recursal/Fanatic-Fandom huggingface dataset:
Foyer

The **Foyer** is one of the places you can visit in *Granny 3*.

## Appearance

The **Foyer** has a red, yellow, and black wallpaper, with white wall moldings. The room has a dusty wooden flooring as well.

To the left of the front door is a fancy drawer set, with the front side arching forward. It has a marble countertop with a corrugated pattern on the front side. The drawer set itself has two drawers with yellow knobs. Next to the staircase is a cylindrical drawer set with a single drawer and a shelf close to the bottom of the legs. Another one appears closer to the doorway to the Kitchen.

There is a Creaking Floor in front of the fancy drawer set.

## Spawning

* Preset 1: Matches - In the cylinder drawer beside the staircase.
* Preset 2: Safe Key - In the cylinder drawer near the Kitchen.
* Preset 3: Fuse - In the right drawer of the fancy drawer set.
* Preset 4: Weapon Key - In the cylinder drawer near the Kitchen.
* Preset 6: Accelerator - In the left drawer of the fancy drawer set.

## Gallery

The Matches as they appear here on Preset 1.The Safe Key as it appears here on Preset 2.The Fuse as it appears here on Preset 3.The Weapon Key as it appears here on Preset 4.The Accelerator as it appears here on Preset 6.
Plank

The **Plank** is an item that can be used to bridge the gap in the Attic Hall, giving you access to the Old Bedroom.

## Appearance

The **Plank** is a long rectangular board made of a khaki-grey wood.

## Usage

The **Plank** can be placed on the broken floor in the Attic Hall to reach the Old Bedroom. Use the special button (or R key on PC) when the prompt appears near the gap to place it.

## Item Locations

The following list regards each spawning location for the **Plank**. For more information on item spawning positions, see Item Locations.

* Preset 1: Shop Backroom - Up against the wall to the left.
* Preset 2: Outside - Up against the back wall of the Shed.
* Preset 3: Roof - On the roof above the dead-end area of the Porch.
* Preset 4: Shed - On the floor, on the side opposite of the Generator.
* Preset 5: Pedestal Room - Up against the back wall.
* Preset 6: Outside - On the Porch, at the dead-end area, up against the wall to the left.

## Trivia

* The **Plank's** use is identical to the first Granny game, having the Player place a plank as the only way to cross a gap to get into another room.
	+ The way to obtain it is different, however; It is just another item to casually be found. The first game required you to use a hammer on some boards to obtain atleast one.
* The **Plank** used to have slightly different spawning locations in previous versions.
	+ Preset 1: Nursery - Up against the wall to the right (changed in Version 1.1).
	+ Preset 5: Pedestal Room - Up against the wall to the left (changed in Version 1.1).
		- It is unknown why this position was changed, as this was a minor position change.

## Gallery

The **Plank** as seen in the Shop Backroom on Preset 1.The **Plank** as seen behind the Shed on Preset 2.The **Plank** as seen on the Porch's Roof on Preset 3.The **Plank** as seen in the Shed on Preset 4.The **Plank** as seen in the Pedestal Room on Preset 5.The **Plank** as seen on the Porch on Preset 6.The **Plank** as it used to appear in the Nursery on Preset 1, prior to Version 1.1.
Introduction

The introduction is a small cutscene that shows how the player ends up in granny's house. You can turn it on or off by clicking the 'show intro' box on the main menu of the game.

## Description

The Player arrives at the gate and opens it a bit. They then enter the yard, however, Granny closes and locks the gate with a mechanism from within the house. The player then crosses the bridge with no other place to go. The bridge is then raised from behind them as they look back. They then move to the car, looking at the scale of the house. They then make there way to the porch, up the steps, and to the door. Grandpa then shows up, making a crunch on the grass to signal his presence. The player then turns around, frozen as Grandpa then shoots them. Granny then opens the front door for some reason knocking the Player to the side as they fall. The gameplay then starts like the predecessors, with a waking up animation, though this time the Player is just on the floor.

## Trivia

* The reason the Player shows up is revealed in the Steam description, stating that the player is an explorer.
* This is the first Granny Game to have an opening cutscene in the mobile version.
* The trailer explains the Grandparents whereabouts when they trap the Player at first.
	+ Grandpa is hiding behind one of the trapezoid lookouts of the house, the one at the Kitchen entrance
	+ Granny is waiting for the arrival of the Player at the Gate's Button, ready to press the button to lock the Gate.
	+ It is unknown how the drawbridge raises itself though.
		- The Bridge Crank isn't even placed.
		- It might be Slendrina doing some black magic
	+ It is unknown how they knew the Player was gonna show up unless they waited there 24/7.
* There is a skip intro tick box in the main menu, however, there is also a skip cutscene button in the cutscene itself, making one of the two pointless.
	+ The predecessors PC ports don't even have the Skip Intro option.
* The waking up animation at the start of a new day is noticeable much faster in this game compared to the other 2.
	+ Most likely because of how long the first lock pick session is
Station Entrance

The Station Entrance is a way into the Train Station. It gives you access to the Train and Shop.

## Station Entrance

### Items

Generator Cable, Firewood, Shed Key, Teddy, Matches, Coconut

## Appearance

It is an old abandoned train station. The way in is a hole messily dug by Granny and Grandpa. To the left is an askew Crate (The Station Crate), and stairs covered by a cave in of dirt. To the right is the Ticket Vendor and two disheveled wardrobes. One has its door torn off and is tipping atleast 45 degrees onto the other locker. The other locker is much less askew and the door is still on it.

