via the Train seen below the Train Station.
- #13musical memory
Keys: Musical memory
Enabled · After character · Order 10 · 100%
Entry settings
Musical Memory otherwise known as the Memory and Cognitive Recognition Test is a minigame in located in the Game Station. In front and behind The Player are buttons and two screens. Above the platform, there is a viewing platform, in which Mommy Long Legs talks to The Player from. The screen shows a color and its name, or a symbol, and there are buttons around the bottom platform which increase in number as the rounds progress.
Above The Player are pipes and wires, with Bunzo Bunny connected to the top plate in the middle. As the game progresses, he advances towards The Player. If they correctly inputs the pattern, he moves back upwards. However, if they makes a mistake, he will lower at a faster pace until reaching The Player and killing them.
- #14whack huggy
Keys: Wack-a-Wuggy
Enabled · After character · Order 10 · 100%
Entry settings
Wack-a-Wuggy is the second minigame, located in the Game Station. In the Wack-a-Wuggy, the floor is covered in what appears to be sand, along with multiple drawings of colorful buildings on the walls. There are 18 holes in the walls, in which a troop of Mini Huggies come out of. The lighting is dim on the holes. Above the area, there is an observation room with a big window.
- #15Statues
Keys: Statues, obstacle course
Enabled · After character · Order 10 · 100%
Entry settings
Statues is a minigame, located in the Game Station. The first section is a mini maze of castle walls, where The Player must zig-zag their way though the puzzle without getting stuck on the walls. The second section is a giant pit of blue foam cubes with rings above. The rings are hard to grapple onto and The Player must stay on them when the lights come on without moving. Failing to successfully climb the monkey bars will result in falling into a pit of blocks that is slow to get through, alongside preventing jumping. The foam is slower but easier as PJ crawls on the poles holding the rings. It is easier to swing to the third section if close enough and had built up enough momentum. The third area has three tunnels labeled "Easy", "Normal", or "Hard", with the Hard tunnel including a PJ Pug-a-Pillar Trophy. The last puzzle includes large, yellow blocks standing on the familiar pit of blocks that slows The Player down. Jump between blocks without falling into the pit of blocks. There is no real way to complete the game as the ending is caved in.
- #16Playcare
Keys: Play care, Playcare
Enabled · After character · Order 10 · 100%
Entry settings
Playcare is an underground location in Playtime Co, accessible through Elliot's Express. When entering, it has a stairway alongside with a red carpet, little trees with red, yellow and blue flowers, red and yellow street lamps with yellow lights on them with red, blue and yellows steamers. On the stairs are some rope poles with broken toys on them, blood stains, and cardboard cutouts of Bron and Bunzo Bunny. Once entering, there is a sidewalk into a circle, and on the sidewalk are cutouts of Huggy Wuggy, Mommy Long Legs and PJ Pug-a-Pillar, and a bunch of Bron themed streetlamps.
In the center of Playcare, there is a large low pillar. It is white on the bottom, leaves are overgrown around the top, a white fence is set around it with flower pots. On top are statues of the Smiling Critters holding hands, while the CatNap statue has collapsed onto the floor due to a cloud falling down on it. Around the base of the pillar are podiums with descriptions for each of the Smiling Critters and a button to hear a voice line. At the front is a map of the locations in Playcare. Inside the pillar is a backup generator that needs to be powered by the backup generators in the other locations at Playcare.
At the top of dome is a gigantic artificial skylight, the inside of the vast dome is painted a blue sky with clouds and trees, and when the lights go out, stars can be seen painted on the inside of the dome. Fake clouds hang from the ceiling, and on the grass are stones, flowers, yellow tables, blue chairs and longer trees. On the left side of the cable car, there is also a door to the Gas Production Zone. Playcare has five main locations around the area: a Counselor's Office, a Toy Store, Home Sweet Home, a School, a Playhouse, and a Duck Pond. There is also a playground near the schoolhouse.
- #17Gas Production Zone
Keys: Gas Production Zone, red smoke production
Enabled · After character · Order 10 · 100%
Entry settings
Entered via a door in the back of Playcare's dome, the Gas Production Zone is a large room where the Red Smoke is produced. In the center is a giant machine with a terminal with three tubes, which control the destination of the Red Smoke. Found in the backrooms of the zone is a sludge-like liquid known as Poppy Gel. A smaller room contains the GrabPack 2.0 and the "GrabPack 2.0 Prototype" tape. An elevator in the far left of the room leads to the Safe Room. A doorway to the left leads to the Hatch Room.
