recursal/Fanatic-Fandom huggingface dataset:
Diya and the Tower

A young girl sits in a glen. Her hair glows with ethereal cinders, and her skin like ash. She is small, especially compared to the Hunters that she was born into. But size matters little to the Vrenn.

In front of her is a figure who sits opposite her. He is covered in thick furs, and wears a mask of thick raw metal styled in the manner of the Hunters.

The two shared black bread and berry wine, as was the custom. It was here that the figure taught Diya the meaning of watchfulness. A methodology to ponder, and hone in the years to come:

"Build a tower, and make it impregnable."

The figure summons a flame in their hand and an edifice begins to grow.

"Make every stone so tightly sealed that no insect can squeeze through, no grain of sand can make it inside. Your tower must have no windows or doors. It must not accept passage by friend or foe. No weapon, no act of violence, and not one mote of love may penetrate its stony interior."

The girl stairs at the growing tower and the bricks sealed tight.

"Why should I do this?" spoke Diya.

"It will make you invincible. This is the way of Syr. Their skin is like iron, and so is their heart. They are inured to death, grief shall never find them, and neither shall weakness."

Diya pondered a moment, and came upon a realization, for she was wise beyond her years, and was an excellent student. “If an Ifari built a tower this way, they would quickly starve, no matter how strong they became.”

The figure gave a secret smile behind their mask of metal.

"Yes." they said. "And that is why I will teach you a better way."

"Once you have built your tower, you must deconstruct it, brick by brick, and stone by stone." The fiery tower in the strangers palm slowly disappeared before her.

"You must do it meticulously and carefully, so that while you leave no physical trace of it remaining."

The fire had now all but disappeared.

"Your tower is still built in your mind and your heart. You can enjoy the fresh air, and eat fine meals, and enjoy a good drink with your friends, but all the while your tower remains standing. You are both prisoner and warden.

"A tower ready to spring anew at a moment’s notice." and the little flame sprung anew as a torrent of flame."

"This is the hardest way, but the strongest."

Diya saw the wisdom in this, and took the fire in her hands.

“As you to your earlier remark,” the figure said, “The man who builds his tower but cannot take it apart again, that Ifari is at the pinnacle of their strength. But that Ifari will surely perish.”
Large Lamp

The **Large Lamp** is a hazard found in the TV Room and the Dining Room.

* TV Room
* Dining Room

## Functioning

The **Large Lamp** will stand at its location until the Player comes and knocks it over. This will create noise that alerts Granny. They don't really serve any purposes for your gameplay, as they are just a simple piece of furniture/a hazard.

## Appearance

### TV Room

The **Large Lamp** in this room is divided into two parts:

- The Stand;

The stand is a very thin, cylindrical pole connected to a flat, circular base. It appears to be made out of scratched metal with a yellowish tinge to itself. The thin pole is weirdly enough connected to absolutely nothing.

- The Shell;

The shell of the lamp appears as a weird mix of patterns of the color red. and the more central you get the brighter the color gets. It has weird marks all over with some absurd shapes.

### Dining Room

The **Large Lamp** in this room has the same features as the previous one, but with some changes.

- The Stand;

It is basically the exact same like the previous one, in the TV Room

- The Shell;

The shell of this lamp appears as a dark green color with some a light green kind of pattern, and a blue tinge going over it. It almost looks like it was painted.

## Trivia

* Similarly to Granny, the original game, the **Large Lamps** share their dropping sound with the Gasoline Can.
The Future Foundation

***Basic Information***

Role Card

The future foundation is a hope sided role that upon it dieing it reveals and gives card to three players of it's choice.

***Hint's For Play***

Being a night kill can help hope confirming yourself as well as if you have a good idea of who some hope are giving them cards. Even though your death does give cards it is still better to not be lynched if possible
Special Key

The Special Key. Quite the odd-looking key, heh ?

The **Special Key** is an item in Granny: Chapter Two.