To the right again is more stairs leading down to the Train Docks, a vent to the Shop Backroom and a doorway to the Reception Room. Opposite the Reception Room is a turnstile that has been slightly thrown over.

## Trivia

* People theorize the train station was long abandoned but Granny and Grandpa just so happened to dig into it while extending the Cellar.
* You can't crouch under the turnstile but it will lower your height for some reason.
Player

* Standing
* Crouching
* Hand
* Joystick

The **Player** is the main protagonist of Granny 3, and is the person that is controlled throughout the game.

## Appearance

The **Player's** appearance is left to ambiguity as the Player can be envisioned as whoever is playing the game. The standing and crouching icons on mobile do depict the Player as a basic masculine figure, however.

## Background

In the cutscene, the **Player** can be seen entering the house through the Front Gate, which subsequently shuts and locks behind them. After they approach the Car, the Drawbridge also lifts up behind them. When the **Player** steps onto the Porch, Grandpa appears behind them, and shoots them. As they fall to the ground, the door to the Foyer opens up, hitting them.

## Quotes

"I need a Padlock Key"
"It's too dangerous"

"There is no electricity"
"A barrel full of water"

"Its full...better not drop it"
TBA

## Trivia

* Even if the **Player** gets shot by Grandpa (with the Shotgun), mauled by the Alligator, or falls all the way from the Roof, they will still survive to the next Day with minor injuries, if they have any left.
* Unlike the previous games, the **Player** does not say, "I need to leave this house..." when they wake up on Day 2.
* According to DVloper, he does not planning to add an actual identity for the **Player** because they are the person who plays the game.
	+ In the description on Steam, it claims that the **Player** is an explorer, which is a hobby not everyone has.
* The joystick for the **Player's** HUD is the same as the one that appears in *Slendrina X*.
* Unlike *Granny: Chapter Two*, the standing and crouching icons are not reused from *Granny*, and instead this game uses its own graphics.
Dining Room

The Dining Room as it can be seen in the house.

The **Dining Room** is a room in Granny 3.

## Appearance

The **Dining Room** has a dusty wooden floor with a black wallpaper with a fancy yellow pattern. In the middle of the room is a wooden orange dining table, with chairs of the same material with light brown fabric cushions lined up in a row of four on each side. Furthermore, there is a tan and black carpet on the floor, which is very desaturated and dusty.

On the right wall of the room is a wide china cabinet with two cupboards that have orange cubical handles, a cubby, two shelves, a marble counter, and a golden crest. The china cabinet has books on its bottom shelf. To the right of the cabinet is the Food Elevator, or more specifically its entrance to the **Dining Room**. Part of this room's ceiling is missing, so you are able to look into the Outer Nursery from here, or drop down from it.

## Spawning

* Always: Shotgun Ammo - On the marble counter (2x).
	+ The Shotgun Ammo will always appear here as long as Grandpa is home.
* Preset 1: Teddy - In the china cabinet, in the right cupboard.

## Trivia

* The table is a crawl space, and the Player can crouch under it.
	+ You can also walk on the table if you drop from the Outer Nursery.
* The Food Elevator will always pass this floor without stopping, even if you press the button located in this room.
* This is the first game to have an official and unique china cabinet for the **Dining Room**.
	+ Granny reuses the glass case wardrobe from the Study.
	+ Granny: Chapter 2 uses an empty version of the bookshelf from the first floor.
* The books on the china cabinet have been carried from each house the grandparents have occupied in previous games.
	+ This is also the first game where they aren't on a bookshelf that can move aside to show a secret room.
	+ The books are a model reused from the Slendrina series.
* The table is one of the only crawl spaces in the game, the other being the banisters(which don't protect, they are only shortcuts), the Food Elevator, and the vent in the Shop Backroom.

## Gallery

The Teddy as it appears here on Preset 1.The Shotgun Ammo that appears here on Extreme Mode and under.The Food Elevator as seen in here.
Escapes

Escapes are the way to beat the game in Granny 3.

## Gate Escape

The player needs to unlock the Shed and fix the Generator, then turn it on to get power. They then need to lower the drawbridge with the Bridge Crank. Finally, they need to obtain the Fuse and insert it into the Control Panel. They can then open the Gate and leave. When they do, the game shows Granny and Grandpa at the Front Yard, parallel to the Gate, searching idly. Slendrina will then appear behind them.

## Train Escape

The Train Escape requires the player to obtain the Ticket with a Coin or kill the Robot. This will then grant them access to the Train (by pleasing the Robot or grabbing its Controller and unlocking the Train yourself.) You then need an Accelerator and Train Key to put into there respective slots in the Conductor's Booth. You also need an Electric Switch to finish up the Electric Box to give the Train power. Once you close all the doors on the Train, you can interact with the Accelerator to escape.

The game then pans back on the Grandparents (and the Robot) searching. Grandpa is near the Robot and Granny is by the steps, and Slendrina appears between them.

## Trivia

* Prior to 1.0.2, if you played with only one or none of the enemies, they would appear in the Gate ending, but only their eyes and weapon (grandpa only) would show.
	+ This problem also occurred in the Game overs.
* In the Gate Escape, unlike previous games, the Grandparents are in the Yard instead of past the Gate (and in previous games cases, the Front Door).
* If you escape while holding the Teddy or the Grandparents just being mad, they will still be enraged in the cutscenes, but not pursuing the Player for some reason.
* Slendrina shows up in the escape endings, but not the Game Over endings for some reason.
Bed

Beds are a furniture, in which some you can hide under, in Granny 3.