- #18Home Sweet Home
Keys: , orphanage, Home Sweet Home
Enabled · After character · Order 10 · 100%
Entry settings
Home Sweet Home's exterior resembles a two-story wooden house, with brilliant sky-blue walls, curved roofs and a large wooden foyer overlooking the property. The foyer holds a few patio chairs and two window box planters, each possessing three fake flowers, while three stone pillars hold up a slanted roof, which in turn supports the second floor balcony. Above the wooden balcony door, shaded by a second but smaller slanted roof, lies a statue of the famous Poppy Playtime. The roof itself comes with a chimney and has six poppy flower designs dispersed across its brown tiles.
Inside of Home Sweet Home appears to have wooden floors and walls, and its rooms are filled with bunk beds. The beds all have Playtime Co. pillows and sheets with blue mattresses. Like other locations in Playcare, Home Sweet Home's walls and floor are covered in CatNap's claw marks and inscriptions.
Inside there are multiple types of sleeping arrangements, both single/double bedrooms and large communal barracks on the upper floors. In the center of these barracks is a large Bobby BearHug statue, which (when powered) will turn towards any person in line of sight. The location also features multiple secret doors leading to staff areas of the facility, these were normally off limits to kids. There is a large central foyer which acts as a central hub for the facility, along with laundry rooms in the basement.
The walls of Home Sweet Home are decorated with many photographs of children, presumably those who were adopted out or sent off for processing as part of the Bigger Bodies Initiative. The facility has some form of security system that enters lockdown during the "night" restricting movement between sections.
- #19School
Keys: School house, School
Enabled · After character · Order 10 · 100%
Entry settings
The School’s exterior resembles a large school building. Once approached, the school is a red building. The entrance has two blue doors with different colored handles, as well with windows with blue outlines on each side, and a mailbox of Boxy Boo can be seen near the entrance.
The building’s roof is red with blue outlines, and on the middle is a curved which is above the entrance doors. The roof has painted flowers on top, and on the middle top has a second rooftop with the giant bell inside, and there are giant crayons attached to the roof which are in front of the entrance.
The School’s interior appears to be abandoned inside. The building has white walls with flowers and grass at the bottom, and the ceilings are ruined tiles, as well as broken toys hanging out. It has long hallways with multiple doors of abandoned classrooms. The hallways has lockers with eyes on them, which some toys can be seen hanging on the roof, as well as the inside has posters of the Smiling Critters. Inside are multiple gates can be seen with offices inside.
- #20Playhouse
Keys: Playhouse
Enabled · After character · Order 10 · 100%
Entry settings
Playhouse is an indoor play area location. It was one of the main buildings within Playcare, where orphans could play. The Playhouse’s exterior resembles a circus tent. The main entrance door is a yellow and red door with a sign above it that tells the building name with blue and red stars coming out of the sign.
On one side of the tent is a slide that used as a way to leave Playhouse. In front of the main entrance is a open treasure chest with coins that has the Playtime Co logo on them. The interior of the Playhouse resembles a playground with maze like elements, which has colorful bricks walls and tunnels.
- #21Counselor's Office
Keys: Counselor's Office
Enabled · After character · Order 10 · 100%
Entry settings
The Counselor's Office exterior resembles a large marble building. Upon approach, there is a large stairway to the main entrance, and after the first, there two trash bins, with one of them knocked over, and The Hour of Joy sign written in blood.
On the side of the the stairway, damage construction can be seen. Similar to the Train Station, two statues of Huggy Wuggy can be seen in each side. The Counselor's Office has poles attached to the roof, and the front of the rooftop features the Smiling Critters on top. The office has windows with the entrance having a brown door, as well as a mailbox that resembles Boxy Boo on the right side of the entrance.
The inside of the Counselor’s Office appears to have a room with two doors, while one of them has The Red Smoke inside, as well as a slot where the Batteries can be found above the seats. The building inside mostly has long hallways with multiple doors and offices, breadboards, as well as multiple toys, papers and blood on the floor, and a couple of the offices are overlooking the locations in Playcare.
