Poppy Playtime 3 Walkthrough: Surviving CatNap and the Deep Sleep

Poppy Playtime 3 Walkthrough: Surviving CatNap and the Deep Sleep

You're standing in the dark. It’s heavy. If you’ve played the first two chapters, you think you’re ready for the Playcare, but honestly, Mob Entertainment decided to dial the nightmare up to eleven this time. This Poppy Playtime 3 walkthrough isn't just about finding fuses; it’s about not losing your mind while a giant purple cat breathes down your neck.

Chapter 3: Deep Sleep is massive compared to the previous games. It feels less like a linear hallway and more like a decaying, subterranean city. You aren't just running from Huggy Wuggy anymore. You’re dealing with the "Gas Production Zone," hallucinogenic Red Smoke, and a cult-leader antagonist named CatNap who genuinely wants you dead for "heresy."

The game starts right where Chapter 2 left off. You’re in the wreckage of the train. You’re hurt. The first few minutes are basically a tutorial on how much the atmosphere has shifted. It’s grittier.

Getting Your Hands Dirty: The New GrabPack Upgrades

Before you get deep into the orphanage, you need the right tools. The purple hand is your first major hurdle.

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Most people mess up the jump pad mechanics. The purple hand allows you to launch yourself off specific floor pads. It’s not a double jump. It’s a directional blast. If you don't aim your camera exactly where you want to land mid-air, you’re going to fall into the abyss more than once. You’ll find the purple hand in the trash compaction area early on. It’s essential for navigating the verticality of the Playcare.

Later, you get the orange hand. This one is the flare gun. It’s cool. It’s also the only thing keeping you alive in the dark hallways. You’ll use it to light heaters and fend off the smaller, crawling nightmares that swarm you in the vents. Don't waste shots. While it has a cooldown rather than limited ammo, the timing is tight when you’re being chased.

Once you reach the center of the Playcare, the scale hits you. This is the "Hub." From here, you access the different wings: the Home Sweet Home orphanage, the School, and the Counselor’s Office.

Ollie is the voice on the phone. Some fans think he’s a trap. Others think he’s a survivor. Regardless, follow his instructions to restore power to the Gas Production Zone. You have to reroute power using the GrabPack cables. It’s a puzzle format you’ve seen before, but now the wires wrap around corners and require you to use poles as pivot points.

The Home Sweet Home Section

This is where the Red Smoke first becomes a problem. The smoke causes hallucinations. You’ll see things that aren't there—shifting walls, fake jumpscares, and distorted versions of the environment.

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The trick here is speed.

You need to find the gas mask. Without it, you’re just wandering in a fever dream. When you enter the nightmare sequence within the orphanage, pay attention to the radio. It’s playing "Sleep Well" by CG5, which is a neat meta-nod, but it also signals where the danger is coming from. You’ll encounter a "boss" version of Huggy Wuggy here, but remember: he’s a hallucination. He can still "kill" you in the dream state, forcing a restart. Keep your back to the walls.

The School and Miss Delight

If you ask any player what the hardest part of a Poppy Playtime 3 walkthrough is, they’ll say the School. Miss Delight is terrifying. She moves like a Weeping Angel from Doctor Who.

She only moves when you aren't looking at her.

This segment requires a lot of "moonwalking." You have to walk backward while keeping your reticle fixed on her shattered, wooden face. You’ll be navigating a maze of classrooms trying to find keys.

  • Keep your flashlight on.
  • Listen for the rattling of her rolling pin.
  • Never, ever turn a corner without backing into it.

The final chase in the School ends with a shutter door. You have to use your GrabPack to pull the overhead battery down while Miss Delight is inches from your face. It is, quite frankly, the most stressful thirty seconds in the entire franchise.

The Counselor's Office and the Battery Puzzles

After the School, you head to the Counselor’s Office. This area is puzzle-heavy. You’ll be dealing with "Jump Cells"—batteries that you have to charge and then fire into sockets across the room.

The timing is the killer. The charge only lasts for a few seconds. You need to map out your path before you grab the charge. If you’re playing on a controller, high sensitivity helps here because you need to flick your aim between the charging station and the receptor.

The Final Showdown: CatNap and the Prototype

Everything leads to the Gas Production Zone. CatNap has been stalking you the whole time, but now he’s done playing.

The final boss fight isn't a traditional fight. It’s a survival endurance test. You’re trapped in a large room with multiple levels. CatNap will crawl through the fog and the rafters. You need to use the green hand (electric charge) to power up the steam pipes.

The steam hurts him.

You’ll see his eyes glowing in the smoke. When he charges, hit the steam valves. Eventually, you’ll trigger a cinematic where the Prototype—Experiment 1006—finally makes a physical appearance. It’s a gruesome moment that confirms what the lore notes have been hinting at: the Prototype is building something, and he’s using the other toys' parts to do it.

Lore Details You Might Miss

Don't just run through the rooms. The VHS tapes in Chapter 3 are the most revealing yet. Look for the "Log 0852" tape. It explains the "Hour of Joy," the event where the toys slaughtered the staff. It’s pretty dark. You see it from the perspective of the security cameras.

Also, look at the drawings on the walls in the School. They aren't just random assets. They depict the "Prototype" as a savior figure. This explains why CatNap is so obsessed; he views the Prototype as a god who saved the children (the toys) from their "creators" (the scientists).

Actionable Tips for Completion

If you're stuck, check these three things immediately. First, look up. Mob Entertainment loves hiding power sockets on the ceiling. Second, check your hands. Make sure you have the correct color equipped for the socket you're targeting; it sounds obvious, but in a chase, it’s easy to fumble. Third, use the "crouch" button. It makes you slightly quieter, which seems to help with the AI detection of the smaller critters in the play areas.

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The game ends on a massive cliffhanger involving Poppy and a hidden elevator. We know Chapter 4 is coming, but for now, you’ve survived the Deep Sleep.

To finish your run effectively:

  1. Collect all 10 VHS tapes to unlock the secret ending dialogue from the Prototype.
  2. Memorize the fuse locations in the Hub, as they change slightly if you die and reload a checkpoint.
  3. Stay out of the red smoke as much as possible to avoid the "vision blur" that makes the platforming sections nearly impossible.

The mystery of Playcare is partially solved, but the Prototype is still out there, and he's getting bigger.