Poppy Playtime: Re-tinkered



"Poppy Playtime: Re-tinkered" is a fan-made remake of the episodic, indie-horror game- Poppy Playtime. This remake is my own version of the original game, one that I simply wish to share my own version of.

The content I've added to this game consists of a new story, harder puzzles, combat and enemies, extra gameplay mechanics, and more. Not only that, but it also cranks up the difficulty of the original game, making it far harder to complete. Along with that, the original chapter aspect of Poppy Playtime has been replaced with Sections, long areas of the game that instead of being separate, form the entire game.

There are also several horror games that have influenced many themes present inside this remake, such as- Resident Evil 7, Silent Hill 2, Outlast, Emily Wants To Play, Showdown Bandit, and Spooky's Jumpscare Mansion to name a few.

Section 1
Before the player can start the game, a cutscene plays showcasing a Playtime Co. employee running through the hallways of his work place, desperately attempting to escape the grasp of Huggy Wuggy. Eventually, the employee reaches a storage room where he attempts to escape the factory before his attempt is thwarted via Huggy, who then proceeds to kill the employee off screen with some of his limbs flying into view. The camera then takes focus on one of the many toy boxes lying inside the storage room, one holding a purple rabbit toy which quickly has his cate coated in tiny splotches of the employee's blood while also showcasing Huggy ripping him apart through the boxes reflection. The screen cuts to black before eventually fading into the perspective of the rabbit toy from earlier, presenting the player with his awakening as he springs to life. He at first seems confused before his emotions eventually shift to one of panic, in shock at the fact that he is alive. His fright eventually leads to him accidently knocking his box off the shelf, falling to the gore soaked floor. The toy eventually tears open the back of the box, escaping his cardboard prison.

His eyes then dart around the room in a fruitless effort to comprehend his sudden existence before eventually, his eyes meat with a path of blood leading out of the storage room. He nervously jumps off his box, and out of the storage room only to find himself in the corridor that the employee had previously ran through. The toy however can not progress fully through the halls due to some of the doors having a one way keycard system. Luckily, the toy is able to find said keycard back inside the storage room. After the toy reaches the end of the hallway, he reaches a fork in the road with a sign pointing to two separate areas. An elevator lobby, and a shipping room. Unfortunately, he doesn't have much of a choice due to the hallway leading to the elevator lobby being blocked via some metal blinds, forcing him to continually follow the path of blood inside the shipping room. Once inside, the toy is met with the stomach turning sight of the dead employee.

The toy nervously approaches the corpse, extending his arm to touch the blood soaked forehead of it. And once his hand makes contact, fragments of memories flash on screen, causing him to fall backwards onto the floor. He then comes to the realization that he was the creation of the employee before him. Sheading a tear, he holds his creator's hand, feeling his loving grasp and savoring in one final time. After his moment, the toy recovers from his melancholy, putting his focus on finding a way out of the factory. He then glances towards a door near the celling of the shipping room with a messily painted lever icon on the front, one that is inaccessible due to it's height. This forces the toy to climb some steps near the left of the room, taking him down a colorful hallway connected to the Security Office.

Inside, he finds a glass container holding a Grab-Pack inside, along with a VCR sitting on a table. In order to gain access to the Grab-Pack, the toy must view a VHS tape centered on it to open the glass container. The VHS sits on a high up shelf which can be knocked down via throwing a brick at it. Once the tape is obtained, the toy can watch a safety training tape on the Grab-Pack, stating the following information

•Grab-Pack Usages•

 * 1) Can push or pull heavy objects that can't be moved by regular force
 * 2) Extends outwards to touch objects at farther length
 * 3) Re-Conducts energy from one source to another
 * 4) Opens Grab-Pack puzzle doors
 * 5) Chokes enemies along with bashing them against surfaces
 * 6) Grabs onto enemies limbs once weak enough to toss them around or rip them off
 * 7) Absorbs energy, and can carry it for a limited amount of time from one source to another (Green Hand only)
 * 8) Electrocutes enemies (Green Hand only)
 * 9) Allows the toy to latch onto surfaces, and move up, or down areas (Green Hand Only)