## Description

It is used to open the Special Lock, which is located in the TV Room, on the wall next to the Clock. Using the Special Key to open this lock will grant access to the Entrance and remove the bars blocking it on both sides. The Special Key only appears if Extra Locks is enabled. It is always required to escape by the Front Door and also sometimes required for the Boat Escape, as the Entrance Closet, with the Safe cannot be accessed without it, and sometimes contains items for the Boat, such as the Spark Plug or Padlock Key.

## Locations Found

* Sewer Deck
* Master Bedroom - Middle Drawer
* Kitchen - Cupboard
* Attic - Cabinet
* Basement - Closet Bench

## Appearance

The Special Key is an odd-looking metal crank with three branches. It spins itself, once placed in the Special Lock.

## Trivia

* The sound of it spinning around in the hole is the same sound as the Battery moving the planks of the Main Door in the original Granny.
* When thrown, the Special Key makes the same noise as the Hand Wheel and the Wrench but also the same noise as the Engine Part, from the first Granny game.
* Granny and Grandpa are also unable to access the Entrance as long as the Bars aren't opened, making the Camera in this room and the first Control Screen temporarily useless.

## Gallery

The Special Locks, in the Living Room and the Bars, blocking the access to the Entrance.The Bars on the other side of the Entrance.The Special Key, once inserted in the Special Lock. The Bars now being removed.
Sewer Lever

* Closed
* Open

**Sewer Lever** can be found in the Sewer Deck in Granny: Chapter Two.

## Appearance

The lever is metal silver and has a yellow handle.

## Description

The Player needs to use the Padlock Key to unlock the panel. It is required to be pulled to gate blocking the swampway in order to escape by the Boat.

## Trivia

* When you pull the lever down, it will create a sound but does not alert Granny.
The Blackened

The Blackened is a Despair sided card that is in each game and, are what everything happens around. Upon their death the game immediately ends having hope win.

The Blackened takes care of what most evil teams would call the night kill and doesn't know any of their teammate. Night 0 their attack just causes the target to discard a single item card but every night after that it becomes lethally. The traitor will also know who you are and attempt to keep people from suspecting you.

***If playing with a Stranger***

If you are playing with the Stranger upon you attacking them the attack is negated and they get to give out 3 item cards this in most situations is extremely bad for Despair. If they are in the game try avoiding obvious targets maybe even doubling up on a person and killing people that claim in attempts to avoid them.
Dice Agent

Dice Agent is a despair sided role that wakes up each night and discards a card from a player. Your hope is to discard saving items like shards of hope or amulet of buddha.

Always remember that you can discard one of your own cards to throw people off of what you are if there aren't any good target. Also keep in mind that people with discard ability's are key targets for you especially bodyguards.
The Suspect

***Basic Information***

Role Card

The Suspect is a Hope sided role that, at the start of the game, is shown to the traitors along with The Blackened. The Traitors do not know whether The Suspect or The Blackened is the true killer.

***Hints for Play***

The Suspect's role is, for all intents and purposes, a role created for confusing The Traitors. The Blackened only gets direct help throughout the game from Traitors---try to use your position as the potential Blackened to find out who The Traitors might be. Traitors will usually be quick to defend a Blackened and will likely vote against the execution for the Blackened.

There are two problems with only playing suspicious, though: Alter Ego will read you as Hope and people may focus on you dying instead of the Traitors or even the Blackened. People will also know if you're bluffing as the Blackened if you boast about why you attacked the previous victim. People may also confuse you or the true Blackened for the Ultimate Despair, which would make them hesitant to vote for either of your deaths.

Do your best to get around these problems and remember, this is a logic game. Players may not understand if you're lying or misdirecting them and the only time they will know that you were is when you die and don't present your card. Your position as a "fake" Blackened will make you a target for the Blackened, so be careful.
Nova

The Silent Liar, The Weeping God, The Radiant One

A solemn and serene deity, Nova sanctifies every life, and mourns every death. They are a dim, flickering light in a vast and dark cavern. It is said that Nova breathed the Heat of Will into the world, and with it impermanence, but that is a tale for another time.

Nova doesn't believe that true happiness can exist without tragedy. Adoxima's oasis is stable and content, and existence can't be truly appreciated if it lasts forever. How can we appreciate, truly appreciate the shining beauty of existence if there will always be such an existence? How can we appreciate Life if it never ends? Nova believes we would get very bored of it, and wouldn't that be tragic?

