Guide
Poppy Playtime 5 Walkthrough Part 1: Escape the Labs and Meet Giblet
Part 1 of Broken Things step by step: the elevator opening, the empty handed run, Giblet rescue, the recovered GrabPack, Glowby and the Pressurized Hand.

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The elevator: Huggy takes everything
Part 1 opens where Chapter 4 ended, and the Poppy Playtime 5 APK home players should know the first minutes are meant to hurt. Huggy Wuggy corners you in the Safe Haven elevator, rips your GrabPack away and leaves you injured in the Labs with nothing but legs. Movement here is running, climbing and basic interaction only, and the chapter is honest about it: there is no fighting back yet.
Follow the lit route and do not stop to explore. The corridors are a tutorial in disguise, teaching sprint stamina and crouch gaps while the factory wakes up around you.
The Outimal attack and Giblet rescue
Deeper in, an Outimal jumps you in the dark, and a small inside out dog toy drives it off. That is Giblet: one flower shaped pupil, a leather patch over the other eye, and the kindest voice in the Labs. Follow him. His hideout is the first safe room of the chapter, and the research notes there explain what the Labs were built for.
On the way, pick up Glowby, the star shaped flashlight on the workbench. Its light reveals glow in the dark paint and markings, and the route to the replacement GrabPack is written in exactly that paint. Giblet and Chum Chompkins profiles your two guides properly.
Recovering the GrabPack and the Pressurized Hand
The replacement GrabPack is an older unit held in a grim place: you recover it and then open a coded locker for the Pressurized Hand. The locker code hides in the research notes in the same wing, written the way conditioning staff dated their records, so read the desks before you guess.
With hands restored, backtrack through the Labs and open what the dark route skipped: charged panels, pressure plates and glow marked side rooms. The Pressurized Hand and Glowby breaks down what the new hand actually changes.
Chum Chompkins and the research notes
Back at the hideout, Chum Chompkins grabs you on sight and nearly finishes the job before Giblet talks him down. Your peace offering is work: fetch the research notes on the Prototype from the testing wing while the two of them finalise the plan.
Read the notes you collect. They carry the first hard facts about Experiment 1006 in the whole series, and the Prototype walks into the hideout sequence that follows them, which is why Chum ends up hiding you inside his mouth. Survive that, and Part 1 closes with the plan set: reach the data center.
Quick Answers
Where do I find the Pressurized Hand locker code?
In the research notes in the same wing as the locker, written as a date the conditioning staff used. Read every note on the desks and the code is on one of them.
Can I skip Giblet hideout?
No, and you would not want to. The hideout holds the chapter plan, key lore notes and the route to your replacement GrabPack.
What is Glowby for?
Glowby is a star shaped flashlight. Its light reveals glow in the dark paint, arrows and handprints that mark routes and puzzle steps through the Labs.
Is Part 1 the hardest chase?
The opening run is intense but short and generously checkpointed. Later chases in Sweet Street and the dollhouse are longer tests.