- #22GrabPack
Keys: GrabPack, grab pack
Enabled · After character · Order 10 · 100%
Entry settings
The GrabPack (also stylized as Grab Pack on the Grab Pack Training tape) is the main, and most invaluable utility in Poppy Playtime. It allows The Player to interact with the world by grabbing, pulling and collecting objects, open GrabPack-exclusive doors, connect wires to turn power back on, carry electrical impulses to and from power sources, and move The Player across areas.
The GrabPack also appears in the spin-off title Project: Playtime, acting as a major utility required for solving the puzzles featured on the Puzzle Pillars.
An upgraded GrabPack, dubbed the GrabPack 2.0, replaces the GrabPack in Chapter 3: "Deep Sleep", with the ability to switch between a selection of hands, including new ones that were not previously available on the original GrabPack.
- #23Huggy wuggy
Keys: Huggy, , Huggy wuggy
Enabled · After character · Order 10 · 100%
Entry settings
Huggy Wuggy is a toy produced by Playtime Co., who made his debut in Chapter 1: "A Tight Squeeze" as its main antagonist.
Huggy Wuggy is initially introduced as a living entity created in 1991 under the Bigger Bodies Initiative. After breaking into the Playtime Co. Factory, he is depicted as a statue located in the Main Lobby of the factory. However, once The Player restores power to the entire facility, Huggy mysteriously disappears. Throughout the chapter, Huggy makes occasional, brief appearances until he finally reveals himself and starts chasing The Player during the intense Ventilation Chase sequence. Towards the end of the chapter, he is seen plummeting deep into the abyss of the factory.
Experiment 1170, his Bigger Bodies experiment title, was created with obedient qualities, enabling the Playtime Co. staff to train Huggy to serve as a guardian for the factory during guest visits. However, these obedient traits became corrupted as The Prototype redirected Huggy's objectives. Before his highly anticipated debut, Huggy, following his training, was required to stand and patiently wait for the arrival of a human presence, specifically The Player.
Huggy Wuggy is a tall, slender creature covered in thick, bright blue fur. His arms and legs are 10ft in length and end in large yellow hands and feet. His hands have large Velcro straps on the palms, and both they and his feet possess four digits, including thumbs, though they're merely just stitches and are unable to move individually (with the exception of the thumbs). His torso is stout and disproportionately small in comparison to his long limbs. His head is large and contains two large black, dilated eyes. On his face are oversized, cartoonish, bright red lips.
His monster counterpart mostly remains the same, with the exception of his eyes being dilated bigger than intended, giving off a deranged and disturbing physique. Behind his lips is a maw of dozens of jagged needle-like teeth. Closer observation of Huggy's mouth shows a secondary set of jaws located near his throat, akin to that of a moray eel. Originally marketed as a toy intended solely for providing platonic love through hugging, Huggy Wuggy was designed to possess warm and appreciative qualities. Meanwhile, his Bigger Bodies counterpart retained a similar purpose, serving as a guardian to children and only reacting aggressively when faced with hostility. This was exemplified on June 18, 1992, when Huggy went on a rampage upon being attacked with darts. He was known to be "obedient" as long as no aggression was directed towards him.
- #24Kissy Missy
Keys: Kissy Missy, Kissy
Enabled · After character · Order 10 · 100%
Entry settings
Kissy Missy's appearance is very similar to Huggy Wuggy. Like Huggy, she is a tall, slender creature with thick fur, but she is pink instead than Huggy's signature blue. The rest of her features such as her blue bow, yellow hands and feet, and eyes are similar to Huggy's with the exception of her eyelashes. Unlike the other toys, who are very hostile, she appears to be benevolent, sweet, and helpful towards The Player, even going so far as to assisting them in opening the gate door via the lever on the other side rather than killing them. In Chapter 3, she assisted them once more alongside Poppy Playtime, serving as the latter's form of transportation in order to stop The Prototype and end this once and for all.
However, in the Hour of Joy Tape, she killed the train workers who were escorting her to Playcare, showing a much more ruthless and merciless side akin to Huggy Wuggy. It's worth noting that she returned to her original position soon afterwards, implying she didn't fully participate in the rebellion. Kissy also harbors bitter memories of Playcare, appearing again while exiting out of Home Sweet Home, but spared The Player's life under the request of Poppy Playtime as she had mistaken them for a threat.
