GrabPack

This article may have information that contains spoilers for *Poppy Playtime*. Please read at your own discretion!

## GrabPack

* Chapter 1
* Chapter 2
* Project: Playtime

## General information

### Obtained

* Watching the Grab Pack Training tape in Security. (Blue)
* Finding the four Power Circuits inside the Warehouse. (Red)
* Fixing the molding machine and using the module to build it. (Green)
* TBA (Purple)
* TBA (Flare Gun Hand)

### Usage

* Grab, pull and collect objects
* Open GrabPack-exclusive doors
* Conduct electricity
* Carry energy to another source
* Move The Player across areas

### Found

Security (Blue)Warehouse (Red)
Molding Room (Green)
TBA (Purple)

The **GrabPack** (stylized as **Grab Pack** on the Grab Pack Training tape) is an invaluable utility in *Poppy Playtime*. It allows The Player to grab, pull and collect objects, open GrabPack-exclusive doors, connect wires to turn power back on, carry electrical impulses to and from power sources, and move The Player across areas.
The **GrabPack** then makes its invaluable appearance in the spin-off title *Project: Playtime*, acting as a major utility required for solving the puzzles featured on the Puzzle Pillars.

## Appearance

The GrabPack appears to be made up of three parts: a backpack-like structure with a retractable cable, and two firing parts with hands attached to them, one blue and one red, (Green in Chapter 2: Fly in a Web) and have triggers. The cable is capable of conducting electricity, an important ability in the game that is used to turn on power and move on through the game. The blue hand is situated on the left and is the only hand available when first getting the GrabPack in Security.

## Uses

### Chapter 1: A Tight Squeeze

Our protagonist collects the GrabPack after watching the tutorial tape in Security. The protagonist continues to use their new-found hand to restore power to the factory by extending your GrabPack's wire to three power nodes Power Room. With the power restored, we clear the locked obstacle and continue to the Warehouse.

The Red Hand, however, must be collected from the Make-A-Friend Warehouse. You must find four randomly-generated Power Circuits and restore power to the crane, which will continue to reach the glass cage containing the Red GrabPack hand. After obtaining said hand, you must now move to the Ventilation System, utilizing BOTH GrabPack hands in order to transfer power to the conveyors you walk on. When activating the power, the conveyors will turn on and you will have access to the Make-A-Friend room.

You again use both hands to turn on the power in the Make-A-Friend room by going upstairs to the catwalks. You must keep one of your hands stuck on the power receiver while also attempting to get into another non-functional power receiver. You also have to make an alternate path using slide-able platforms to minimize the amount of wire-length you use.

After creating your Cat-Bee toy, opening the door, and encountering Huggy Wuggy, you'll have to navigate through the vents. After moving through the vents without getting caught by Huggy, you must finally use your GrabPack to pull down a box in order to break the pathway that connects from the vents to the other side.

### Chapter 2: Fly in a Web

After Mommy Long-Legs takes the Red Hand from The Player, they create the Green Hand in the Molding Room and use its electricity absorption ability to open a vent door leading to Musical Memory.

### Project: Playtime

The GrabPack that is found within Project: Playtime is a vital utility for the Survivors as they undertake to restore artifacts by solving puzzles seen throughout the now-decommissioned Playtime Co. factory. This tool can be used to reach specific areas, create obstacles, and gain an edge over monsters that roam the area.

Many cosmetics can also be purchased within the game, featuring entirely new versions of the GrabPack alongside cosmetic-based GrabPack hands. None of these purchasable hands give a paid advantage.

A Sabotage monster can equip known as No Pack creates a diversion for the survivors' by jamming their GrabPack's, having survivors either wait out the Sabotage or get assistance from another survivor in order to have a functional GrabPack again.

### Chapter 3: Deep Sleep

A Purple hand is found in Chapter 3. It is unknown where it is located but in the trailer. We can find that you can switch it with the green hand. People can also see that you can use it to jump higher and extent it to other places. A Red Flare-Gun hand is also found, We find it in a locker, Presumably somewhere in the Playschool.

## Usage

 Conduct electricity
 Open GrabPack-exclusive doors
 Carry electricity
 Move the Player across areas

## Controls

In the mobile version, The Player can move with the joystick and jump with the jump button. Press the button of a colored hand to shoot the respective hand. The hand will grab the object. Press it again to let go of the object. If the hand grabs an object and the player holds the respective colored hand button, the hand will pull the object towards the player. (Note: It is unknown how the player can stick a GrabPack hand on a surface and move across in the mobile version.)

 Crouch
 Pause
 Interact
 Jump
 Fire left hand
 Fire right hand

## Trivia

* Colored handprints can be seen (usually on doorways) in some rooms to direct the Player.
* It was confirmed that there is going to be a new hand introduced in *Chapter 3: Deep Sleep*.
	+ This hand was later revealed to be a purple GrabPack hand, though only the purple GrabPack-exclusive scanner was shown.
* The GrabPack was first conceived by Isaac Christopherson.

## Gallery

A poster with the green version GrabPack on it.A safety poster featuring the GrabPack.A poster about being cautious with the GrabPack.The green hand as one of the collectible trophies.GrabPack information
## Navigation

1. ↑ Confirmed in a Developer Q&A Podcast.
2. ↑ Confirmed in a Developer Q&A Podcast.