Granny Chapter Two Pizza Edition
You survived Granny’s house once. Now they have moved you to Grandpa’s. Granny Chapter Two Pizza Edition is the sequel’s nightmare: two hunters instead of one, a bigger house, a flooded sewer with a rusty boat, and an attic hiding a helicopter behind three puzzles. This guide covers Granny Chapter Two Pizza Edition — the sequel’s changes, the two hunters’ different senses, every escape route ranked by cost, and how to train without dying. Read it before your first night.
One More Night, a Bigger House: What Chapter Two Changes
The setup, per the game’s own description on Steam: you wake up dizzy in another dark, moisty room after a bumpy car ride. You have been moved from Granny’s old house to her love Grandpa’s house, the main door is covered in locks again, and you have five days to get out.
Everything else got bigger. Two hunters stalk the halls: Granny, who hears everything as usual, and Grandpa, who barely hears but hits hard and carries a shotgun. New territory includes a sewer level below, a security room with working cameras, and an attic hiding a helicopter. Three full escape routes, five difficulty levels from Practice to Extreme, and two weapons that only stop the hunters temporarily round out the sequel.
One honest note: the playable escape on this page is the original Granny experience — the classic house escape you can run in your browser right now — while this guide covers the sequel’s systems under the Granny Chapter Two Pizza Edition title. The stealth skills transfer either way.
Two Hunters, Two Completely Different Senses
Granny Chapter Two Pizza Edition’s strategy comes down to one contrast. Granny hears everything — a dropped item, a creaking floorboard, a snapping bear trap — and she comes running. Grandpa is nearly deaf: you can move faster near him than you ever could near Granny. But if Grandpa sees you, run, because his shotgun does not miss twice.
This split changes how you move. Near Granny, play the old game: crouch, move slowly, never drop anything. Near Grandpa, move at normal speed — just stay out of his line of sight. The danger is overlap: knock out Granny and Grandpa hears the commotion, so your “safe” window is shorter than you think. Treat noise as a tool. Throw an object into a far room and Granny will investigate while you slip past. Need Grandpa away from a guarded spot? Knock down the vase in the main room, then circle behind him.
Reading Their Locations by Ear
The house talks, if you listen. Per the Granny Chapter Two wiki’s tips pages, each ambient sound reveals a hunter’s location: water running means the kitchen, piano music means the living room, beeping cameras or a clock chime point to Grandpa upstairs. Learn this audio map and you will know which floor is safe before climbing the stairs. It is the closest thing Granny Chapter Two Pizza Edition gives you to a radar.
Every Escape Route, Ranked by What It Costs You
The Main Door: the Familiar Grind
The front door is covered in locks, each needing a specific tool: the padlock key for the regular padlock, cutting pliers for the wired lock and the basement circuit breaker, the hammer (twice) for the nailed plank. Higher difficulties add a numeric padlock (code), a battery lock (battery), and a switch lock (backyard power box). The master key finishes the job. This is the most lock-heavy route in Granny Chapter Two Pizza Edition, but also the most familiar to original-Granny players — and every item is in the main house, no sewer diving required.
The Sewer Boat: Fewer Locks, Deeper Fear
At the bottom of the house there is a sewer, and in it, an old rusty boat. Fuel it with the gasoline can, get the engine running with the spark plug and wrench work, and open the gate to escape by water. The item chain is shorter than the door’s lock list, but the sewer is the scariest place in the game — home to the creepy water-dwelling creature Granny and Grandpa adore. Choose this route if you would rather brave the dark below than collect half a dozen keys above.
The Helicopter: the Hardest, Safest Payoff
The helicopter waits on the roof balcony, and reaching it means conquering the attic. Here is the twist: once you are in the attic, the hunters can barely reach you, making the final steps the safest in the game. The price is the longest item chain of all — the security key, the ladder, and three attic puzzles in order. It is the completionist’s escape: the most work, the most satisfying ending. Beginners: take the door first, try the boat once you know the sewers, and save the helicopter for last.