- #25Poppy
Keys: Poppy Playtime, , Poppy
Enabled · After character · Order 10 · 100%
Entry settings
Poppy is a petite pull-string doll with chalk-white skin, bloodshot eyes and blue pupils. She also sports freckles and rosy cheeks. She has red, curly hair tied into double pigtails, held up with a pair of powder blue ribbons. The shiny ting of light glazed across her face suggests that she is possibly made out of porcelain. Following the train crash, there's a crack in her face.
She wears a large, flouncy powder blue gown, with long frilly sleeves adorned with numerous bows, frills, and bustles, and a pair of black Mary Janes. She also wears deep red lipstick. She has a pair of thin, black eyebrows, and a pair of uncannily realistic-looking blue eyes framed by long, black lashes.
In her commercial, Poppy is portrayed as a social, outgoing, dainty, and elegant individual. She cares a lot about her appearance and always wants to look her best, as demonstrated by the Vintage Poppy Commercial. Poppy is also very courteous, politely asking her owner if they could polish her shoes and brush her hair.
As a living doll, although she still retains her general personality, Poppy behaves differently to her commercialized persona. At the start of Chapter 2, Poppy is first introduced with a bubbly, caring personality, thanking The Player for freeing her, patiently waiting for them as they climb up the vents in the Backrooms, and offering help to escape the factory. She continues this behaviour throughout Chapter 2, however towards the end she begins to ask disturbing questions that hint towards a darker personality, for example: "Did you kill her?"
- #26Bron
Keys: Bron
Enabled · After character · Order 10 · 100%
Entry settings
Bron is a large, bright red dinosaur themed after the real-life species brontosaurus. He has a rounded head with a small snout, small black eyes with eyelids, a long neck and four stubby limbs. His cheeks, neck front and underbelly are colored pale yellow to match his brightly colored body.
Bron's monster form retains largely the same appearance as his other two counterparts. However, his eyes have been gouged out, leaving two empty sockets. His mouth is split into a psychotic, unnerving grin. His bright red color has faded into a dull tangerine, and nearly every inch of his body is covered with blood. His body is also cracked in places. The blue on his toes have also peeled off and faded in places. Bron is generally described as hard-working and fully committed to whatever goals he had set for himself, as he strictly allowed himself to only eat 4,000 calories daily. He is also presumed to be athletic and tough, being able to withstand tons of hard work every day.
He also has a sense of humor, as he likes to make jokes and puns about dinosaurs. One of these jokes is about a dinosaur 'with one eye'; however, this sense of humor quickly takes a darker turn, as he is heard referring to himself as 'the scariest dinosaur' in the last two voice lines of his cutout.
- #27Boogie Bot
Keys: Boogie, Boogie Bot
Enabled · After character · Order 10 · 100%
Entry settings
Boogie Bot is a small, battery-operated green robot with a large head. He has conveyors for legs and robotic claws for fingers. He also has a speaker on his chest instead of a mouth. The limbs are held on by bendable iron wires, and the ears are made in the form of darker circles.
In his damaged form, Boogie Bot's circuits are exposed, with three red wires and one seemingly grey wire across his screen/face, which has been removed. They are also significantly muddier, duller, and darker in color. Boogie Bot can also be seen with many parts of its body scattered on and across the floor. Boogie Bot, given his name, is likely a passionate dancer or music lover. Boogie Bot was likely made to bust moves, dance, and groove with children whenever music was played. He was created to be both playful and delicate - traits that stole the heart of his audience.
- #28Candy cat
Keys: , Candie cat
Enabled · After character · Order 10 · 100%
Entry settings
Candy Cat is a pale sky blue cat with pale cerulean dot eyes, tiny, pointed ears of matching color, a matching nose and pair of droplet markings on her cheeks resembling whiskers, a short round torso with a splash of pale cerulean, four stubby legs with white paws, and a long tail with a rounded tip. Her snout is white with a matching triangular patch of fur above it. Her most prominent feature is her long, exaggerated tongue, which is always seen lolling out of her mouth. Her cartoon counterpart has black dot eyes and a friendly grin. Her tongue is also more elongated and hangs more out of her mouth. Candy Cat's specific personality is implied to be a bright, bubbly and sunny individual who is free-spirited and lively, in relation to her Digital Collectible Profile.
