Granny: Chapter Two Unblocked
- Horror
- Survival
- Escape
- Stealth
Granny: Chapter Two is DVloper's 2019 sequel, and the whole difference is one extra person in the house. You wake up in Grandpa's home after a bumpy car ride, the front door is chained under several locks, and now Granny patrols by sound while her husband walks the same corridors with a bloody walking stick and almost no hearing at all. Two enemies with opposite senses means every plan has to work twice.
The building is larger than the original, with a basement, a sewer deck below the house, an attic puzzle chain and a roof you can actually reach. Three endings are available: the front door, the boat in the sewer, and a helicopter on the roof that needs ten separate items including a manual you have to carry. You still get five days, and being caught by either of them costs one.
How to Play Granny: Chapter Two
There is no health bar and no attack button. Your verbs are walk, crouch, run, hide, open and carry, so every failure is a positioning mistake rather than a fight you lost. Keep the pointer locked, crouch across wooden floors, and use Grandpa's deafness as cover, because a dropped item or a creaking board never pulls him. It only pulls her.
Game Controls
| Control | Action |
|---|---|
| W A S D | Walk. Crouch-walking is the quiet default and makes almost no sound on any floor. |
| Mouse | Look around. Click the frame once to capture the pointer, then it stays locked. |
| E or Left click | Interact: open doors and drawers, pick items up, and fire the weapon you are holding. |
| C | Toggle crouch. Half speed, and almost no noise radius while you move. |
| Shift | Run. Fast and loud, and only safe once you have already broken line of sight. |
| Space | Drop or throw the held item into another room to send her walking the wrong way. |
| F | Remove a bear trap you are standing in, or place a trap in a doorway. |
| R | Hide under a bed or inside a wardrobe when you are next to one, and hide out again. |
How to Beat Granny: Chapter Two
Learn the layout on Practice before you collect anything
Spend one full Practice run walking and looking. Note the basement stairs, the sewer deck ladder, the attic ladder behind the security door, and the roof access. Every item spawns in a drawer, a cabinet, a chest or a toilet tank, so once you know the containers you can clear a room in seconds. The building itself does not change between days, only the item spawns do, which means the route you learn on day one still works on day five.
Decide between one captor and two on every single run
This is the option the sequel adds and the one most players ignore. Playing with only Granny removes Grandpa entirely and makes the front door route a straight checklist. Playing with both is the real game and roughly doubles the danger, because a distraction that pulls her across the house does nothing about him. Pick the version you want to beat rather than drifting into the hardest one on a run where you already lost an item.
Use his deafness as a permanent second hiding place
Grandpa does not react to dropped items, creaking boards or sprinting. His attention comes almost entirely from sight, and he announces himself when he spots you, shouting that he sees you before he swings. That makes him predictable in a way Granny is not. Walk normally past him when she is far away, and save the crouched, silent route for her. Alternating which threat you respect is the core of the whole game.
Pick an escape route on day one and commit to it
The front door needs the pliers, the hammer and the keys in the right order and takes the most consistent damage in the house. The boat needs four parts and a working gate, and it is the calmest ending because most of the work happens far from both of them. The helicopter needs ten items spread across three floors and is the safest route in practice, since the attic puzzles keep you away from the patrols. Deciding early means every pickup you make is a pickup you needed.
Important Items in Granny: Chapter Two
| Item | What it does |
|---|---|
| Cutting pliers | Snips the alarm wire on the front door and cuts the wiring in the basement electric box. |
| Hammer | Pulls the wooden planks off the front door and opens the nailed-shut rooms upstairs. |
| Padlock key and master key | Two separate door locks. The master key also opens most internal doors, so it is worth finding first. |
| Security key | Grandpa wears it on a chain in the TV room. Knock him out or lift it while he sleeps to open the attic route. |
| Wrench | Turns the well bucket, and fits the boat and helicopter mechanisms once you have the other parts. |
| Gasoline can, spark plug, boat steering wheel and boat key | The four pieces that repair the rusty boat in the sewer. Open the sewer gate and you can leave without touching the front door. |
| Stun gun, shotgun and crossbow | Each one knocks a captor down for a limited time. Aimed shots also drop loose items out of shelves and off fixtures. |
| Duct tape, glass fuse, helicopter manual, helicopter key and three painting pieces | The attic chain. Set the painting on the pedestal, clear the shooting gallery, drop safely past the trapdoor, then repair and fly the helicopter. |
Granny: Chapter Two Difficulty Modes
| Mode | Best for |
|---|---|
| Practice | Your first run. Neither of them is home, so you can walk the entire building and learn it without pressure. |
| Easy | Learning the house while still being chased. Their patrols are very slow and the floors do not creak. |
| Normal | The intended experience. Regular patrol speed, five locks on the front door, and no extra help. |
| Hard | Confident players. Grandpa moves at your speed instead of below it and the front door gains a sixth lock. |
| Extreme | Endgame only. Both of them move faster than you do, the door carries seven locks, and you only get two shells. |
Tips and Strategies for Granny: Chapter Two
Throw something before you move, not while you move
The single most common way a good run ends is dropping a vase while already walking toward the door you needed. Stop, stand still, throw the object into the far corridor, wait for her footsteps to commit to that direction, and only then move. The same trick works in reverse: a loud distraction buys you a full minute of free searching in the basement.
