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Granny 3

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    Granny 3: Five Days, Three Ways Out, and a Grandfather With a Shotgun

    Granny and Grandpa have a new house together, and you are locked inside it. Granny 3 gives you five days to find a way out before your time expires — and every time one of them catches you, you wake up in the cell with a day burned off the counter. DVloper’s third chapter is the biggest house in the series, and it is the one where the family has finally learned to work as a team.

    This is the PC build, played with keyboard and mouse. That matters more than it sounds: mouse-look gives you the fine control to peek round a doorframe without committing, and a keyboard gives you a dedicated crouch key — both of which are the difference between escaping and being dragged back downstairs.

    A dark corridor in Granny 3 seen from the first-person view

    Meet the Household

    Three hunters share the house, and each one has to be beaten in a completely different way:

    • 👵 Granny — she hears everything. Drop an object on the floor, step on a creaking floorboard, sprint down a hallway, and she is already moving toward the sound. She is not fast, she is informed. Beating Granny is entirely about noise discipline.
    • 👴 Grandpa — he barely hears at all. You can be far louder around him, which feels like a gift until you understand the trade: he carries a shotgun and fires it at anything that moves. Granny punishes sound. Grandpa punishes being seen.
    • 👧 Slendrina — her gaze kills. Granny’s granddaughter turns up unannounced, and looking at her is fatal. The counter-play is genuinely to look away as fast as you can — swing the mouse and keep walking.

    You can hide under beds, behind the sofa and inside closets when a chase goes wrong. What you must never do is jump into the moat.

    PC Controls

    • ⌨️ W A S D — Move. Walking is your default speed for a reason.
    • 🖱️ Mouse — Look around. Also your fastest defence against Slendrina.
    • ✋ E — Interact. Pick items up, use them, open drawers, climb into a hiding place.
    • 📦 Space — Drop what you are holding. Loud. Granny will hear it. Put things down deliberately, never in a panic.
    • 🧎 C — Crouch. Slower, much quieter, and the correct way to move on any floor you have not tested.
    • 🏃 Shift — Run. Fast and extremely loud. Running is an emergency tool, not a travel method.
    • 🔫 Right Mouse — Fire if you are carrying a weapon.
    • ⏸️ Esc — Menu.

    Three Ways Out of the House

    Granny 3 does not have one solution — it has three complete escape routes, each with its own chain of items scattered across the estate. You only need to finish one.

    🚪 The Gate Escape

    The classic route, and the one built around restoring power to the property. Get into the shed, repair the generator and switch it on. With electricity running, use the bridge crank to lower the drawbridge, then find the fuse, slot it into the control panel, and open the gate. Straightforward on paper; the shed, the crank and the fuse are nowhere near each other.

    🚆 The Train Escape

    The most involved of the three. First you need a ticket — either buy it with a coin or destroy the robot guarding it. That gets you onto the train. Then you have to make the train actually work: the accelerator and the train key both go into their slots in the conductor’s booth, and an electric switch completes the electric box to power everything up. Finally — and this is where careless runs die — close every door on the train before you pull the accelerator. Leave one open and you are not going anywhere.

    🎈 The Hot Air Balloon Escape

    Added in version 1.3, and the most hands-on of the three: you build the vehicle yourself. Find all three boxes of balloon parts and place them in the correct order, then fit the propane tank, mount the valve knob on top of it, spin the knob to release the gas, and light the burner with the matches. Then you rise straight up out of the estate, which is a considerably better view than the gate gives you.

    Granny 3 escape items and a hiding place under a bed

    Difficulty, and the Slendrina Switch

    The game scales from Practice, where you can learn the house layout in relative peace, all the way up through Extreme and Nightmare, where Granny and Grandpa become dramatically more aggressive — faster reactions, tighter patrols, far less room to make a mistake.

    Slendrina is handled separately: she can be toggled off on any difficulty, including Extreme. There is also an in-game way to remove her permanently — find the teddy bear and drop it onto the baby’s bed up under the roof. Do that and she disappears for the rest of the run and never comes back.

    Surviving Long Enough to Get Out

    • Spend day one mapping, not escaping. Learn where the stairs, the hiding spots and the loud floorboards are. A day spent scouting is worth two spent panicking.
    • Crouch by default. Walk only when you are certain of the floor, run only when you are already caught. Almost every death in this game starts with an unnecessary noise.
    • Never drop an item to free your hands mid-chase. That is exactly the sound Granny is listening for. Break line of sight first, hide, and put it down quietly afterwards.
    • Treat Grandpa as a sight problem. Around him, noise is nearly free but movement in the open is not. Stay behind furniture and let him wander past.
    • Kill Slendrina early with the teddy bear. Removing an entire threat for the cost of one item is the best trade in the game.
    • Commit to one escape route. The item chains barely overlap, and splitting your days between the train and the gate is how people reach day five holding half of each.
    • Close every train door before touching the accelerator. The most common way to lose a completed train run is forgetting one.
    • Stay out of the moat. The game warns you about it directly, and it means it.
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