Based on her voice lines, it can be inferred that she might be a greedy and gluttonous individual who would only like to eat candy. However, based on her name - Candy Cat - it seems even her gluttony has its limits; when fed too many times, she begins to beg The Player for them to stop "feeding" her.
- #29Cat bee
Keys: bee, Cat-bee, cat bee
Enabled · After character · Order 10 · 100%
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Cat-Bee is a cat and honeybee hybrid, as her name suggests. She has yellow fur with black stripes and a pair of translucent wings. Two black antennae sprout between her pointed ears. Her head consists of thin black eyebrows, black eyes framed by long lashes, a white muzzle, a small black nose, two black stripes in line with her antennae, and one on each cheek. She has a relatively tiny mouth with a small pink tongue. She also sports a white scruff on her chest and a stubby tail ringed with black and yellow. Her four feet also have white, heart-shaped paw pads and three toes. Cat-Bee's specific personality is unknown. However, based on her audio lines, it can be presumed she is an extremely sunny and cheery individual who loves having fun and wants others to have fun as well.
However, it can also be presumed she has a darker or protective personality, evident by her creepy audio telling The Player they "need to get out of here", before taking an alarming turn back to her cheerful disposition, states that she was "just kidding", and tells them to "go have fun".
- #30Mommy Long Legs
Keys: Mommy Long Legs, Mommy
Enabled · After character · Order 10 · 100%
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Mommy Long Legs is a large, slender creature bearing an uncanny resemblance to a spider, albeit with only four limbs. She has pink skin with curly, tangled noodle-like hot pink hair, styled into a high ponytail using a blue hair tie. Her face consists of a pair of wide-set realistic green eyes with tiny pupils, black eyelids, and three eyelashes, as well as a gaping, hollow mouth. Dark pink lipstick can be seen adorning her mouth, and she has no nose. A thin neck with a blue necklace connects her head to her body, which is comprised of a small angular torso with a dark pink sweetheart neckline, a thin appendage resembling her 'waist', and a rotund dark pink bottom to resemble a sweetheart-bodice dress. Her four limbs are all extremely elastic, capable of stretching 'hundreds of feet' according to the Transfer Request. Her arms end in two crimson glove-like hands with thin blue cuffs, while her legs end in ankle-length baby blue stockings with crimson Mary Janes.
In her furious form, Mommy takes on a deranged and annoyed appearance. Her entire body becomes withered and covered in grime. Her face is twisted into a permanent frown, while her mouth has become a scowling grimace.
In her deranged form, Mommy's general appearance remains almost identical to her furious state. However, her eyes are now completely dilated, giving off an unhinged vibe. Her irises have also faded to a pale artichoke color. She will also no longer blink. Her hair is now twisted and mangled, no longer the neat curls in her previous two forms. Her hands are enlarged maniacally, and her fingers are splayed and elongated to resemble claws. Her body is also twisted in even more alarming and unnatural angles throughout her final chase. Mommy Long Legs is a large, slender creature bearing an uncanny resemblance to a spider, albeit with only four limbs. She has pink skin with curly, tangled noodle-like hot pink hair, styled into a high ponytail using a blue hair tie. Her face consists of a pair of wide-set realistic green eyes with tiny pupils, black eyelids, and three eyelashes, as well as a gaping, hollow mouth. Dark pink lipstick can be seen adorning her mouth, and she has no nose. A thin neck with a blue necklace connects her head to her body, which is comprised of a small angular torso with a dark pink sweetheart neckline, a thin appendage resembling her 'waist', and a rotund dark pink bottom to resemble a sweetheart-bodice dress. Her four limbs are all extremely elastic, capable of stretching 'hundreds of feet' according to the Transfer Request. Her arms end in two crimson glove-like hands with thin blue cuffs, while her legs end in ankle-length baby blue stockings with crimson Mary Janes.
In her furious form, Mommy takes on a deranged and annoyed appearance. Her entire body becomes withered and covered in grime. Her face is twisted into a permanent frown, while her mouth has become a scowling grimace.
