Granny MOD APK (Unlimited Health, Life)

1.8.7
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4.1/5 Votes: 4,335,369
Developer
DVloper
Updated
Aug 26, 2026
Size
145 MB
Version
1.8.7
Requirements
7.0
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Google Play
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Description

Granny locks you inside an old forest house with a baseball bat swinging grandmother and exactly five days on the clock. Players who keep dying on day two, and returning players who never got past the front door, will find the route planning method that actually finishes runs. The single biggest gain comes from committing to one exit and ignoring the other two, because item spawns randomize every run and split effort wastes whole days.

How to Play Granny and Get Out of the House

Granny is a first person survival horror escape game where you wake up locked inside an old house and get five days to break out. You search rooms for tools, stay quiet so the old woman does not hear you, and open one of three exit routes.

DVloper built the whole thing around a single idea. Sound rules everything. She patrols the house on her own schedule, but noise pulls her straight to your position.

The house spans two floors, a basement, a backyard, and a sewer area underneath. Item spawns shuffle on every run, so no fixed route survives contact. However, the layout never changes, which means the house itself becomes your advantage after a few attempts. This Granny walkthrough leans on that fact throughout.

How Her Hearing Turns Every Dropped Item Into a Threat

Drop a screwdriver on bare floorboards and she hears it from across the house. She then abandons whatever she was doing and walks to that exact spot. For example, a hammer dropped in the attic pulls her upstairs for a solid stretch of time.

Soft surfaces cancel the noise entirely. Place items on beds, sofas, grass, shelves, or cabinets and nothing registers. Many new players lose runs simply because they release items instead of placing them.

The Forest Kidnapping and the Slendrina Connection

The opening cutscene shows your character walking through a forest at night before an old woman knocks them unconscious with a bat. You wake up on a bed with a headache and a limp that worsens each day. Blood creeps into the screen edges by day three.

This title sits inside DVloper’s wider Slendrina universe as a spin off. Slendrina herself appears through a hidden trigger involving a teddy bear. Because of that link, the horror leans on quiet dread rather than gore.

How This Title Compares to Ice Scream and Evil Nun

Ice Scream 8 from Keplerians Horror Games runs on a similar formula but pushes chase sequences and a wider outdoor map. Evil Nun, also from Keplerians, adds a school setting and heavier scripted objectives. Both feel busier than this one.

By contrast, DVloper’s house strips almost everything out. There is no dialogue, no tutorial, and no hand holding. Eyes: Scary Thriller from Fearless Games sits closer in tone, though its mansion offers fewer puzzle layers than the seven lock front door here.

The Android Build Against the PC Version

The Android build weighs roughly 180 MB and needs Android 6.0 or newer, so older budget phones still run it. Touch controls use a virtual stick with a tap to interact button. Consequently, precision suffers slightly on small screens.

The PC version swaps to keyboard and mouse and drops the darker visual setting used on Extreme. Progress does not carry between platforms. Most players stay on mobile anyway, since the free install carries the full content and the PC release costs money.

Granny Gameplay Mechanics, Noise, and Hiding Spots

Every action in this survival horror release produces sound, and sound is the only thing that reveals your position. She cannot see through walls. She simply investigates whatever she heard last.

Three systems drive the moment to moment play. Movement noise, the carry limit, and the hiding spots interact constantly. Mastering none of them individually helps much, because they only matter together.

Crouching cuts your footstep volume to almost nothing but halves your speed. Running gets you across the house fast and announces exactly where you went. Most successful runs alternate between the two, crouching in her likely patrol zones and sprinting through cleared rooms. The stealth loop rewards patience far more than reflexes.

Walking, Crouching, and Creaking Floorboards

Creaking floorboards sit in fixed positions on every difficulty except Easy, where the game removes them completely. They never move between runs, so memorizing them pays permanent dividends. Practice mode exists largely for this purpose.

Extreme changes the deal. The creaking zones grow so wide that stepping around them becomes impossible on certain routes. Therefore, high difficulty runs need deliberate noise budgeting instead of silent movement.

Why the One Item Carry Limit Changes Everything

You carry exactly one object at a time. Picking up a second one means putting the first down somewhere. This single rule generates most of the game’s tension.

