Poppy Playtime Chapter 4 Walkthrough: Prison, Doctor, Foundation, and Doey

Blue and red GrabPack hands facing the prison entrance in Poppy Playtime Chapter 4

Poppy Playtime: Chapter 4 changes the survival rule every time a new threat arrives. Flares scatter Critters, silence delays Yarnaby, sprinting outlasts the Doctor’s androids, and nitrogen plus a saw damages Doey. Using the previous room’s answer in the next encounter is the fastest way to die. This route marks each handoff so you know when to change tactics.

Full Safe Haven story spoilers follow. The walkthrough covers AppID 3008670, released January 30, 2025; research was frozen on July 21, 2026. Its path runs from the loading bay through the prison, Yarnaby encounters, Doctor fight, Foundation explosives, and Doey battle. Chapter 4 has received fixes since launch, so exact enemy sight behavior can be more forgiving than early guides describe; objective logic and required puzzle states remain the anchors here.

The prison entrance is a tool check

In the loading bay, climb the right stairs and inspect the battery door. Drop onto the blue crates beyond the broken railing, swing to the fourth crate, and pull the battery through the broken fence. Install it upstairs and scan the Blue Hand.

The Foreman’s Office note establishes that Red Smoke is flammable. Continue through the tunnel, pull the crate from the crawl hole, use the painted rocks and overhead pipe to cross the cave, and squeeze past the large boulder. At the checkpoint, watch the Purple tape if needed: the Flare Hand can now burn rope and ignite explosive hazards. Burn the rope on the large yellow door.

At the locked prison gate, survive the small-Huggy rush by keeping distance and landing flares near groups. The crack into the prison is at the top of the toy pile immediately left of the gate. In the crane area beyond, stack the two blue crates to climb the cells and jump into the suspended cage. Take Riley’s key, unlock the office, connect the Blue Hand to the wall outlet, and loop the cable around both floor conduits. Fire the other hand at the train outlet. Enter the newly opened cell to ride into the prison.

Recover the Red Hand and shut Critters into their cells

After the crash, climb to the vent and scan the cell door from above. Return to the wreck, enter the opened cell block, drop through the hole in the left open cell, and use a flare on the two Critters blocking the lower door. Scan through the barrier, pull the planks from the adjacent cell hole, and circle to the Guard’s Quarters. The Red Hand is beside the dead guard.

The following horde is a timed survival test. Flares make Critters retreat; closing the cell door behind a retreating group stops that doorway from spawning more. Circle the arena, wait for clumps, fire into the center of the group, and seal whichever cell they enter. When the observer ends the test, use the Red Hand scanner at the far end.

Stop the Red Smoke before solving the CAGE terminal

In the red cell block, drop from the right walkway by pulling loose the red pipes in the mesh. Remove the two boards from the lower fence, squeeze between the pipes, and take the yellow valve from the workshop. Crawl back through the crate-blocked hole and install the valve on the smoke pipe in the rear-left corner. Turn it, then use the Red Hand scanner.

The office whiteboard pairs letters on a calendar with the word CAGE. Reading the dates under C, A, G, E gives 3642. Enter it and press the red control; the pressure breaks the adjacent window.

The paired-scanner room looks impossible because either scanner closes the opposite shutter. Drag one large crate under each shutter first. Attach one hand to its matching scanner, cross the hub while keeping it attached, crawl under the shutter held by the crate, and attach the other hand to the second scanner.

Yarnaby stealth ends when the yellow door closes

At Room 3, move the battery from the yellow pipe position to the upper-left blue position so the exit scanner receives power. After the mysterious helper opens the next gate, crawl under the shelf and wait for the thrown flare to pull Yarnaby away. Climb the overhead pipe into the vent before he returns.

In the server room, Yarnaby patrols the central aisle. Move when he turns away, squeeze through the first gap in the servers, then immediately use the adjacent second gap while he attacks the mesh. Follow the vent and shelves to the long corridor. Once the chase triggers, strafe around the crates, jump the last obstruction, and open the yellow door. Yarnaby cannot follow through it.

Take the green keycard from the archive computer area and use it at the far exit. The ledge beyond drops you into Pianosaurus territory and triggers Doey’s rescue. That cutscene is the transition from stealth to Safe Haven’s mechanical route.

Open the prison yard by matching hooks before levers

Follow Doey through the interrogation rooms and caverns. In the yard, connect the four colored chains to the double-door handle:

  • Blue to the upper-right notch
  • Green to the lower-right notch
  • Yellow to the lower-left notch
  • Red to the upper-left notch

Two levers are already accessible and Doey throws a third. The fourth is in the upper locker. The whiteboard orders the corner-turret colors blue, green, yellow, red; taking the relevant final digit from turret labels 3, 30, 32, 31 yields 3021. Install the last lever and pull all four. If a lever will not engage, correct the hook placement before questioning the code.

In the basement generator, install Doey’s battery and collect the three useful gears: the workbench gear, the gear under the crates, and the medium gear on the rear shelf. Place large left, medium center, small right. The remaining loose gear is not required for this mechanism.