## Appearance

There are two types of beds in this game. One are Grandpa's red, pink and white quilt beds from Granny Chapter 2, and one is the Starting Bedroom Bed from Granny 1.

## Trivia

* You can't hide under the old bed from Granny 1.
	+ In Granny 1, you could hide under it.
Train

The **Train** is an escape method that appears in Granny 3.

## Appearance

The **Train** is a single train car that is painted red and badly rusted. It has multiple windows on both sides of the car, as well as in the conductor's booth, and on the back side. On the front of the Train, on the top plate, is the word "Freedom" written in black sharpie. Similarly, on the backside, "Hell" is written in black sharpie.

The **Train** has two doors on each side that can be used to enter it, with the doors themselves being a pair of two sliding doors, accompanied by red buttons on both the interior and exterior. In between the doors is a little mechanism where the Door Activator would go to unlock the **Train**. The doors on the right side of the Train do not have buttons, and therefore do not work.

Inside the **Train** are four rows of brown leather seats on each side of the **Train**. The conductor's booth has a manual sliding door with a handle in the shape of a dial. The conductor's windows are the only windows that have glass, with said glass having dirt on them. There is also a little booth with two dials, a keyhole for the Train Key, and a stub for the Accelerator. There is also a white light indicate the power status of the **Train**.

## Escape Method

To get the **Train** up and running, the Player must first find the Coin, and then insert it into the Ticket Vendor. When the Player gets the Ticket, they must show it to the Robot, so that it can unlock the **Train**. Alternatively, the Player can "decommission" the Robot to take and use the Door Activator themselves.

The Player must then find and put the Electric Switch into the Electric Box. When that is done, they must flip all the switches to restore the **Train's** power. After that, the Player must then place the Train Key and the Accelerator into there respective spots in the conductor's booth. After all of that is finished, you can interact with the Accelerator, and the Escape cutscene will begin.

## Trivia

* This is the first vehicle escape in a *Granny* game that does not require Gasoline as a source of fuel.
	+ The equivalent of this is the need to flip all the Electric Switches in the Electric Box all the way at the right of the Subway Station.
* The **Train** is used for the third Game Over, in a manner very similar to the Car, in which the Player gets rammed with it.
	+ Granny is the pilot of the **Train**, controlling it like she did with the Car.
	+ Granny backs up into the wall behind the **Train** like she does with the Car in the Car Game Over from the original *Granny*, where she backs up for maximum ramming power.
		- The Player also does this in the Escape cutscene.
	+ The Player is tied to the escape door.
		- In *Granny*, they are tied to the Garage Door instead of a gate.
* It is unknown whether the grandparents own the **Train**, and to an extent, the Subway Station.
	+ It is implied that they accidentally dug into the area when they were possibly expanding the Cellar.
* There are more doors on the other side of the **Train**, but for some reason, there are no buttons present to operate them.
Attic Hall

The **Attic Hall** is one of the more empty and unfurnished rooms of the house. It is located in the Attic, and was added into the game in Version 1.0.

## Attic Hall

### Rooms

* Gate Control Room
* Nursery

## Description

This room is relatively extensive in length. It has a dead-end side with a banister, which the player can crouch underneath in order to drop down. On the other side, is a large gap, with a few planks hanging off the wall, implying that it, well.. broken. The Plank can be placed in order to cover up the gap, allowing the player to cross to the other side. The player can also drop down the hole, in order to escape in a chase. There is also a Creaking Floor in the middle of the hall, next to the gap.

## Trivia

* This is one of the few rooms that do not contain any items whatsoever.
Shop Backroom

The **Shop Backroom** is the storage room in the back of the Shop.

## Appearance

The **Shop Backroom** has two bookshelves, one on the front wall and one on the back wall. The front bookshelf has 3 soup cans placed on the second from top shelf. There are two trash bags to the left of the back shelf. On the wall to the left is a vent out of the room and into the Station Entrance. There is a vent cover to the left of this entrance propped against the wall. It has a gold frame and a grey metal mesh.

You must use the **Shop Backroom** to gain access to the vent, which leads back into the Station Entrance. This can be good for luring the grandparents to a harmless location.

On Hard Mode and Extreme Mode, this room is boarded up by orangish brown wooden boards. It requires the Crowbar to take remove them.

## Spawning

* Preset 1: Plank - To the right of the front bookshelf.
* Preset 2: Weapon Key - On the front bookshelf, on the second from top shelf.
* Preset 5: Coconut - On the back bookshelf, on the second from top shelf.

## Trivia

* You can enter the **Shop Backroom** prematurely on harder difficulties by throwing an item over to the other side of the boards and wait for Granny to knock them down.
	+ This method only works if Granny is active, or if you have Grandpa's Vase if only he is active.
* It is not necessary to enter this room, even on harder difficulties, as there are only 3 out of 6 presets that have an item spawn in here.
	+ It is very convenient when luring the grandparents here, however, by using Grandpa's Vase or the Teddy.
* A lock paradox happens on Preset 2 if you select Hard Mode and Granny only. The Weapon Key is needed to get the Crowbar, but you need the Crowbar to enter this room. You can't use the Shotgun because Grandpa isn't present.

## Gallery

The Plank as it appears here on Preset 1.The Weapon Key as it appears here on Preset 2.The Coconut as it appears here on Preset 5.
Door Activator

The **Door Activator** is an item that can be used to unlock the Train in Granny 3.

## Appearance

The **Door Activator** is a scratched metal box, with a beveled cylinder in the middle, protruding out from the top surface. The top of the cylinder is colored black.

## Use

The **Door Activator** can be used by both the Player and the Robot. Simply using the passive Ticket procedure will make the Robot navigate towards the Train Car, and unlock the door.