In her deranged form, Mommy's general appearance remains almost identical to her furious state. However, her eyes are now completely dilated, giving off an unhinged vibe. Her irises have also faded to a pale artichoke color. She will also no longer blink. Her hair is now twisted and mangled, no longer the neat curls in her previous two forms. Her hands are enlarged maniacally, and her fingers are splayed and elongated to resemble claws. Her body is also twisted in even more alarming and unnatural angles throughout her final chase. During her death scene, blood can be seen splattering out of Mommy Long Legs as she is crushed by the grinder. This confirms that she is organic in nature like Huggy Wuggy and other living toy experiments.
- #31Bunzo Bunny
Keys: Bunzo Bunny, Bunzo
Enabled · After character · Order 10 · 100%
Entry settings
Bunzo Bunny is an anthropomorphic yellow rabbit with black eyes, two large buck teeth, and long ears. He frequently appears with a wide grin. He also wears a green party hat similar to those seen on clowns and matching overalls with suspenders and buttons of the same colour. Bunzo typically holds two golden cymbals. His cheeks are orange, similar to the inside of his ears; he has small tufts of fur around his chest and on top of his head.
In his hostile form, he retains largely the same appearance. However, one notable difference is that he now has a row of jagged fangs lining his mouth, which is also split further and widely open. Bunzo Bunny is often seen as being very cheerful and playful, always wishing people happy birthdays. His murals and cut-outs show that Bunzo also likes to joke around, making wacky poses with his facial expressions. He seems to enjoy celebrating others' birthdays when he can get the chance, as evidenced by the audio clips shown alongside his cardboard cut-outs. He sometimes carried a bucket-like character called Bucky.
The Bigger Bodies version of Bunzo, however, takes on a darker and more twisted personality, showing his excitement and ravenous behavior through his cymbals, crashing them faster and louder the closer he gets to The Player. He seemingly delights in eating The Player if they fail the game, screaming and crashing his cymbals with a deafening din before doing so.
- #32Mini Huggies
Keys: Mini Huggies,
Enabled · After character · Order 10 · 100%
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Similar to Huggy Wuggy, the Mini Huggies are long-legged, furry entities that come in a variety of colors such as green, red, blue, and yellow. Their hands appear to have straps of Velcro on them, allowing them to grip onto objects. They also have four fingers and thumbs that are fused together in a glove-like fashion, leaving them unable to move their fingers individually, with the exception of their thumbs. They appear to be human-sized, as seen when The Player gets jumpscared. Like all other Huggy Wuggy-type toys, they have large eyes with black, dilated pupils and large bright red lips, but when they jumpscare The Player, it's revealed that they have no teeth, instead having bare gums. (They were probably de-fanged to further prevent them from harming the children, in addition to them being tied to strings). The Mini Huggies make their appearance during the Wack-a-Wuggy game, and is the only time they can attack The Player. There are 18 holes in the walls during the game, and when it starts, The Player will hear them crawling to make their way to The Player through the holes. The Player must hit them with their GrabPack in order to make them retreat. If they start to make a low growling sound, start shaking, and are leaning out of the tunnels, The Player must quickly make them retreat by hitting them with their GrabPack or they'll lunge at The Player and jumpscare them, causing a game over.
- #33PJ Pug-a-Pillar
Keys: , PJ Pug-a-Pillar, PJ
Enabled · After character · Order 10 · 100%
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PJ Pug-a-Pillar is a long creature that's a mix of pug and caterpillar, as his name suggests. His entire body is comprised of fluffy, woolly segments of pink, magenta and pale indigo. His head consists of large, dilated black eyes, a pink muzzle, a heart-shaped indigo nose, dark pink cheeks, a grinning mouth showing multiple teeth akin to a dog's, a lolling pink tongue, and fluffy indigo ears. He appears to have two teardrop markings underneath each eye. He has multiple pink limbs growing along the sides of his body, ending in what appears to be purple medieval jester's shoes, with skinny curved and pointed toes.
- #34CatNap
Keys: , CatNap
Enabled · After character · Order 10 · 100%
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CatNap's toy form is an anthropomorphic purple-furred cat with black eyes, triangular ears, a black nose and a very long tail. His paws are a darker shade of purple, similar to the insides of his ears. Just like the other Smiling Critters, CatNap is depicted with a wide, toothless smile with a small gray air tube sewn inside. His torso possesses a zipper line running down that entire segment of his body, with the zipper sporting a yellow crescent moon pendant. CatNap’s cartoon/artwork appearance is roughly the same as his toy appearance, albeit with his zipper line removed, the addition of white pupils, and the zipper pendant now attached to a black necklace.