Steal the security key while Grandpa sleeps
He starts the day asleep on the living room couch for a short window, and he also naps in the TV room later on. Walking up and taking the key off his chain is far safer than fighting him, and it skips the entire attic gate. If he is awake he will simply hit you, and his swing spins the camera hard enough that you lose the rest of the run.
Treat the cameras as a weapon, not a warning
When Grandpa uses the control screens in the security room, the cameras beep and their red light turns solid. You can activate them yourself: walk past one until it beeps, then let it see you from across the yard. He will walk straight to that camera even if he is nowhere near the security room, which means you can pull him to one end of the building while you clear the other.
Carry a stun weapon for doorways and staircases only
A stunned Grandpa is down for about a minute and a stunned Granny for a few seconds, so a weapon buys a window rather than a win. Fire when one of them is between you and a door you need, at the bottom of a staircase, or in a corridor with no side exit, then immediately do the thing you came for. Wasting a shot in an open room puts them back behind you with the shortest possible path to your back.
Granny: Chapter Two FAQ
How many days do I have to escape in Granny 2?
Five in-game days, and each time Granny or Grandpa catches you the day ends and you wake up in the starting room with the building reset while your placed items stay where you left them. Each day has no time limit, so a slow methodical search is fine. Lose your last day and the run ends there.
What is the difference between Granny and Grandpa?
Granny navigates by sound and reacts to almost anything you do, including dropped items, creaking floorboards and sprinting. Grandpa is nearly deaf and hunts by sight, but his swing knocks you out instantly and his hearing is not completely gone: he still catches the vase in the living room being dropped, the iron maiden, the shotgun and the hand wheel. That means noise is a Granny problem and sightlines are a Grandpa problem.
What items do I need to open the front door?
The front door is the classic chain: cutting pliers to sever the alarm wiring, a hammer to pull the wooden planks, the padlock key for the chain and the master key for the final lock. The number of extra locks depends on difficulty, rising from five on Easy and Normal to six on Hard and seven on Extreme. If you can find the vehicle parts or the boat parts instead, you can skip this entire chain.
How many escape routes are there and which is easiest?
Three. The front door is the standard ending and the one you meet first. The boat in the sewer needs a gasoline can, a spark plug, a steering wheel and the boat key, then an opened sewer gate, and it is the most relaxed run. The helicopter on the roof is the longest item chain at roughly ten items but the safest in practice, because the attic painting, shooting gallery and trapdoor puzzles all keep you away from the patrol routes.
Can I play without Grandpa?
Yes. Both difficulty menus let you choose between Granny alone and Granny with Grandpa, on every setting including Practice. Granny alone is much easier because only one of the two can hear you, and it is a reasonable way to learn the door puzzle before you add the second hunter back in.
What does Grandpa's security key open?
It opens the security room, which holds the ladder up to the attic and the start of the helicopter chain. Grandpa wears it on a chain around his neck, so you either knock him out and take it or pick it up while he is asleep on the couch or in the TV room. On Practice mode or a Granny-only run, the key is placed loose in the house instead of on his neck.
How do weapons work and what do they actually buy me?
The stun gun, the shotgun and the crossbow each knock a captor down for a limited time, and none of them kills anything permanently. The stun gun is the most reliable, the shotgun hits harder at range, and the crossbow needs darts that are easy to waste. They also have a second use: firing at a shelf, a lamp or a fixture can knock a hidden item down to the floor.
What are the game over scenes and how do I avoid them?
There are several, and they depend on which captor catches you and where you are. The default outcome is simply waking up on the next day, but there are dedicated scenes if you are caught in the execution room or if you fall into the sewer, where Grandpa's water creature lives. Learning that the sewer and the execution room are the two places you cannot walk into carelessly removes most of the nastier outcomes.
Granny: Chapter Two Gameplay Video
A full gameplay video of Granny: Chapter Two, so you can watch a complete run before you start your own. The player loads from YouTube only when you press play.
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