However, if the Player chooses the aggressive route, they must pick up the Slingshot or Shotgun, and shoot the Robot a few times, which will cause it to explode. Upon the explosion, the **Door Activator** will pop right off, and the Player will be able to pick it up. They must then bring it to the Train, and use it on a device that looks similar to the **Door Activator**.

## Spawning

The **Door Activator** always spawns on what would be considered the Robot's "stomach." Simply destroying the Robot will cause the **Door Activator** to fly off, usually being launched away from the explosion.

## Trivia

* The **Door Activator** has a similar situation to the Meat from Granny: Chapter 2; It is a relatively unused item due to the other route of accessing the Train, that being the Ticket, being far more practical.
	+ It is probably the most unknown item to exist in the Granny series in terms of mainstream knowledge, due to the aforementioned circumstances.
	+ In the [1]Meat's case, it is the aggressive route being more convenient rather than the passive route.
Coin

The **Coin** is an item that can be inserted into the Ticket Vender to obtain the Ticket. It was added in 1.1.

## Appearance

The **Coin** is a small gold coin with a face on it that has branding which reads, "1 MILLION KRONOR DVloper 2020."

## Use

The **Coin** must be brought down to the Station Entrance and inserted into the top slot of the Ticket Vender. When this is done, you need to hit the button, and the Ticket will pop out of the bottom slot.

## Spawning

* Preset 1: In the Coconut
* Preset 2: In the Coconut
* Preset 3: In the Bird's Nest
* Preset 4: In the Coconut
* Preset 5: Bedroom 2 - In the right drawer
* Preset 6: In the Nursery Crate

## Trivia

* The **Coin** is based on *Swedish Krona*, the currency that is used in Sweden (which is the same country that DVloper resides in).
* The **Coin** uses the exact same model and texture from *The Twins*, however, it is scaled down and does not have a green aura around it.
	+ The sounds for the **Coin** are also different from *The Twins*.

## Gallery

The **Coin** as it appears in the Coconut on Presets 1, 2, and 4.The **Coin** as it appears in the Bird's Nest on Preset 3.The **Coin** as it appears in Bedroom 2 on Preset 5.The **Coin** as it appears in the Nursery Crate on Preset 6.
Living Room

The **Living Room** is a room located on the first floor, connected to the Foyer by a door.

## Appearance

This room has a red, black, and yellow wallpaper design, as well as an old wooden flooring. The room has an old TV made an orangish-brown wood with multiple black dials and a dusty screen. In the middle of the room is a fancy brown and tan rug, with an orange oval-shaped wooden coffee table sitting on top of it.

There is also a dusty, patchy light red sofa with brown wooden armrests and legs. Towards the back of the room is a brown wooden locker with a golden crown. The door of the locker has nine circular holes, as well as a golden handle.

## Trivia

* Prior to Version 1.1, the Teddy spawned here on Preset 6, on the sofa.
	+ Nothing spawns in this room anymore, making it pointless to search here.
* The coffee table, rug, TV, and sofa model all come from *Granny: Chapter Two*.
	+ Unlike in *Granny: Chapter Two*, you can hide under the sofa in this game.
	+ Furthermore, Grandpa sleeps on the bed in Bedroom 1 instead of on the Sofa in this game.
* The locker that appears here is a slightly edited version of the main locker model that appears in *Granny*.
* The TV in this room blocks you from hiding behind the door, making this one of the only rooms in the game where you cannot hide behind a door.
	+ You can sometimes get pushed into the TV by the door.

## Gallery

The Teddy as it used to appear here on Preset 6.The sofa, as well as the UI prompt to hide under it.
Roof

*This Page is in Progress. You can help Granny 3 Wiki by expanding it.*This is a location in Granny 3 where the Crow resides. There is also openings where you can get

## Roof

### Inhabitants

Crow

into the Bedroom 2 and the Nursery, BUT BE CAREFUL: If you do not fall correctly you will be knocked out.

## Spawning

Preset 3 - Plank on the left area of the Porch's Roof

Preset 4 - Firewood on the outer flooring of the paned tower on the front edge

Preset 5 - Firewood on a front shelf of the Porch's Roof

### Crow's Nest

Preset 1 and 6 - Shed Key

Preset 2 - Train Key

Preset 3 - Coin

Preset 4 - Generator Cable

Preset 5 - Electric Switch
Granny (series)

## Granny

* v1.3.2+
* v1.2 - v1.3
* v1.1 - v1.1

### Current Version

1.7.9 (Android, iOS)
1.2.1 (Microsoft Windows)

### Platform

Android
iOS
Microsoft Windows

### Release date

November 24, 2017 (Android)
December 11, 2017 (iOS)
November 20, 2018 (Microsoft Windows)

### Current Version

1.1.9 (Android)
1.1.10 (iOS)
1.1.6 (Microsoft Windows)

### Platform

Android
iOS

### Release date

September 6, 2019 (Android)
 September 7, 2019 (iOS)
December 30, 2019 (Microsoft Windows)
Loxta

## Early Server History

Loxta was among the initial 21 members of the XLSMP, and was present the first day of the server (May 27th, 2021). He initially intended to survive on his own, although he found himself following Hunicrisp and Moodledoodle on the first night of the SMP. They travelled by boat to find a place to live, settling on a land mass a few hundred blocks from spawn which would eventually become Great New Idaho.

### Great New Idaho

Great New Idaho (commonly abbreviated to GNI) was one of the first nations to be founded on the XLSMP. For more information about GNI, see Great New Idaho.