CatNap's monstrous form resembles a feline creature cloaked in purple fur. His eyes showcase black pupils encircled by white irises and a cat-like nose. His mouth remains open at all times, devoid of discernible teeth, forming an abyss-like void. The paws bear four digits, each armed with sharp, black claws, and elongated limbs that seem loosely stitched at the joints. The disproportionately small, emaciated torso exposes the rib cage and pelvic bone beneath the skin. Around his neck hangs a gold crescent moon, and a black zipper runs down the chest from it. According to information gathered from his info card, as well as the Cross-Department Report, CatNap was originally stated to be docile, gentle, bashful, and highly impressionable. While eerie and unnerving at first glance, CatNap was in reality a rather calming presence who took his job of being Playcare's caretaker very seriously, as he always wanted to ensure his friends were getting the proper bed rest they need. He enjoyed watching them sleep soundly and could easily take care of the wants and needs of the children.
The Bigger Bodies version of CatNap is fervently devoted to the his savior, tirelessly promoting worship and urging others to embrace the concept of "The Hour of Joy". This unwavering loyalty is epitomized in CatNap's treatment of heretics, as those who dare to oppose the savior, even toy mascots, are labeled as heretics and face dire consequences, exemplified specifically with DogDay, found after navigating through the Playhouse bound in a cell. From the time of his creation, CatNap firmly believes that his ultimate purpose is to serve and obey the enigmatic figure, although the true nature of this objective remains shrouded in mystery.
- #35DogDay
Keys: , DogDay
Enabled · After character · Order 10 · 100%
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DogDay is an anthropomorphic canine, characterized by an orange fur that complements his expressive black eyes, floppy ears, and sleek black nose. His features extend to a sunshine-yellow outer mouth and belly, while a touch of golden brown graces his paws, ears, and the left side of his face. In line with other Smiling Critters, DogDay sports a perpetual wide toothless grin, his inner mouth shrouded in mysterious darkness. A distinct black zipper gracefully traces down his center, showcasing a captivating gold sun pendant surrounded by radiant orange sun rays.
The Bigger Bodies version of DogDay takes on a ragged, monstrous appearance. Completely bisected at the waist, all that remains of DogDay is a thin dilapidated torso stained with blood and held together with a tan leather belt, likely to keep the remains of his innards from falling out. He has large black stitches connecting both arms to his body which end in two massive human-like hands, and like CatNap, his black pupils have white irises. Also like CatNap, he possesses large black sockets with no discernable eyes, and a large gaping mouth with no semblance of teeth.
DogDay’s cartoon appearance is roughly the same as his toy appearance, albeit with his zipper line removed, the addition of white pupils, and the zipper pendant now attached to a black necklace. DogDay is a heroic character and the trusted leader of the Smiling Critters group. As shown by his pendant, DogDay has a sunny demeanor, always looking at the bright side of things and encouraging others in their time of need. Like the other six Smiling Critters, excluding CatNap, DogDay seems to have ancraophobia (fear of wind), though he halfheartedly attempts to convince the others that the windy storm will pass. As DogDay inhales The Red Smoke exhaled by CatNap during the closing scene of the Smiling Critters Cartoon, DogDay exhibits a more unnerving and sinister personality. He shows signs of insanity, addiction, and mania when inhaling CatNap's sleeping Poppy Gas, laughing hysterically with the others until he passes out.
The Bigger Bodies version of DogDay that many fans are familiar with speaks in a shallow monotone, possibly due to his prolonged captivity at the Playtime Co. Factory. Despite his confinement, DogDay has extensive knowledge about CatNap, his motivations, and other beings like the Ruined Critters and their views towards CatNap, as depicted in his monologue. In DogDay's dismembered state, he is unable to move beyond simple head movements and turns. He seems to be aware of his predicament and prioritizes The Player's situation over his own.