At the blocked kitchen, hook the chain to the fallen refrigerator, scare the Critter from the body-bag corridor, retrieve the floor lever, and raise the refrigerator. Poppy and Kissy then lead you through the showers into Safe Haven. Speak to Doey at Auxiliary Power to set the next objective: defeat Harley Sawyer and take the Omni-Hand.

Run the No Man’s Land power chain before fighting Yarnaby

The sewer route from the infirmary eventually opens into a construction hub where Yarnaby patrols without a fixed path. Slow, deliberate movement reduces unnecessary detection; his roar is the cue to sprint. White-scratch gaps break a chase. Hiding behavior was improved by a later patch, but a gap with a visible exit remains a safer reset than a blind dead-end container.

Use this objective order:

  1. Start the office terminal, press the nearby power switcher twice, and enter the Generator Room.
  2. Activate its terminal, then complete all three slow hand scans. Abandon a scan if Yarnaby closes in; progress is safer than greed.
  3. Back in the office, cycle the switcher until the cable leaving through the left shutter glows blue.
  4. At the hub terminal, press its newly powered button and follow the live cable uphill.
  5. Hit the hill switcher to drop the bridge into the keycard sector.
  6. Take the lever from the red room, install it at the large door, and collect the blue keycard from the protected desk area.
  7. Use the keycard terminal, operate the opposite switcher, cross the bridge, power the security office, and use its handle to open the exit.

After the dual hand scan, Yarnaby forces a final chase. Follow the furnace route, swing the last gap using the chain, and turn around. His leap catches the chain and drops him into the fire; there is no direct weapon input.

The Doctor’s Lair ends with four battery runs

The morgue, operating room, and Baba Chops section lead to Sawyer’s core. Environmental choices in the operating area may affect dialogue, but they do not replace the four-gate shutdown. In the server hub, use one battery to open a colored zone, retrieve the battery inside it, and bring that cell back for the next monitor.

Android screens communicate the safe window: dark is dormant, amber is waking, red is attacking. Unlike Yarnaby, this section rewards sprinting through open space. Do not hide in corners where several androids can pin you.

  • Blue zone: reach the connected rooms and upstairs cell; on the way back, drop the cell long enough to pull the board from the crawl space.
  • Red zone: take the long android-lined tunnel to the high cell and leave immediately when the row powers up.
  • Green zone: loop to the rear metal walkway, take the cell, then reverse direction when the ceiling android lands.
  • Final feed: install the last cell at the front terminal and follow the powered line through the yellow gate back to Sawyer.

Interact with Sawyer’s terminal and take the ejected Omni-Chip. Insert it in the upgrade terminal, place the Red Hand in the case, and collect the Omni-Hand. Its first scanner opens the return route to the Safe Haven cable car.

The Foundation asks for four charges and one gas route

Use the Omni-Hand at Safe Haven, fix the generator, and follow the reopened mine route into Foundation 2. One explosive is already on the entry crate. The other three are:

  1. Above the office route reached with the purple keycard and swing pipe.
  2. Behind the wall opened by firing a flare at the nitrogen canister beside the southern tunnel.
  3. On a crate beside the makeshift bridge near the end of that tunnel.

Place all four explosives on the white X marks. Use the purple keycard at the upper control room. At the pipe network, remove the divider beside the initial Red Smoke source, then route the flow through B, C, and A. The color changes along the process and finishes green. Send that green flow to the pipe beneath the control room and close its divider to hold the completed state.

When smoke floods the control room, take the locker gear through the side exit, insert it in the empty mechanism above the room, and escape down the slope. Hold off Critters with flares until the elevator arrives.

Freeze Doey under a saw three times

After Safe Haven falls, the chase moves through storage, the cable station, No Man’s Land, and the mine. In the boss arena, pull nitrogen canisters from the yellow cylinders and leave them where Doey will cross. He absorbs a canister, exposing it from his head or mouth.

Lead him beneath a suspended saw, wait until he is on the checkered floor marker, then shoot the exposed canister with a flare. The blast freezes him. Pull the saw handle down before he thaws. Repeat at three saws.

Keep running during the dough projectiles and ground hands. If Doey grabs you, shoot the faces inside his mouth; detonating an already absorbed nitrogen canister is the cleaner emergency escape. After three saw hits, follow the alarm to the dual scanners. Doey returns, dislodging a wall canister. Shoot it, then pull the overhead crusher handle.

Scan the exit, find the hidden slide beside the Huggy cutout after the optional black tape, and continue through the story sequence to the lab. Use the Omni-Hand at the lab office. Huggy’s appearance at the window and the cut to credits confirm Chapter 4 completion.

Sources & credits

AppID 3008670, Mob Entertainment credits, the January 30, 2025 release date, and the untouched 1920×1080 hero JPG were verified through the official Chapter 4 Steam listing and Steam appdetails. Required progression was reconciled across readable IGN sections for the prison entrance, cell blocks, Yarnaby, Safe Haven, No Man’s Land, Doctor’s Lair, and Foundation. The article preserves patch-aware Yarnaby language and avoids treating early stealth behavior as permanent. Rate-limited Steam Community pages and a removed achievement-idea post were not used.