## Events

### XL Speed Dating

Loxta participated in JeweledMuffin's XL Speed Dating event on June 1st, 2021, arriving in formal attire for the first time on the SMP. Throughout the event, he passed out photos of James Corden's performance in the hit musical, *Cats*. Midway through the event, Loxta and Kicktriple ran off to "speedrun marriage" when they were paired together. After the event, Kick and Loxta admitted to their speed marriage, only to realise that they had nobody to officiate them. The members of the event then insisted that JeweledMuffin should officiate their wedding, and a majourity of the group flocked to the wedding arch. Kick and Loxta quickly changed into wedding attire and exchanged vows, only for Loxta to "kiss" Kicktriple by killing him with a diamond sword.

## Notes

* Loxta had the longest "0 deaths" status of everyone on the server, until SimonXL killed him on June 6th, 2021.
* Loxta's skin is based off of Wilbur Soot's minecraft character from the Dream SMP.
* Loxta has Deuteranomaly, a type of red-green colourblindness.
Crow

**Crow** is one of the two quaternary antagonists in Granny 3, the other being the Alligator.

It first appeared in Granny.

## Appearance

It is a crow with black feathers, black eyes and a grey beak.

## Behavior

The **Crow** is stationary, as it sits in its nest on one of the chimneys of the house, where it remains for the whole game unless eliminated or taken out of the nest. The **Crow** always spawns with an important item in its nest, and it will attack the Player if he attempts to take it.

## Trivia

* The two ways to take the item from the **Crow** safely are either lighting up the chimney, so that the smoke scares it off, or shooting it with the Shotgun.
	+ The chimney method is not permanent, as the **Crow** will return shortly after the fire goes out.
* Unlike in the first game, the **Crow** cannot be permanently killed, and if the Player gets knocked out, it respawns in the next day.
* The **Crow** will always face towards the Player, indicating that it is guarding the item and that it can't be approached without being hit.
* Killing the **Crow** will have the same effect to gameplay like holding the Teddy, where Granny and Grandpa will enter Rage Mode
Bedroom 1

**Bedroom 1** is a room where the Weapon Safe is located, as well as a room Grandpa periodically goes to sleep in.

## Appearance

**Bedroom 1** is small bedroom with a gold, white, and blue wallpaper. It houses a fireplace, which is next to the doorway, a desk with two drawers, which is front of the doorway, but placed against the right wall, and a red and white bed, as well as the Weapon Safe, both being on the left of the room.

## Spawning

The Slingshot will always spawn in Bedroom 1, inside the Weapon Safe.

* Always: Shotgun - On the floor, next to the bed, leaning against the wall.
	+ It only appears here if Grandpa comes to sleep on the bed, however.
	+ Grandpa must be enabled for the Shotgun to be present at all.
* Preset 1: Padlock Key - In the desk's right drawer;
* Preset 6: Matches - In the desk's left drawer.

## Trivia

* Various assets are reused from previous *Granny* games:
	+ The desk is reused from *Granny*.
	+ The rug and bed are reused from *Granny: Chapter Two*.
* This is the only game in Granny trilogy, where the Weapon Safe is in a room that isn't some sort of secret.
	+ In *Granny*, it is found in what is supposedly a hidden area of the house.
	+ In *Granny: Chapter Two*, it is found in a secret room that is blocked by a bookshelf.
* Hiding under the Bed in this room is risky, because Granny and Grandpa can still catch you, even if they didn't see you hide under it.
	+ Hiding behind this room's door is better; even if you hold the Teddy, the grandparents won't reach you if you stay close to the corner.
Stones

**Stones** are items that are used as ammunition for the Slingshot in Granny 3.

## Appearance

The **Stones** are grey in color, and are very rough. All **Stones** have the same appearance when on the ground. When more than one is displayed in the inventory, they have unique shapes.

## Use

The main use of the **Stones** is to provide ammunition for the Slingshot. With the Slingshot, they can be used for:

* Defending against Granny and Grandpa.
	1. Stunning a grandparent by hitting them anywhere lower than the head.
	2. Knocking a grandparent out by hitting them in the head.
* Knocking down Granny's Vase and Grandpa's Vase from the Attic support beams.
* Destroying the window to climb into the Reception Room.
* Decommissioning the Robot to collect the Door Activator.
	+ It takes three shots to completely destroy the Robot, so this is unadvisable.
* Annoying the Crow.
	+ This does not do anything substantial, as it only makes the Crow jump for a second.

## Spawning

The **Stones** spawn randomly anywhere on the grass Outside, including under things like the Car or across the Moat. They will keep spawning until the game ends, making them infinitely more abundant than Shotgun Ammo, especially on harder difficulties. After a minute or so of existing, a **Stone** may despawn.

## Trivia

* You can pick it up without having the Slingshot in your hand, making it the first ever (and currently only) ammunition in a Granny game that can be picked up without its weapon.
* The **Stones** are the only item to not have a yellow highlight in the game.
* The Player can only take up to three **Stones**. If they try to pick up a fourth one, they are prompted with the quote, "I can't carry any more stones."
* The stones are a visible projectile while being shot from the slingshot.
	+ Unlike the Tranquilizer Darts and Stun Gun Ammo from the previous Granny games, the **Stone** projectile does not turn into an item that can be used again, meaning the Player has to find more **Stones** outside once they use one.
		- This is the first ammunition for an infinite ammo weapon to not be reusable, and instead, more will spawn in.

## Gallery

A **Stone** as seen Outside.The **Stones** in the Player's HUD.
Bridge Crank

The **Bridge Crank** is an item used to raise the Drawbridge to access the Gate in *Granny 3*.