The Attic’s Three Locks: Your Helicopter Ticket
The attic is the sequel’s signature gauntlet, and it starts with the security key — the necklace around Grandpa’s neck. Knock him out or lift it while he sleeps, then open the security room and take the ladder up. Puzzle one: place three painting pieces on the pedestal. Puzzle two: the shooting gallery — knock down three moving targets with the shotgun or stun gun (an ammo dispenser forgives misses). Puzzle three: the drop trap room — slot the glass fuse into the wall, or the trapdoor drops you into the kitchen, stunned, with Granny alerted. Solve all three and the balcony is yours. Run this in Practice mode first: the puzzle rooms hold no hunters.
Your Two Weapons and the Time They Buy You
The house holds two weapons, and the official description is blunt: they only stop the hunters for a while, but it is worth it. The stun gun drops either hunter briefly — grab the stun ammo right after firing. The shotgun, lifted from Grandpa himself, buys roughly a thirty-second knockout.
Weapons buy time, not victories. Never spend a knockout window wandering — decide before you fire: the security key, a kitchen sprint, smashing crates. The crossbow and tranquilizer darts offer a quieter option — about fifteen seconds of silence without the shotgun’s noise drawing the other hunter.
Practice Mode: Train Without Dying
Practice mode is the smartest feature Granny Chapter Two Pizza Edition added, and too many players skip it. In Practice, you explore the full house with no Granny and no Grandpa. Memorize the room layout, learn the hiding spots (under beds, inside wardrobes), and discover the zones where key items spawn. Locations randomize between runs, but spawn zones do not, so Practice teaches you where to look.
Two warnings: bear traps still snap in Practice, so keep the look-down habit, and Practice teaches the map, not the fear. Honest progression: Practice for the layout, Easy for hunter behavior, Normal for the real game, Hard and Extreme once Normal feels routine.
Controls, Hiding Spots, and the Bear-Trap Rule
Controls are standard first-person: WASD, mouse look, E to interact, crouch to stay quiet; mobile gets a joystick and tap controls. Three habits matter more than any keybind. First, know one hiding spot per area before you need it — beds and wardrobes are the classics, but break line of sight before climbing in. Second, look down entering every new room: bear traps are Granny’s tripwires, and stepping in one summons her. Third, never drop items carelessly. Every clatter is a dinner bell, and in Granny Chapter Two Pizza Edition there are two sets of ears — one nearly deaf, the other anything but.
Frequently Asked Questions
How do you escape in Granny Chapter Two Pizza Edition?
You get five days in Grandpa’s house while both hunters patrol it. Pick one route per run: the front door (keys and tools), the sewer boat (fuel it, open the gate), or the attic helicopter (three puzzles in order).
Does Grandpa hear as well as Granny?
No — and that difference is the core strategy of Granny Chapter Two Pizza Edition. Granny hears everything; Grandpa hears very poorly, so you can move faster near him. But his eyesight is fine and he hits hard. If Grandpa sees you, run.
What is the hardest escape in Granny Chapter Two Pizza Edition?
The attic helicopter. It needs the security key from Grandpa’s necklace, the ladder, and all three attic puzzles solved in order — the longest item chain in the game. The main door is the most straightforward, and the sewer boat sits in the middle.
What difficulty levels are in the game?
Five: Extreme, Hard, Normal, Easy, and Practice. Practice mode removes both hunters so you can learn the layout before a real run. Higher difficulties add extra door locks and faster, more alert hunters.
How many days do you get to escape?
Five days. Each capture costs you a day, and failing to escape after the last day ends the run. Spend each day pushing one escape route forward.
Is Granny Chapter Two scarier than the original?
Most players say yes. Two hunters, a dark sewer with a creature in the water, and Grandpa’s shotgun raise the tension well above the original. The scares are still cartoonish jump scares rather than graphic horror, but younger players should start on Practice or Easy — and parents should try the game themselves first.
So — which escape are you attempting first in Granny Chapter Two Pizza Edition: the door, the boat, or the helicopter? And be honest: did Grandpa’s shotgun get you before Granny’s hearing did? Drop your best run and the trick that finally got you out in the comments.