After the tape finishes, the container slowly opens, followed by the Grab-Pack extending out via a conveyer belt. With the Grab-Pack equipped, the toy can exit the Security Office, and back into the shipping room where they must climb another flight of stairs, this time being to the right side of the room, leading to another hallway connected to the Secondary Security Office. Before they can enter though, the toy must complete their first Grab-Pack Puzzle door. To open the door, the player must hit the hand scanner four times. However, when the scanner is first hit, it sinks into the wall before re-appearing on another side of it, forcing the toy to constantly hit the scanner in a different spot.

If the puzzle is not complete in a matter of five seconds then the puzzle will complete. Once Inside the office, they are met with yet another glass container, this time holding the Leg-Pack which like the last, will need to be opened via watching a VHS tape. However, the tape resides inside a metal container on top of the celling. In order to unlock the tape, the player must complete a puzzle, similar to the last, expect with both hands. Once the puzzle is complete, the container opens, and drops the tape onto the floor, allowing the player to watch it, and get information on the Leg-Pack.

•Leg-Pack Usages•

 * 1) Extends upwards to reach high places
 * 2) Kicks enemies at long ranges
 * 3) Walk on walls and ceilings (Plunger Boots only)

Like last the time, the tape ends and the glass container opens, giving the player the Leg-Pack that they can then use to reach the high up door inside the shipping room. Inside, the player is able to find the lever, as promoted by the symbol painted on the door. With the lever, the toy is able to return to the fork in the road where they can then disable the metal blinds, and take the hallway to the elevator lobby. However, it is revealed that the elevator is blocked by debris, forcing them to take some stairs up to the upper elevator lobby, where the elevator entrance is not restricted. However, before they can board the elevator, a Cat-Bee drops down from an air-duct, instigating the first fight in the game.

•Cat-Bee Attacks•

 * 1) Runs at high speeds, making it hard to hit
 * 2) Jumps on the toy, and claws him, dealing minimal yet irritating damage
 * 3) Uses it's stinger to deal damage over time for a total of four seconds

After the Cat-Bee is successfully killed, the toy can finally take the elevator to the Lobby of the factory. As they upwards though, they can see through the elevators cage how much destruction has been brought onto the factory, confirming how long the toy has been dead for. Once the elevator reaches the Lobby, the player must complete another puzzle via reaching their hands in a ventilation shaft, while watching a nearby Television screen to view what direction the toy's hand is in. After taking the right path, the toy is able to hit a button inside the vent, opening access to another Grab-Pack Puzzle Door to the left side of the room. Once the door is opened, the player is able to enter a small storage shed where inside, they find a Nail Gun. With this, the toy is able to shoot down a key inside the Lobby that remained un-reachable before hand

With the key, the toy is able to open the second room connected to the Lobby, The Gift Shop. Inside, the toy discovers another Cat-Bee, this one feasting on the remains of a Candy Cat. Once the Cat-Bee notices the toy's presence, another fight is instigated. After this Cat-Bee is killed, the toy can take a key off it's corpse, allowing them to unlock a breaker box behind the reception desk in the lobby, which holds a lever inside that opens two doors behind it. Said doors connect a circular hallway, both leading to the entrance of the Playtime Area which is blocked by another Puzzle Door. Once the door is opened, the toy can enter the Playtime Area where they are met with the sight of a Huggy Wuggy statue in the center of the room, staring blankly. The toy shutters, before eventually taking interest in a blocked off hallway with a hand scanner above. However, when the scanner is hit, sparks fly out if it indicating that the power has short circuited, forcing the toy to fix the broken circuit inside the Generator Room.

