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As a Moments subpage, all spoilers are unmarked. as per policy. You Have Been Warned.

Surviving the horrors of the Playtime Co. factory is challenging, but completing each chapter will make you feel awesome.


  • Whenever you find one of the giant toy race cars. Pull back the string and watch them zoom off and break something.
  • The miniboss from Chapter 3, Miss Delight. Another chase... but this time, with Weeping Angel style mechanics.
  • By the time of Chapter 3, the player is such an Action Survivor that Poppy and other toys consider them the only hope of killing the Prototype.
  • All the monsters count like Creepy Awesome in each of their distinctive ways.
    • Huggy Wuggy is a tall plushy with More Teeth than the Osmond Family when fully hostile that lures you into the depths of the facility, trying to corner you and shows a level of intelligence by marking the vents with arrows to tell you where to go and not to go, with the ones marked to go the ones where you will meet your demise by his hand (or teeth in this case).
    • Mommy Long Legs is a very stretchy spider toy that promises to give back Poppy and the code for the train if we play her games, which involves memorizing a certain pattern before Bunzo squashes our heads with his cymbals; finding and hitting 4 little Huggy Buddies in a dark room; a red light green light game where PJ Pug-A-Pillar chases you. The last game is a hide-and-seek game where Mommy has had enough of you and plans to kill you herself.
    • CatNap. A monster in the shape of a cat that worships The Prototype that can expel red gas out of his mouth to make everyone sleep and hallucinate nightmares. Creepy indeed, but awesome nonetheless.
    • The Prototype is the first of all the experiments and plotted the company's fall by instigating the Hour of Joy where he would lead the other experiments to massacre all the workers and scientists of the factory.
  • The Chapter 3 boss fight. Rather than simply being another chase like the previous two chapters (though it does start with one), Chapter 3 draws inspiration from its mascot horror forefather, Five Nights at Freddy's, placing the player in an exposed and gas-filled area of the gas production facility. The player needs to use steam pipes and occasionally shut a roof hatch to keep CatNap away from them until the green hand charge pad has charged enough to let them administer the final blow.

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