Map three · Update 2

The Play Place

An indoor soft-play centre: foam mats, ball pits, tube slides and a dining area with chequered floors. The school’s habits mostly carry over, because the keys are back in backpacks. Two things are new, a screwdriver and the hunter.

A grinning clown in a red and white striped shirt and yellow overalls sits at the foot of a red inflatable slide in a dark play area.
Official Roblox screenshot of the Play Place hunter, at the bottom of an inflatable slide.

What you are carrying out

Six things come out of the backpacks: the same five keys the school hides, and a screwdriver. Each one announces itself with a line at the bottom of the screen.

  • White KeyYou Found the WhiteKey
  • Yellow KeyYou Found the YellowKey
  • Green KeyYou Found the GreenKey
  • Pink KeyYou Found the PinkKey
  • Red KeyYou Found the RedKey
  • ScrewdriverYou Found a Screwdriver

Search the backpacks, the way you did in the school

The map opens with the same instruction the school gives: “I need to find keys in these backpacks to escape.” Plenty of backpacks are empty and say You Found Nothing. In the recorded run they lay on the floor mats and on the tables in the dining area.

In the school the keys land in a different backpack every round, so a list of spots is guesswork there. That is covered on the keys page. Whether the Play Place shuffles them the same way has not been checked across rounds yet.

The screwdriver and the Gate Power Box

Where the screwdriver turns up, and why it has to be in your hand, has its own page. On a wall there is a box labelled Gate Power Box. With the screwdriver in hand, the prompt on it reads Panel / Unscrew. It does not come off in one press: while you work it, a ring marked Jump keeps popping up on screen.

In a second recording the whole map goes dark the moment the panel is off. Earlier that group had found they could not reach the exit, “the door’s locked. We can’t even get to the door.” and right after unscrewing it one of them calls out “I think the door’s open.” Later in the round they plan around it: “wait until you use the screwdriver. It goes dark. It goes like all dark.” and “wait until we have all the keys before you do that.” So their order is keys first, then the panel, then the door.

The door

The exit is a wooden door hung with coloured padlocks. A key opens the lock of its own colour, and the game says so as each one goes: The Yellow Lock opens, The Red Lock opens, You used the Pink Key, The Pink Lock opens, and in another run The Green Lock opens too. Once the door is open the game says You got out. and the round ends.

Ronald

The developers’ own store sells a pass called 2x Chance To Play As Ronald, created the same day the map opened and sitting next to the older passes for the Cat and Thomas. That is the only official name the monster has, and this wiki only uses names the developers have used. The pass matters in Hide And Seek, where one player is drawn as the monster; the VIP spawn commands in Free Roam still list only the Cat and Thomas.

The group above keep saying the same thing about him: “He can teleport.” and later “he teleported directly in front of me”. That is one group’s round, not a pattern anyone has timed. Compare the other monsters.

Who has escaped it

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Starting a round of this map loads the place the experience lists as Playpen; the still-unexplained names in that list, Maze and Minecraft, are tracked on what’s next. Two maps have opened since this one: the Pizzeria and WhoVille. Every other badge is on the badge page, and the power switch is explained on No Power.