## Appearance

The **Bridge Crank** is a brown wooden ring with thin bars of wood going into a middle ring, which has a hole in it. There is also a metal peg placed on the outer ring.

## Usage

The **Bridge Crank** must be placed on the peg of the pillar that is located near the Drawbridge. Once it is placed, you must interact with it again, and it will spin around, lowering the bridge.

## Item Locations

The following list regards each spawning location for the **Bridge Crank**. For more information on item spawning positions, see Item Locations.

* Preset 1: Old Bedroom - On the table, propped against the wall.
* Preset 2: In the Safe.
* Preset 3: In the Nursery Crate.
* Preset 4: Old Bedroom - In the locker.
* Preset 5: Reception Room - To the left of the cabinet, propped against the back wall.
* Preset 6: Old Bedroom - On the bed.

## Trivia

* In the opening cutscene, the Drawbridge raises despite no one being at the pillar to do so.
	+ The **Bridge Crank** is also completely absent from where it is supposed to be when this happens.
* The **Bridge Crank** is one of the only items to spawn in the same room three times, being able to spawn in the Old Bedroom on three separate occasions.
	+ The only item to also have this trait is the Weapon Key, spawning in the Kitchen on three separate occasions.
* The **Bridge Crank** used to have slightly different locations in previous versions.
	+ Preset 1: Old Bedroom - On the table, but not against the wall (changed in Version 1.1).
	+ Preset 3: Shed - On the floor, in the back right corner (changed in Version 1.1).
	+ Preset 5: Kitchen - In the middle drawer in the back (changed in Version 1.1).

## Gallery

The **Bridge Crank** as it appears in the Old Bedroom on Preset 1.The **Bridge Crank** as it appears in the Safe on Preset 2.The **Bridge Crank** as it appears in the Nursery Crate on Preset 3.The **Bridge Crank** as it appears in the Old Bedroom on Preset 4.The **Bridge Crank** as it appears in the Reception Room on Preset 5.The **Bridge Crank** as it appears in the Old Bedroom on Preset 6.The **Bridge Crank** as it used to appear in the Old Bedroom on Preset 1, prior to Version 1.1.
Moat

The Moat is a place in Granny 3. This is the place where the Alligator resides in.

## Appearance

It is a trench ringing around the house just past the brick wall. It is filled with 'disgusting water'. On the PC Port, there seems to be a layer of fog over the water.

## Behavior

Once or if you fall in here, you're trapped. The only way to get out is to wait for the Alligator to come and kill you. The Moat is an obstacle to bypass for your escape. You can get past the Moat by lowering the drawbridge.

## Trivia

* Items that get thrown into the moat always respawn near the guillotine so the player wouldn't lose them.
Guillotine

The **Guillotine** is a structure in Granny 3.

## Appearance

The **Guillotine** is a small, basic model of a guillotine. It has brown wooden legs to stand on, tan wooden planks as a surface, and tan boards that serve as a shackle for a neck.

The front legs extend upwards, and meet with a plank at the top. A blade is suspended at the top, in-between these legs, which is covered in dried blood and rust. There is a basic wooden lever on the side of the front left leg.

## Behavior

Using the lever of the **Guillotine** will cause the blade to drop down, then slowly risee back up. This attracts Granny whenever it happens due to the noise it makes. If you place the Coconut in the place where a neck would go, and then use the **Guillotine**, it will cut open the Coconut and reveal whatever item was inside it.

## Trivia

* Everything down to its model, uses, and sounds are taken from Granny, with the exception that the fruit it chops this time is a Coconut, rather than a Melon.
	+ Unlike the first game, there is no Game Over scene that involves the **Guillotine** in Granny 3.
* There is a glitch where after multiple uses, the **Guillotine** can no longer be interacted with, and you must die or put the Coconut in it to reset the functionality.
	+ This glitch is present in Granny as well.
Slendrina Ritual

Slendrina's Ritual is a puzzle in Granny 3.

## Puzzle

To make the ritual happen, you need to get the Teddy and drop it inside the Crib. The ritual then starts.

## Behavior

Pulling off the puzzle, results in Slendrina showing up infront of the Crib. She will become inactive for the rest of the game if she was active. She will also give you an item regardless if she was actually active or not.

## Drops

Preset 1 and 5 - Safe Key

Preset 2, 3, 4, and 6 - Padlock Key

## Trivia

* The Ritual is the same as the one in Granny 1.
	+ However, Slendrina is animated, and an item also spawns where she was once she disappears.
* The Ritual uses the same music and Crib model as the first game
* The Weapon Key used to drop from this on Preset 6, it was replaced by the Padlock Key. This happened since Version 1.1.
	+ The Padlock Key was also removed from spawning here on Preset 5, which was replaced by the Safe Key.
Microsoft+

Microsoft Plus Is A Streaming Service Unlike Microsoft Stream. Launched In 2021. Microsoft And El TV Xavier And VideoSoft And A&E

### Microsoft

Microsoft Windows Commercial Collection

Bill Gates Videos

### El TV Xavier

Doki

Sunday Night Live

El TV Xavier 2

Canal+ (El Xavier)

Streets Of Tilden

PB&J Otter (El TV Xavier Version)

### VideoSoft

Mad El Xavierain Teenager

Leland And Leanna's World

Crafting With Anabella

FicoTehOtter

### A&E Networks

A&E

History Channel

Lifetime
Bathroom

The **Bathroom** is a room in Granny 3. It is located on the 2nd floor.