Nova sees existence as a light in a cave. It is fleeting, and when the light goes out, the cave will be dark once more, as is the natural state of the void. (The idea that the world began in the void, and will return to the void, and that the universe doesn't care. So what is the point if it all?) How can we grant ourselves the pleasure to enjoy such a fine thing if it always exists? Existence sparkles and shines like a gorgeous jewel, but its radiance is an intimate falsehood, a lie. Lies, lies are the enemy of stagnation, and our self-realization is the most beautiful lie there is, and our salvation. We lie that life has meaning, we lie that what we do matters, we lie that without us, the universe ends.

Nova is torn between the lie of existence, and the truth of the universe and its relationship with life. (or her perceived truth.)

## Realm

The Crystal Sitting House, also known as the House of Lies. A tranquil realm made of water, warm to the touch and filled with shimmering light. It has a wide hall, a full hearth, is full of light & air. It wide openness in stark contrast of the void is incredibly pleasing, and can make any god feel very small indeed.

## Visage

When the painter puts a brush to canvas, or a sculptor a chisel to their marble, they portray Nova as a goddess most beautiful, with attractive and comely features. Hair like sparkling metal, and any eyes like the stars. Adorned in flowing silks, and fine jewelry. But none has been able to capture the eternal sadness they have for the flickering light in the dark.
Monomi

***Basic Information***

Role Card

Monomi is a hope sided role that shows on the side of despair however the Monomi may reveal their role when another playing is being attacked by the blackened to immediately save them and dieing in their place. After revealing you may still play items that would be played after a blackened death but you may not be saved.
The Mastermind

The Mastermind is a despair role that wants to be investigated by the Alter ego and when they are stops the alter ego from talking, signaling, or playing items. This is a very powerful effect and if possible wants to be triggered before a trial so getting yourself investigated is really important but being to obvious will confirm your never checked.
Ulfjard

**Ulfjard** est le nom de la Terre depuis qu'elle est dominée par les loups. Elle est composée de 5 royaumes, chacuns composés de plusieurs meutes.

## Les Royaumes

Niflheim : Royaume des Neiges Éternelles, anciennement Groenland et nord de l'Amérique (Canada & Alaska).

Maskrieg : Royaume des Jungles, anciennement Bolivie, Vénézuela, Mexique et Brésil.

Hydride : Royaume Tempéré, anciennement France, Allemagne, Italie, Suisse.

Dristis : Royaume du Désert, anciennement le Maghreb, la Libye et l'Égypte.

Nokis : Grand Royaume, Asie, qui dirige également l'Australie et la Nouvelle-Zélande.

## Quelques images

NiflheimMaskriegHydrideDristisNokis (partie russe)
The Stranger

***Basic Information***

* Stranger
* Protagonist

The Stranger is a hope sided role that upon being attacked by the blackened directly will change into the Protagonist, this causes them to win the game as long as they still puss for a hope victory as long as they are alive but can die and still win after this point.
Innocent

* Base
* Infected
* Hopeful

***Basic Information***

Innocent is the basic hope role, the don't wake up nor reveal upon death they just do their best to help hope win and vote out despair and more specifically the blackened. this role is similar to villagers or Vanilla Towns in other mafia type games.

***Hints For Play***

Always remember Power role like the Alter Ego are almost always more usefully then you so not claiming immediately is usually helpful for your team. It is also a good idea to remember that you won't reveal upon death so trying to look hope sided is beneficial in case you are killed and will usually help the rest of home figure out the game.

***Playing With a Despair Disease Patient***

When a Despair Disease Patient is in the game upon them being investigated there is a high chance you will be come an infected innocent, this will make you show as despair to investigations as well as force you to get a disease card each night which may stop you from being able to claim your role, or help you prove that you are indeed the infected innocent.

***Playing with a Ultimate Hope***

While there is an Ultimate Hope in the game there is a chance you will wake up as a hopeful innocent which means if you die your role will reveal as well as you will give a player two cards. This can also allow you to confirm the Ultimate Hope as well as yourself in a lot of situations if you a vague enough with how you claim your new Hopefulness.

