All Codes in Poppy Playtime: Chapter 5

Ambreen
6 Min Read

Chapter 5 features multiple locked doors and puzzles, many tied to exploration tools like Glowby’s UV light and Memory sections. While some codes are fixed, others change every run. This guide breaks down each code location and explains how to uncover them efficiently.

How to Find All Codes 

There are a total of seven codes you can find in Poppy Playtime: Chapter 5, and many of them require you to use items like UV flashlights and memory chips. Here is a complete breakdown of all seven codes’ locations to help you speed up the process.

Code 1: Pressure Hand

For this one, you’ll need to use your hand to hold the wire of a hanging platform suspended in the air and move it from one side to the other side of the room against the wall. Use it to jump to the area ahead, where you’ll find the door to the room with the code. Inside the room, you will find a whiteboard which you’ll need to turn once, then scan it using Glowby’s UV light to reveal the code: 0 8 5 9. Use the code to unlock the locker you’ll find inside the same room and get your reward.

Code 2: Smiley Face 

For this one, you’ll first need to collect memory three during the main storyline. Play the memory inside the memories machine, and a sequence will play during the first part in the Conditioning room, where a radio message provides the appropriate keypad command.

Once you’re done, go to the Conditioning room and press the various faces in the following sequence: Happy – Happy – Disgust – Sad – Fear – Happy. Using this combination will unblock a door for you, where you can find various rewards for yourself. 

Code 3: Prototype Data 

This too is pretty easy to get; you’ll start by getting a battery that’s lying around the two toaster-like items, and then head straight to the shelving room that’s visible through the window. Go inside, place the battery in the power source that you’ll find on the right side of the room, then turn left. You’ll find a whiteboard, turn it, and use your UV light to reveal that 69 – TF is circled. Head outside and towards the boxes, find one that says 69-TF, and you’ll find the code 6 7 7 on one side of the box. Go back to the shelving room, use the code to open the locker, and get your reward: Master Backup files.

Note: The code numbers could be different for each player, but the method remains the same.

Code 4: Memory Room

To get this code, you’ll need to unlock all three memories by following the main story. This code is not fixed and is generated after you’ve completed all three memory sections and used the memories machine three times. Each section provides two digits.

Note: The full six-digit code is different in every playthrough.

Code 5: Search the Notes

This code is random for everyone. To get it, you’ll need to activate the pressure tube outside the Examination Room using your hand and pull the lever when the liquid reaches the middle between the two yellow markings. This will open a cupboard beside the pressure tube with a power source from where you’ll need to kind of charge your hand.

In the same area, you’ll find a bunsen burner whose fire you’ll need to ignite by using your charged hand. The beaker on top of the burner will cause a small explosion, and the cupboard beside it will open up. There, you’ll find a note with one number on it.

Next, you’ll need to search the drawers, cabinets, floor etc. in the area to look for the other notes with the codes. There are four digits in the code, so you’ll have to find four such notes. Once you’ve found them all, use the code to open the red door in the area and move forward.

Code 6: Surgery Room

Exiting the red door will lead you toward the Grand Stitchery. Use code: 7 8 0 2 to unlock it, and then move toward the Surgical Rooms’ corridor but you’ll need a code to access it. Use your Glowby UV light to scan the walls and reveal the code: 2 3 1. Use the code to access the surgical rooms. 

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