## Appearance

The **Bathroom** has a near-same appearance as the rest of the 2nd floor, with a high white wooden molding, followed by a blue and white wall paper the rest of the way up. The **Bathroom** uses the same flooring as the rest of the house, being dusty wooden planks.

It has a salmon toilet with a disconnected basin high above it, with a fully interactable flush string (that lures Granny). The toilet looks like it has a yellow substance like sand in it for some reason. There is also the Kitchen Chimney, stemming into this room, with the Safe built into it.

There are two sinks with the same color as the Toilet, spaced apart because of the triangle window. They have gold colored valve handles and a faucet. Above each sink is a gold rimmed sink, each with distinct cracks. There is also a Fancy Locker to the left of the entryway. The piping of the appliances are large gray metal cylinders with chipping.

## Spawning

* Go to the Safe page or Item Locations for info on what spawns in the Safe.

## Trivia

* The Shed Key used to spawn on the lip of the left sink on Preset 4, but was moved to Bedroom 2's left drawer.
	+ It is unknown why this change occurred, though it was most likely to make it easier to find for newer Players.
* This is the first Granny game that allows you to flush the toilets
	+ Many youtubers have attempted to flush the toilet (with success), and then realize it attracts Granny, almost always in the exact same formula.

* If Grandpa or Granny is chasing you and you hide in the Fancy Locker even if they didn't see you, they will usually still jumpscare you.
	+ This is a result of the newer AI implementation in this game, in which Granny and Grandpa will be able to track your location for a little longer if you get out of their view.
	+ There is also a glitch where they sometimes don't get you even if they open the door, even leaving you. It only works part of the time
		- This doesn't work with the other locker in the Living Room.
* For some reason the Safe is built into the Chimney of all things, which would logically make the Chimney ineffective.
	+ Two points to make are that the walls are built too thin in this house, and that the Safe was built after the house was abandoned (by the Grandparents), and that Granny and Grandpa do not need to cook meals due to their status.

* If Grandpa or Granny is chasing you and you hide in the closet even if they didn't see you, they will usually still jumpscare you.
	+ It is unknown if this is a glitch or intentional
	+ This can be bypassed by hiding behind the door, as even if you are holding Teddy they won't kill you if you stick by the wall
Ticket Vendor

The **Ticket Vendor** is a vending machine on the wall of the Station Entrance in Granny 3.

## Ticket Vendor

### Use

To give player the train ticket using the coin.

## Appearance

It is a rusty blue block mounted on the right wall of the Station Entrance. It has two slots, one on the top and bottom. The top slot is vertical while the bottom is horizontal. The top slot also has a label of the Coin item to the left of it, with an arrow signaling that the Coin is to be inserted into the slot. In between the two slots is a red button with a scratched metal base.

## Behavior

The **Ticket Vendor** holds the Ticket item. In order to get the Ticket, you must obtain the Coin and insert it into the top slot. Upon insertion, you must then hit the red button and the Ticket will slide out the bottom slot.

## Trivia

* It is unknown how many tickets the vendor still has.
Version 1.1.2

**Version 1.1.2** is a patch update for Granny 3. It was released on September 20, 2021 for Google Play.

## Official Changelogs

### PC Version

* Now it's easier to smash the window with the slingshot's stones.
* The chair has been removed in the subway.
* Fixed a few minor issues with the ticket robot.
* Fixed some other small bugs.

### Mobile Version

* Now it's easier to smash the window with the slingshot's stones.
* Fixed a few minor issues with the ticket robot.
* Fixed some other small bugs.

## Changes

* Improved hitting and breaking the Reception Room's window with Slingshot Stones.
* Fixed a few issues with the Robot.
* Fixed "other bugs."
* The chair in the Reception Room was deleted. (Steam only)

## Trivia

* For whatever reason, the PC version of Version 1.1.1 released earlier than the Mobile version of this update, and therefore Version 1.1.1 changed and fixed more things on Mobile, including the removal of the chair.
Sofa

The Sofa is a furniture and hiding place in Granny 3. It can be found in the Living Room.

## Appearance

It has retained what it looks like from Granny 2, redish pink dirty cushions with a grayish black frame.

Unlike Granny Chapter 2, you can hide under it like a bed.

## Trivia

* You can hide under it unlike Chapter 2.
* Grandpa sleeps on the bed in Bedroom 1 instead of on the Sofa, a contrast between the previous game.
Nursery

The **Nursery** is a room that contains the crib, allowing you to activate the Slendrina Ritual here if you have the Teddy.

## Appearance

This room has a similar appearance to the rest of the Attic, although it has a scratched up yellow wallpaper, and waist-high wall moldings. The floor is made of a dusty old wood, and the room lacks a ceiling. Above this room is the underside of the Roof.

The clock is on the back wall opposite of the doorway, while the crib is just to the right of entry, but not against a wall. It is also diagonally rotated, and the mannequin is in between the two, standing close to the middle of the room. The Kitchen chimney can be seen going through the middle of this room.

## Trivia

* You can't interact with the clock's face, unlike in *Granny: Chapter Two*, where the model was borrowed from.
	+ The clock's pendulum is no longer animated either.
* Granny's Mannequin can be knocked over and even makes noise, however it is useless as Granny can't access this area at all.
	+ The model and sound are reused from *Granny*, although the mannequin in that game went back to its original position when knocked over.
* The Plank used to spawn here, on the right wall, closer to the back of the room and leaning against the wall. It was moved in Version 1.1.

## Gallery

The Plank as it used to appear in the **Nursery** on Preset 1, prior to Version 1.1.
Accelerator

The **Accelerator** is an item that is used to repair the Train and control its speed.