However, the Generator Room's doors are locked. Fortunately, the toy notices a door near the top of the Playtime Area with a key symbol sloppily painted on it. With this in mind, the toy shoots down a ladder, climbing up it to access a catwalk circulating upwards, leading the toy to the door. Behind it, the toy is able to take another catwalk connected to the top of the Lobby where he finds a busted open lock box with the key to the Generator Room inside.

However, when the toy attempts to re-enter the Playtime Area, the catwalk breaks, causing him to plummet backdown to the Lobby, tripping the security system, along with an alarm. The doors inside the Lobby close as a Turret appears from a hole in the center of the room, using a laser to search for the target.

•Machine Turret Attacks•

 * 1) Guns down the toy once in the turrets laser
 * 2) Explodes when defeated

Taking down the Turret however is not as easy due to the presence of two Cat-Bees breaking inside the Lobby via some open air ducts. Once the Turret and Cat-Bees are defeated, the security alert is lifted, allowing the toy to re-enter the Playtime Are where they are met with another Cat-Bee. After that, the toy can finally unlock the Generator Room and enter. Once inside, the toy must locate a key to unlock the breaker box that holds the broken circuit, which can be found inside a nearby locker. After the breaker box is open, the toy can use his Grab-Pack to fix the circuit. He begins by prying a metal cover above the circuit off to reveal the wires underneath. The toy then uses his first hand to connect to these broken wires, and then his other to wrap around the first pole inside the room, and then the last. However, the toy has to time when the wraps his second his hand around these poles just right as too much power could not only blow the circuit, but also harm him. Once the circuit puzzle is complete, the toy now must repair the wires connected to both energy plugs with some electrical tape found in another locker, while also dealing with two more Cat-Bees.

Once the wires are patched up, power to the hand scanner is restored, allowing the toy to finally unlocked the hallway leading to the Make-A-Friend Station. However, when he re-enters the Playtime Area one last time, they may notice that the Huggy Wuggy statue has vanished. Either way, the toy is able to complete the Grab-Pack puzzle door and gain access to the hallway, only to be met with the horrific sight of the Huggy Wuggy from the intro of the game dragging the Huggy statue behind him. Before the toy can pursue him though, some metal blinds close behind Huggy, blocking any further passage. Fortunately, the toy is able to take another pathway to the Make-A-Friend Station. The hallway he takes leads him to a air duct filtering room with an open vent shaft leading directly to the Make-A-Friend Station. However, once inside the toy must swiftly time their movements due to open steam pipes inside the air ducts, along with a few Cat-Bees patrolling. Once past that section of the air ducts though, a siren activates, followed by a chute opening up to move the toy parts it's carrying down another air duct, leading to the Make-A-Friend Station, causing him to fall down with them.

The toy then jumps out of the parts bin he's been dropped in, finally entering the Make-A-Friend Station. Inside, he attempts to leave via an exit which is unfortunately blocked by some metal blinds. The sign near the door though informs the toy that in order to leave, he must have built a toy. Before he can start though, he must first turn on the power inside the Make-A-Friend Station by re-connected the energy plugs inside the room. However, one of the plugs is locked inside a breaker box which can only be open with the Red Hand. In order to find it, the toy must search the Warehouse which is locked with another Grab-Pack puzzle door, this one requiring both hands to complete. Once the door is open, the toy enters the Warehouse where he is met with several more Cat-Bees guarding some stairs leading to the Crain Control Deck. Once the Cat-Bees are dealt with, the toy can get to the deck where they are met with another VHS tape that tells them that in order to operate the Crain, they must find three power cells for the control panel scattered throughout the Warehouse.

The first cell is inside the bosses office which is locked with a special key that can be found inside the body of a Cat-Bee as seen on a piece of paper next to the office's door. In order to find the correct corpse, the toy must kill Cat-Bees in the area, and then take their bodies to the Contraband Room where they can find a metal detector that they can use to identify the Cat-Bee with the key inside. Once the key is found, the toy can unlock office where they are met with their first new enemy, Candy Cat.

