Granny Chapter Two traps you inside a two-story house with an attic, a basement, and two people who want you unconscious on the floor. Granny reacts instantly to sound — a vase knocked off a shelf, a door opened too fast, footsteps on the wrong surface — and arrives within seconds. Grandpa is slower to wake but once he spots you he accelerates and swings a wooden bat without warning. The real danger is that they operate independently: lure Granny to the kitchen and Grandpa may already be waiting at the top of the stairs. You have five days to get out. Each knock-out costs you one.
The front door, the garage car, and the flooded basement boat are all valid exits — but each demands a specific chain of items found across different floors. The front door needs a padlock key, a wooden plank, and a cutting tool collected from rooms Granny circles most. The car requires a car key and a gasoline can stashed in areas Grandpa patrols. The boat sits in the basement behind a locked gate, useful if you can stay low without making noise on wet floors. Picking a route early matters because backtracking between floors while both hunters are active is where most runs collapse.
Wardrobes, beds, and a large chest scattered through the house offer temporary cover — but Granny checks them if she heard something nearby, and Grandpa has his own search pattern that doesn't always match hers. The bear trap is the one offensive tool available: place it in a doorway you know she'll cross and you buy a few seconds of noise-free movement while she resets. Teddy bears can be used to call Granny to a specific room on purpose, pulling her away from a path you need clear. Every run teaches you one more thing about how the house works, and by the third day that knowledge is the only advantage you have.