Smart players build supply caches. Drop the crossbow on the sofa near the stairs, stack tools on a bed near the hallway, and suddenly every trip becomes shorter. In my runs, a cache beside the front door cut roughly half the backtracking out of a Normal attempt.

Wardrobes, Beds, and When a Jump Scare Still Happens

Wardrobes and under bed spaces are the only hiding spots in the house. Both work reliably when she has not seen you enter. She will walk past and continue her patrol.

If she watches you climb in, the hiding spot becomes a trap. She yanks the door open and delivers a jump scare that costs a full day. For example, sliding under a bed while she is entering the same room almost always ends badly.

How to Unlock the Main Door in Granny

You unlock the front door by removing every lock on it, then turning the handle. Normal difficulty puts five locks on that door, and each one needs its own tool or key. Find them, use them in any order, and the door opens.

Seven distinct locks exist in total across all settings. The Plank Lock, Wire Lock, Regular Padlock, Numeric Padlock, Battery Lock, Switch Lock, and the Main Door Lock itself.

Which locks appear depends entirely on your difficulty choice and the Extra Locks toggle. Easy strips it down to four. Extreme forces all seven onto the door with no option to reduce them. Because each lock demands its own item, the front door route needs the widest search of any exit.

The Plank Lock, Wire Lock, and Padlock Chain

The hammer removes the wooden plank nailed across the door. Cutting pliers slice the wire lock. Both tools spawn in ordinary furniture, so drawers and cabinets deserve a full sweep on day one.

The regular padlock needs its matching key, which frequently hides inside the car trunk or the safe. Similarly, the cogwheel safe in the backyard playhouse holds items only after you feed it the right cogwheels. Each of these steps produces noise, so plan a hiding spot before opening anything.

The Numeric Padlock Code and the Battery Lock

The numeric padlock displays a code written on a separate item you must find first. The code changes between runs. Reading it wrong wastes a trip, so check it twice before walking back.

The battery lock only appears with the Extra Locks toggle active or on higher settings. It needs a battery, which sits in one of several randomized containers. On Easy this lock never appears at all, which is exactly why beginners should start there.

Where the Key Tools Spawn on Each Run

Item locations randomize on every fresh start. Drawers, cabinets, hidden compartments, the car trunk, the safe, and the secret areas all serve as possible containers. No two runs match.

Certain containers carry higher odds than others, though. The bedroom drawers and kitchen cabinets produce tools far more often than the attic does in most sessions. Consequently, a fast opening sweep of those two rooms usually decides how the whole run goes.

All Granny Escape Routes: Car, Pipe, and Secret Ending

Three separate exits finish this game: the front door, the car in the garage, and the escape pipe in the sewer. Each demands a completely different item set, and no item overlap exists beyond a few keys.

Six ending cutscenes exist across those three exits, counting the Practice mode variants and the hidden Teddy ending. Most articles skip past this entirely.

Here is the part almost nobody states plainly. Because the item sets barely overlap, gathering pieces for two routes at once is the single most common reason beginners run out of days. Pick one exit on day one, then ignore every item that does not serve it. The car route in particular rewards this discipline, since its parts cluster in the garage and spider cellar.

Building the Car and Ramming the Plywood Wall

The car needs a battery, engine parts, a gasoline can, and the car key before it starts. The padlock key opens the garage door, which you then lift manually. Assembling parts inside the garage saves enormous walking time.

Once the engine turns over, drive forward into the plywood wall blocking the tunnel. It takes three separate hits before the wall breaks apart. Then the ending cutscene rolls, showing her standing in the garage doorway as you drive off.

The Escape Pipe Route Through the Sewer

The escape pipe sits below the house in the sewer section and offers the quietest exit of the three. Reaching it means clearing the route down through the basement and dealing with what lives there.

Spider Mom guards this area on most difficulty settings. She moves at similar speed to Granny and reacts to the same noise cues. However, the pipe route needs fewer total items than the front door, which makes it strong on Hard where lock counts climb.

The Teddy and Slendrina Secret Ending

A teddy bear hides somewhere in the house on every run. Carrying it to the crib in the attic triggers a scripted appearance from Slendrina, followed by a jump scare.

Finish the run through the front door after that trigger and the ending changes into a secret variant. Practice mode has its own version of this secret ending too. Neither one is required to win, yet both count toward full completion for players chasing everything.