***When Playing with both Ultimate Hope and Despair Disease Patient***

 One thing to keep in mind is that Ultimate Hope goes before the Alter Ego which means that if you would become hopeful but the Despair Disease Patient in investigated you would then become the infected innocent.
First Floor Corridor

The First Floor Corridor, with the Dining Room, at the end.

The **First Floor Corridor** is a junction between three different rooms in Granny: Chapter Two.

## Description

It is located on the First Floor, as its name says, and connects the Dining Room, the Kitchen and the Spare Bedroom. It does not really count as a room itself but still exists, and contains an important structure for the Front Door Escape, being the Electrical Box, behind the Painting. Granny and Grandpa often wander around this place, because it is the only way of accessing the rest of the first floor, which makes it a rather dangerous place to be in. It is however a good spot to wait for them if you are willing to use them, as you will have enough space to shoot and enough time to see them coming, no matter which side of the Corridor you are on. The only item that can possibly spawn in this "room" is the Security Key, which can spawn behind the painting, under the Electrical Box. This only happens when Grandpa isn't in-game, for example if you are playing on Practice or with Granny only.

## Trivia

* The **First Floor Corridor** is part of the "Junction" category, which stands for all places that can't be considered full rooms but still exist and connect a few of them together, for example : the Sewer Stairs, the Kitchen Stairs, the Basement Stairs and the Vent.

## Gallery

The First Floor Corridor, seen from the Dining Room. The Kitchen can be seen at the end.
Grandpa's Necklace

The Necklace around Grandpa's neck, with the Security Key attached to it. Grandpa is so dripped with that ice.

### Effects

-Keeps the Security Key under Grandpa's watch.

**Grandpa's Necklace** is an Item in Granny: Chapter Two.

## Description

It can always be found around Grandpa's neck if he is in-game and has for only purpose to keep the Security Key attached to it. The Player isn't able to take the actual necklace itself, but can still take the Security Key away from Grandpa, either while he is knocked out, either while he is asleep, in the couch, in the TV Room. The Necklace will not fall off if Grandpa is knocked out, which means that you have to take the Key manually, before his unconscious body disappears, or else he will respawn with the Necklace and the Key and you will have to stun him again or wait for him to take a nap, if you can't find any weapons. Note that the necklace will disappear as soon as the Security Key has been took.

## Appearance

**Grandpa's Necklace** simply appears as a pretty long and thin brown rope attached around Grandpa's neck. The Security Key is always held at the bottom.

## Trivia

* The **Necklace** is the first way ever found by DVloper to actually keep an item directly on a character. This has never been the case before with Granny.
* The Necklace is in the "Characters Only" category, along with Granny's Bat and Grandpa's Walking Stick.
Role's

This page contains all the roles in Dangan Werewolf, up to date according to January 2020.

***Hope Roles***

Hope Sided roles win upon killing the Blackened by the end of the last class trial with the exception of the Stranger/Protagonist.

* Alter Ego
* Innocent
* The Observer
* The Suspect
* The Future Foundation
* Reserve Course
* Ultimate Hope
* The Stranger
* Togami Conglomerate VIP
* Master Program
* Monomi
* Despair Disease Patient
* Lost Traveler
* Stepping Stone
* World-Ender

***Despair Roles***

Despair sided roles win upon The Blackened killing a number of players depending on the size of the table, with the exception of Ultimate Despair, which wins if they are executed in the trial.

* The Blackened
* Traitor
* The Mastermind
* Glitched Ego
* Dice Agent
* Junko's Host
* Remnants Of Despair
* The Outside World
* Monobeasts
* Monokub Master
* Team Danganronpa
* Ball Monokuma
* Ultimate Despair

***Neutral Roles***

Each neutral role has a different win condition.

* Student Council
* Demon Hunter
* The Lurker
* The Opportunist
* Steering Director
Electrical Box

The **Electrical Box** is a hidden structure located behind a painting in the First Floor Corridor.

## Appearance

The **Electrical Box** appears as a grey box with a yellow "high voltage" symbol. A red wire is connected to a smaller black box and the **Electrical Box** itself.