## Appearance

The **Accelerator** is a scratched metal cylinder, with a protrusion at one end for its dusty wooden handle. In the middle of the bottom of the cylinder is a square hole cut out, for placement on the black stub on the Train. The handle comes out of the protrusion of the cylinder, and shrinks shortly after, being growing to an eventually beveled end.

## Usage

The **Accelerator** should be inserted on the large black stub sticking out of the Control Booth. Once all other components of the Train are activated, the **Accelerator** must be interacted with for the Train to gain motion. If the doors are open, the Player will be prompted to close them. Once the Train is in motion, the game will enter an ending cutscene.

## Item Locations

The following list regards each spawning location for the **Accelerator**. For more information on item spawning positions, see Item Locations.

* Preset 1: Shed - In the tool cabinet, on the second from bottom shelf.
* Preset 2: Old Bedroom - In the right drawer cubby.
* Preset 3: Previous Victim's Cell - On the bottom shelf of the storage rack.
* Preset 4: In the Pedestal Safe
* Preset 5: In the Nursery Crate.
* Preset 6: Foyer - In the marble desk's left drawer.

## Trivia

* The **Accelerator** is the first item in a vehicular escape in the *Granny* trilogy that needs to be used last that isn't also the vehicle's key.
	+ This is also the first item in a vehicular escape that doesn't automatically start the escape when first used.

Sounds

 When the **Accelerator** is placed

## Gallery

The **Accelerator** as it appears in the Shed on Preset 1.The **Accelerator** as it appears in the Old Bedroom on Preset 2.The **Accelerator** as it appears in the Previous Victim's Cell on Preset 3.The **Accelerator** as it appears in the Pedestal Safe on Preset 4.The **Accelerator** as it appears in the Nursery Crate on Preset 5.The **Accelerator** as it appears in the Foyer on Preset 6.
Outer Nursery

The **Outer Nursery** is a room located in the Attic. It connects to the Nursery, the Old Bedroom and the Attic Hall. This room includes Granny's Vase, an entrance of the Food Elevator, and a Crate.

## Appearance and Features

The room has tan wallpaper that is badly torn from the wall, as well as a dusty wood flooring. There is no ceiling in this room, exposing the roof and the support beams.

The Food Elevator has access up here, and can transport the Player here, or they can drop down through it. There is a wheelchair around a meter in front of the Food Elevator. Beside a wall, to the side the wheelchair, there is the Nursery Crate, where an item, which defined by the preset, lies. The chimney with the Crow on it runs through this room, across from where the entrance to the Food Elevator is. The middle of the room has a collapsed floor, which makes traversal of the house harder.

## Accessibility

Due to the broken flooring across the Attic of the house, you will need to use unconventional methods to access this room. You can either drop down from the hole in the Roof (using the Gate Control Room to get up). If the Generator is active, or it is Easy Mode, you can also use the Food Elevator to access this room. This room is the only way to access the Nursery, and by extension, the Slendrina Ritual puzzle.

## Item Locations

The following list regards on what can spawn in the **Outer Nursery**. For more information on item spawning positions, see Item Locations.

* Always: Granny's Vase - On the support beam above the hole in the floor.
	+ You will need either the Slingshot or the Shotgun to obtain this.
* Preset 1 - Coconut - In the Crate
* Preset 2 - Generator Cable - In the Crate
* Preset 3 - Bridge Crank - In the Crate
* Preset 4 - Electric Switch - In the Crate
* Preset 5 - Accelerator - In the Crate
* Preset 6 - Coin - In the Crate

## Trivia

* The wheelchair reappears in this game, being a borrowed model from *Granny*.
Safe Key

The **Safe Key** is an item in Granny 3 that is used to open the Safe. It was added in Version 1.0.

## Appearance

The **Safe Key** is a scratched, rusty golden key, with an oval-shaped handle with a circular hole in it. Its blade consists of a long cylinder with three rectangular teeth sticking out at the bottom.

## Use

The **Safe Key** must be inserted into the Safe, in which it will spin around. After this, you must interact with the Safe again to open it. This will grant you access to whatever is inside the Safe.

## Sound

* When the **Safe Key** is dropped

* When the Safe is unlocked

* When the Safe is opened

## Spawning

* Preset 1: Dropped by Slendrina.
* Preset 2: Foyer - In the cylinder drawer near the Kitchen door.
* Preset 3: In the Coconut.
* Preset 4: Reception Room - In the cabinet, on the second from top shelf.
* Preset 5: Dropped by Slendrina.
* Preset 6: In the Coconut.

## Trivia

* The **Safe Key** used to have slightly different locations in previous versions.
	+ Preset 4: In the Pedestal Safe (changed in Version 1.1).
	+ Preset 5: In the Bird's Nest (changed in Version 1.1).
* The **Safe Key** uses the same drop sound that the Key items in the The Twins use.
* It is one of only items to appear across all three games in one form or another (with the exact same name and usage).
	+ The others are the the Padlock Key, Weapon Key, Shotgun, and Shotgun Ammo.
* On the initial release of Granny 3 on the PC version, the **Safe Key** was one of the few items that would occasionally phase through the map and not respawn.
	+ This can allegedly still happen, although it is far more rare since one of the first patches.

## Gallery

The Safe Key as it appears when Slendrina drops it on Presets 1 and 5.The Safe Key as it appears in the Foyer on Preset 2.The Safe Key as it appears in the Coconut on Preset 3.The Safe Key as it appears in the Reception Room on Preset 4.The Safe Key as it appears in the Coconut on Preset 6.