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Granny Chapter 3 High School turns survival into a rhythm of listening, scouting, and moving only when the hallways say it’s safe; use a stick or keys to walk, crouch-peek to check corners, and a single interact button to pocket keys, batteries, fuses, and tools; lockers, desks, and supply closets double as hiding spots—slip in quietly and wait out footsteps—while a quick wheel swaps throwables (bottle, eraser, coin), a flashlight with adjustable beam, and the revolver after it’s found; the floor plan fills in as you discover labs, library, nurse’s office, and boiler corridors, each with at least two routes so you can circle trouble instead of sprinting through it; lean on sound: cane taps signal Granny’s pace and vent whispers foreshadow Slendrina—if they overlap, hold position; toss a bottle down the wrong hall to bait patrols while you slip through the door you actually need, collect keys by wing to avoid panicked zigzags, keep the flashlight dim for transits and bright only for short inspections, and reserve revolver shots for emergency stuns at tight choke points with cover right behind you; label rooms by unique props (tipped globe, trophy case, red projector) so your brain navigates under stress without opening the map; the clever part is how tools interlock—erasers smear motion detectors, chalk leaves breadcrumbs, vents you ignored become lifelines—and after two or three runs you trade feeling hunted for feeling prepared, making each quiet exit to the courtyard feel earned.
The main objective of the game is to try to survive as long as you can by collecting items to hide and escape from Granny Controls WASD to move Right click to shoot F Interact Esc Menu
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