How Granny’s Five Days and Bonus Day System Work

The day counter is this game’s entire progression system, and it runs on knockouts rather than clock time. You begin on day one and advance one day every time she catches you.

Nothing carries over between days except your knowledge of the house. Items you already moved stay exactly where you left them, which turns each failed day into partial progress.

Your character visibly deteriorates as days pass. The limp worsens, blood clouds the screen edges by day three, and a bloodstain appears on the bed. By day five the presentation makes the stakes obvious without a single line of dialogue. Losing that final day ends the run completely.

What a Knockout Actually Costs You

Getting hit sends you back to the starting bed and burns one day. Every tool you already placed stays put. Therefore, a knockout on day one costs far less than one on day four.

Bear traps and unstable flooring also cost a day. Many players forget that hazards count the same as being caught. As a result, careless movement in the jail room burns attempts just as fast as she does.

The Cracked Painting and the Bonus Day

A cracked painting sits in the basement, and assembling its pieces awards a bonus sixth day. This is the closest thing to a reward system the game offers.

Here is the detail competing articles almost always miss. The bonus day only exists on Practice, Easy, and Normal. Hard and Extreme remove it entirely, which means Normal actually hands you more total attempts than Hard does. New players chasing a first win should account for that before picking a harder setting.

Google Play Achievements and Replay Value

This was the second DVloper release to support Google Play achievements, following Slendrina: The Cellar. Unlocking them requires finishing different exits and difficulty settings rather than grinding.

Replay value comes from the randomized spawns and the six ending variants. A player who has seen the front door ending still has the car ending, the pipe ending, and the Teddy variant left. Most players clock somewhere around twenty to forty minutes per confident Normal run, so a full sweep of every ending fills several sessions.

Every Granny Difficulty Setting and What It Changes

Five difficulty settings control her speed, the number of front door locks, and which shortcuts stay open. Practice removes her from the house entirely, while Extreme makes her faster than you.

The lock counts run in a clear order. Easy uses four, Practice and Normal use five, Hard uses six, and Extreme uses seven.

An Extra Locks toggle sits in the main menu separately. Switching it on forces every lock onto the door regardless of setting, and Extreme keeps it permanently active. Because that toggle stacks on top of your chosen difficulty, an Easy run with Extra Locks enabled sits closer to Hard in practice. Most beginners never notice the option exists.

Practice Mode and Easy for New Players

Practice mode removes her from the house completely, letting you walk the layout without pressure. Hazards still function, so the gasoline can still explodes and the unstable flooring still drops you. The bonus day option remains available.

Easy keeps her present but slows her chase speed to her walking speed. Creaking floorboards vanish entirely on this setting, which makes it the only one where footsteps never betray you. For a first genuine attempt, Easy is the right choice.

Normal and Hard Lock Counts

Normal is the default and the setting most walkthrough advice assumes. Five locks sit on the door, she moves slightly slower than you, and the bonus day remains reachable. Sprinting still outruns her when hallways stay clear.

Hard adds a sixth lock and speeds her up noticeably. Critically, it also strips the bonus day away. Consequently, Hard gives you five attempts against six lock steps, which is a genuinely tighter squeeze than the jump from Easy to Normal.

Extreme Difficulty and Blocked Shortcuts

Extreme puts all seven locks on the door and makes her faster than your sprint. Once she spots you in an open corridor, the day is effectively over. Distraction becomes the only defence.

The setting also blocks the secret passage between the sewer and the basement, and it magnifies the creaking floorboards until some routes cannot be walked silently. A darker visual filter switches on as well. Anyone attempting this should map their route in Practice mode first.

Granny Traps and Enemies Most Players Miss

Bear traps spawn around the house from day two onward and cost a full day when triggered, exactly like being caught. They sit in doorways and corridors where players naturally sprint. Watching the floor matters as much as watching for her.

Later updates added an entire second layer of threats beyond the traps themselves. Three additional creatures now patrol specific zones.

Weapons form the counterplay, and their stun windows are shorter than most players assume. Knowing the exact numbers changes how you sequence the final locks. For example, a player who thinks a shot buys three minutes will get caught mid lock every single time.

