
GrabPack
A backpack with two hand shaped cannons on steel wire. The hands grab and pull objects, press hand scanners, and the wire carries electricity between power points. The Player takes it from a case in the Security Office after the blue training tape. It starts with only the Blue Hand.
Chapter 1 ▶
Blue Hand
The left hand of the GrabPack and the first one the Player has. It grabs and pulls objects and opens blue hand scanners. The Player keeps it through both chapters.
Chapter 1 ▶
Red Hand
The right hand of the GrabPack in Chapter 1. It is kept in a glass case in Storage and Supply. The Player powers a crane with four fuses to break the case. It opens red hand scanners and lets the Player use both hands for circuit puzzles. Mommy Long Legs tears it off at the start of the Game Station in Chapter 2.
Chapter 1 ▶1Yellow Key
A key that appears in Huggy Wuggy's raised hand after the power cuts out. It opens the Power Room.
Chapter 1 ▶1Fuses
Four power sources scattered in Storage and Supply. Placing them in the control panel powers the crane that frees the Red Hand.
Chapter 1 ▶
Cat-Bee toy
The toy the Make-A-Friend machine builds for the Player. It is scanned like a key card to open the exit gate of the Make-A-Friend Room.
Chapter 1 ▶
Green Hand
A right hand the Player makes in the Molding Room after losing the Red Hand. It can take an electric charge from a green outlet, hold it for a short time and pass it to a green receiver to open doors. It transfers power wirelessly and lets the Player grapple.
Chapter 2 ▶2Train Code
A sheet of paper torn into three pieces. The first shows four character symbols, the second shows four colors, and the third is a four digit order that changes each playthrough. Mommy Long Legs hands over the first two after Musical Memory and Wack-a-Wuggy. The third is on the wall beside Poppy in the control room.
Chapter 2 ▶
Bunzo Bunny toy
A toy taken from the conveyor belts near Water Treatment and scanned to open a door.
Chapter 2 ▶2Gear Mold and Gear
A mold found in the Incinerating Room. The furnace turns it into a gear that opens a gate.
Chapter 2 ▶
GrabPack 2.0
An upgraded GrabPack found in a broken locker in a side room of the Gas Production Zone. Its training tape lists a longer wire, easy swapping between hands, and air jets that break long falls. It comes with the Purple Hand attached and replaces the old GrabPack for the rest of the chapter.
Chapter 3 ▶
Purple Hand
A purple right hand that comes attached to the GrabPack 2.0. Firing it at a Jump Pad launches the Player into the air. Later chapters describe it in-game as the Purple Hand, found in the Gas Production Zone of Playcare.
Chapter 3 ▶
Flare Hand
An orange hand shaped like a finger gun, found in a locker in the School after Miss Delight dies. It fires flares. It holds five at a time and refills on a timer. Flares light dark rooms, scare off the Ruined Critters, and show which CatNap is real in the Safe Room.
Chapter 3 ▶
Gas Mask
A red gas mask found in a hole in the floor of Home Sweet Home after the first nightmare. Wearing it lets the Player walk through rooms filled with Red Smoke. CatNap pulls it off the Player in the Counselor's Office.
Chapter 3 ▶3Jump Pads
Square pads marked with a purple hand symbol. Hitting one with the Purple Hand launches the Player upward. The air jets on the GrabPack 2.0 soften the landing.
Chapter 3 ▶3Red Smoke
A red gas made in the Gas Production Zone. Ollie names it The Red Smoke. Breathing it knocks the Player out and gives them nightmares and hallucinations. CatNap breathes it out, and the tapes say it was used on the orphans at bedtime.
Chapter 3 ▶3Keys from Ollie
Ollie sends keys down a tube in the room under the statue. They open the Gas Production Zone, Home Sweet Home, the School, the Counselor's Office and the sky dome panel.
Chapter 3 ▶
Telephone
A red and yellow Playtime Co. phone the Player takes off a wall after the trash compactor. Ollie speaks through it for the rest of the chapter. CatNap speaks through it once.
Chapter 3 ▶3Barb
Miss Delight's homemade weapon. Note 2 says she made it from pencils, rulers, tape and twine and named it Barb. She uses it to smash the School generator.
Chapter 3 ▶
Omni-Hand
The new hand of Chapter 4. It is the Red Hand upgraded with the Doctor's Omni-Chip. Doey calls it a battery, a key and the master control to anything in the factory, used by the executives. The in-game tutorial says it has 4 charges that activate specific receptacles. The Player uses it to leave the Doctor's Headquarters, open the Safe Haven generator, start the gas overflow at the Foundation and open the Labs Entrance.
Chapter 4 ▶4Omni-Chip
A small computer chip pulled from the Doctor's terminal. Removing it overloads his system. A machine in his headquarters uses it to turn the Red Hand into the Omni-Hand.
Chapter 4 ▶4Broken Gas Mask
Taken from a corpse at the Secondary Lab. It protects against Red Smoke but runs on replaceable cartridges. A Touille steals it afterwards.
Chapter 4 ▶4Liquid Nitrogen Canisters
Canisters that explode into freezing gas when shot with a flare. They are the only way to freeze Doey in the final fight.
Chapter 4 ▶4Explosives (mining charges)
Four old mining charges collected in the caves around the Foundation and planted in its gas room for Poppy's plan. The Prototype later says he took them.
Chapter 4 ▶5Pressure Hand
A new GrabPack hand found in a locker in The Boilers, opened with the code 0859. The player attaches it to a surface, holds to charge it and releases a blast of pressure. It breaks vents, cracked glass and ice and pushes objects and buttons.
Chapter 5 ▶5Conductive Hand
A new GrabPack hand obtained partway through the chapter. It is charged at conductive panels and can carry fire, ice or electricity to another object. It is used to power machines and to clear Poppy Gel.
Chapter 5 ▶5Glowby
A small yellow star-shaped toy with a screen face. It is the Player's flashlight in Chapter 5. Its light drives off Outimals. Its blacklight shows hidden drawings and codes. It also plays the audio tapes.
Chapter 5 ▶5Replacement GrabPack
An older GrabPack found with Bron in The Boilers after Huggy Wuggy takes the GrabPack 2.0 at the start of the chapter. The Pressure Hand and Conductive Hand are used on it.
Chapter 5 ▶