•Candy Cat Attacks•

 * 1) Uses the tentacle on it's back to choke the toy, forcing them to mash the F key to free themselves
 * 2) Spits out pieces of candy with spikes protruding out of them
 * 3) Jumps on the toy, and claws him, dealing minimal yet irritating damage

Once the Candy Cat is killed, the toy can search the chest inside the office where they find the first power cell, and place it back inside the control panel. The second cell can be found inside a breaker box inside the conveyor belt control station. The cell however is kept in a small compartment with a metal panel over it. In order to pry open the panel, the toy must locate a screwdriver being kept inside the ''Handyman's Closet. However, when he reaches the closet and opens the toolbox inside, a Candy Cat snatches the screwdriver, and runs off, forcing the toy to pursue it around the Warehouse''. The first spot he finds Candy Cat is in the corner near the bosses office. After his health is knocked down, he runs off to his second spot, the Crain Control Deck. Once this health is knocked down a second time, he runs to his final spot, on top of the conveyer belt.

When the toy gets on top of the conveyer though, an alarm blares, indicating another security breach, and activating a nearby turret that assists the Candy Cat in the fight. Once both threats are dealt with, the toy is able to pick the screwdriver off the Candy Cat's corpse, and then proceeds to use it to pry the panel off the compartment back inside the conveyer belt control station, and finally collect the second power cell, placing it back inside the Crain's control panel.

The final power cell can be found after the two others are put inside the control panel, opening a door near the conveyer belt leading to some stairs. These stairs take the toy to a catwalk system above the Warehouse where they must repair another broken circuit like the one found in the Generator Room. Also like the last circuit, the toy must wrap one of their hands around poles, this time three. However, things get more difficult due to some Cat-Bees ambushing the toy as he attempts to repair the circuit. Once all three poles have the toy's hand wrapped around them, he can finally use his electrical tape to repair the wires to the energy cores to finish repairing the circuit while also dealing with more Cat-Bees. After the circuit is fixed, the toy can flip a switch to open a nearby door where they find the final power cell.

However, just as they are about to leave the catwalk system, a Candy Cat attacks them. Once the Candy Cat is dealt with, the toy can finally get back down to the ground floor of the Warehouse, and insert the third power cell into the Crain control panel. With the Crain finally powered up, the toy can use it to grab the Red Hand in an un-reachable spot in the Warehouse, and then drop it onto the conveyer belt. Before they can grab it though, they must deal with three more Cat-Bees. Once they are killed, the toy can swap out their secondary Blue Hand for the Red Hand. With the Red Hand equipped, the toy can unlocked the breaker box back in the Make-A-Friend Station. With the breaker box open, the toy can re-connect the plugs inside the Make-A-Friend Station, starting up the power and brining life to the once baron area. On top of that, the toy also discovers a key inside one of the breaker boxes that unlocks a nearby office. Inside said office, he locates a new weapon, the Toy Shotgun.

After that, the toy manages to also find some instructions on how to operate the machine that will make the toy required to open the exit. The instructions inform him that in order to start up the Make-A-Friend Machine, they must have plastic to use. Luckily, the toy is able to find nearby, broken pieces of unfinished toys, and bring them to the ingredients tube. After the Make-A-Friend Machine has enough plastic to make the toy for the exit, it begins to pump the pieces of a Cat-Bee down a system of see-through pipes. However, as the machine slowly creates the Cat-Bee, a group of hostile toys break inside the Make-A-Friend Station, forcing the toy to deal with them as the machine finishes up it's work. Once all hostile toys are killed, the toy is able to collect the Cat-Bee from the pipes, plugging it into the scanner slot next to the exit door. The scanner accepts the Cat-Bee that the toy has built, and disables the metal blinds previously blocking the exit, allowing passage down the exit corridor.

However, as the toy attempts to open the exit door, he finds that it is locked, forcing him to locate a nearby key inside the room connected to the middle door of the corridor.

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Section 2
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Section 3
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•Trivia•
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