- #36Miss Delight
Keys: Miss Delight,
Enabled · After character · Order 10 · 100%
Entry settings
Miss Delight has shimmering golden hair with a crimson bow tie perched atop of her head. She wears a torn crimson skirt adorned with playful polka dots and a vibrant tri-color shirt of blue, red, and yellow with an apple symbol on it. A crimson tie can be seen accentuating her office shirt. Her once smiling grin is now completely broken, exposing the now dirty flesh and teeth underneath. Part of her shirt is torn and dirty, which likely occurred during The Hour of Joy.
Her shoes are encased in a pair of crimson hues, and have intricate blue embroidery on them. Her body is made up of several segments on different joints, resembling that of a ball-jointed doll.
She wields a make-shift morning star called "Barb." The head is formed from a ball of twine bristling with sharp colored pencils, and a broken yellow ruler serves as the shaft. Both the head and the sharp end of the handle are covered in dried blood. Miss Delight has shimmering golden hair with a crimson bow tie perched atop of her head. She wears a torn crimson skirt adorned with playful polka dots and a vibrant tri-color shirt of blue, red, and yellow with an apple symbol on it. A crimson tie can be seen accentuating her office shirt. Her once smiling grin is now completely broken, exposing the now dirty flesh and teeth underneath. Part of her shirt is torn and dirty, which likely occurred during The Hour of Joy.
Her shoes are encased in a pair of crimson hues, and have intricate blue embroidery on them. Her body is made up of several segments on different joints, resembling that of a ball-jointed doll.
She wields a make-shift morning star[1] called "Barb." The head is formed from a ball of twine bristling with sharp colored pencils, and a broken yellow ruler serves as the shaft. Both the head and the sharp end of the handle are covered in dried blood.
- #37Mini critters
Keys: mini critters, Mini smiling critters
Enabled · After character · Order 10 · 100%
Entry settings
The Ruined Smiling Critters resemble decayed and destroyed Smiling Critters toys, with many missing their button eyes, exposing beneath bright white irises with pupils, perhaps their true eyes. There are multiple versions of the same Smiling Critters among these toys.
- #38Smiling Critters
Keys: Smiling Critters
Enabled · After character · Order 10 · 100%
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The Smiling Critters are small, colorful, anthropomorphic animals, each appearing as a plush toy with a zipper on the front chest, large gaping smiles, and black eyes with white pupils. Each toy has a unique pendant representing the core aspect of each of their personalities.
In addition to this, each Smiling Critter comes with the ability to emit their own unique scent via a hole in their mouths by pulling on their tails, all of which are traditionally used to aid with sleep or relaxation, being based on a specific type of fruit, herb or flower.
- #39Bigger bodies
Keys: bigger bodies initiative, experiments, Bigger bodies
Enabled · After character · Order 10 · 100%
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The Bigger Bodies Initiative was the catalyst of Playtime Co.'s orphan/employee experiments and eventual downfall. It was a proposition made by Harley Sawyer to address the ongoing declining profits, failed experiments, and accidental sightings at Playtime Co., which rose after the Smiling Critters fiasco.
The Bigger Bodies Initiative entailed unethical harvesting of organs and bones, notably from the company's orphans. These organs were used in tandem with poppy flowers - the key component for soul transfers - to create organic experiments, giant vessels modeled after the company's toys.
- #40Hour of joy
Keys: Hour of Joy, The Hour of Joy
Enabled · After character · Order 10 · 100%
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The Hour of Joy was a major event that occurred at the Playtime Co. factory on August 8th, 1995. This incident was initiated by the Bigger Bodies Initiative, as it set in motion the events of Project: Playtime and Poppy Playtime. The Hour of Joy was planned and orchestrated by The Prototype, who wanted bitter revenge on Playtime Co. It resulted in a vast massacre across the whole factory, targeting both the guilty and the innocent.
- #41Prototype
Keys: , Prototype, 1006
Enabled · After character · Order 10 · 100%
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The Prototype, also known as Experiment 1006 or The Claw, is the overarching antagonist of Poppy Playtime. He made his debut in Chapter 1: "A Tight Squeeze". He was one of the first successful experiments conducted by Playtime Co. in an attempt to create the ideal experiment for the Bigger Bodies Initiative.
It is said that The Prototype was responsible for The Hour of Joy, a factory-wide incident which took place in Playtime Co., resulting in countless deaths and the company subjected to abandon all their works while their factory was overrun by savage toys, all which were influenced by The Prototype's high authority and unintended capabilities.
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