Bear Traps, Unstable Flooring, and the Gasoline Can

Bear traps appear more frequently on Hard and Extreme. Crouching does not protect you from them. Instead, slow deliberate movement through unfamiliar doorways does.

The jail room on the second floor contains unstable flooring that drops you through and ends the day. The gasoline can carries a separate risk: shooting it with the shotgun destroys it and permanently removes the car escape from that run. A wrong chest in the spider cellar also explodes.

The Spider, Spider Mom, and the Crow

The Spider patrols the vent near the jail area and blocks passage until you deal with it. Meat calms it and clears the route. Without the meat, that path stays closed.

The Crow sits in a cage near the backyard switch and screeches when you approach, alerting her instantly. Birdseed quiets it. Spider Mom, by contrast, cannot be calmed at all and behaves like a second Granny in the sewer, reacting to the same noise cues at similar speed.

Exact Stun Windows for the Crossbow and Tranquilizer Darts

On Normal, Tranquilizer Darts fired from the crossbow knock her out for one minute. The sauna trap, the freeze trap, and hitting her with the car produce the same one minute window.

The shotgun and the gasoline can both extend that to one minute and thirty seconds. That extra thirty seconds is not decoration. It is roughly the difference between clearing one lock and clearing two, which is why experienced players save the shotgun for the final door sequence rather than firing it the moment they find it.

Best Granny Tips and Tricks for Beginners

Deliberate noise is the strongest tool in this game, and almost nobody uses it on purpose during early runs. She always walks toward the last sound she heard, which means you control her position whenever you choose to.

Three habits separate players who finish from players who stall on day five. Each one is specific to this house and its item system.

None of them require fast reflexes. They require planning before you move. New players who adopt all three usually finish their first Normal run inside a handful of attempts, because the house stops feeling random once you stop reacting and start directing.

Turning Dropped Tools Into Deliberate Noise Bait

Pick an item you no longer need and throw it into a room far from your target. She commits to that spot. You then get an uninterrupted window at the opposite end of the house.

The car key works especially well for this, since dropping it near the secret area stairs pulls her deep into the basement. Meanwhile, the garage sits wide open. Rotate the bait location each time so she never settles into a helpful patrol pattern.

Committing to One Exit Route Per Run

Choose your exit during day one and refuse to deviate. If two car parts appear early, take the car. If the hammer and cutting pliers surface first, take the front door.

Half finished routes are the single largest waste of days in this game. Every item you carry for a route you abandon represents a trip you did not need to make. Because spawns randomize, letting the first run’s luck pick your route is genuinely better than forcing a favourite.

Trapping Her in the Sauna Before the Final Lock

The sauna trick locks her inside the sauna room and holds her for a full minute. Setting it up costs a screwdriver and a little positioning, but the payoff is a clean window with no chase risk.

Time this for the final lock rather than the first one. Early locks can be handled with hiding spots and patience. The last one always leaves you standing exposed at the door, and that is exactly the moment a guaranteed minute matters most.

Frequently Asked Questions About Granny

Is Granny free to play on Android?

Yes. Granny installs free from Google Play and runs offline once installed, with advertising paying for it. A one time Remove Ads purchase sits on the menu for players who want a quiet session. The install weighs roughly 180 MB, so budget phones handle it fine.

How many days do you get to escape?

Five. Each knockout burns one day, and the sixth day only exists if you fix the cracked painting on the three lower difficulty settings. Most players spend day one purely memorizing the layout, then treat days two through five as the real attempts. Losing day five ends the run.

Can you fight back against her?

Only briefly. Weapons stun her, never stop her, so every blast just buys working time. Veterans park one loaded weapon beside the front door instead of carrying it, because the carry limit means holding a shotgun blocks you from holding a key. That single habit saves whole days.

Who Should Play Granny on Android

Granny suits patient players who enjoy quiet tension more than combat, and it suits anyone who likes puzzle rooms with a clock running. New players should start on the Practice setting, memorize the house, then move to Normal once the layout feels automatic. In my own runs the game only clicked when I stopped searching every drawer and committed to the car route on day two. Skip it if jump scares ruin your evening, because the fear here is constant rather than occasional. For everyone else, this remains the sharpest free horror escape on Android.

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What's new

* Fixed a bug that could cause the player to become immobile after a new day.