## Use

The **Electrical Box** is used to disable a lock on the Front Door. In order to do so, the player must use Cutting Pliers in order to snip a red wire.

## Spawning

Only one item can spawn in the compartment right next to the **Electrical Box**.

* Preset #3 - Security Key
Nétale

**Nétale** (*Netal*) est une louve au long poil blanc, aux yeux jaunes, ayant une cicatrice sur l'œil gauche et le bout de l'oreille droite déchiré. Son poil est très brillant.

## Rôle

Nétale est l'Alpha Gamma de Niflheim. Elle est chargée de choisir le prochain Delta Gamma.

## Nétale

Dessin de Kipine / Coloration par Étoile du Loup

## Décès et apparitions

### Livres : vivant

*A compléter*

*(A compléter par Étoile du Loup)*
Words of the Ages

Every word ever written (and many more that never were) can all be found in the Narrator's great and vast Athenaeum. These are but a sliver of the words of the countless ages of Beryl and the gods.

"Many great men ask me why I keep so many rare and delicate flowers in my palace. This is to remind me of the follies of weak kings. A king should always be attentive to their flowers, and keep a great number of them. If they do not pay their servants and attendant enough to take care of them, they will pluck them in secret, and sell them in the marketplace. If their servants do not care enough for their master or their service, they will neglect the flowers, and they will die. If they force their servants to water the flowers out of fear, the delicate flowers will be overwatered and they will die. If he keeps rare and delicate flowers, the king must educate their servants sufficiently, or the flowers will die. A king with wilted flowers is a fool, and a king with no flowers at all is not worth trusting at all." -- Tementhor, King of the Jade City, Age of Stars

"Dread those with the terrible stars on their brow and flames in their eyes. They trade in lives, smoke, and star-knowledge. For from step to step, they span the span, aft and fore. They are world straddlers, and their stride is shod with lightning. When you see them you will know there are many ways to cut existence, and the laws of the world will feel thin to you indeed." Seer Vazra, Eidetic from the Age of Storms

"To find divinity, one must cultivate three tongues: one of iron, one of silk, and one of lead. All will be useful, in love and war.” -- Brim, Pilgrim of the Second Silver Tower, Age of Storms

"The Flame will not take an irresolute wielder. To be Vrenn is to be the Wielder of the Celestial Fire. By the Flame she cuts existence as she pleases and she cuts herself into greater forms. She is not shaped by the world, but instead becomes the Shaper. What shape will ***you*** choose, hm? -- Luciphyr, Cinder Knight-Errant of the Sixth Tower, Age of Ruins

"When the gods clashed, the sky was red with their lightnings and fires. The hosts of Corandil came to the fore, Syr 's mantle burned with the heat of the Respendent Flame, and they smote each other with stars. I turned my face backwards against their black heat, and I tasted death on the wind.” -- Daxa, Wandering Pilgrim, End of the Age of Storms.

"Thou has made a grave error in thinking this tower protects **Wealth.** This tower and it knights are here for one purpose: To venerate the Celestial Flame and protect these people from the Hyenas and Jackals of the world. The Concordance has no army, but the Tower is immortal, and its fires are a gleaming wall that purges the wicked, and guards the meek. Make your peace with Bakkh, and prepare for death." Anyka, Knight Exemplary of the Fourth Silver Tower, Age of Ruins
Slendrina's Diary

The **Slendrina's Diary** is an easter egg in Granny: Chapter Two used for opening the Secret Closet. It can be found in the Living Room on the Bookshelf in Grandpa's House.

## Appearance

The "Slendrina's Diary" is an old dirty notebook.

## Function

Slendrina's Diary can be clicked on and be used to unlock the tiny closet and can also be used as a hiding place. If the player has the Weapon Key, they can unlock the safe which holds the double barrel shotgun and two bullets.

## Trivia

* Its first appearance is in version 0.8.3 of the game and Slendrina was later added to the game in version 1.0.
* The Diary debuted in *The Child of Slendrina*.
Clane

**Clane** (*Clane*) est une louve gris sombre avec une bande noire partant du bout de son museau, se prolongeant sur son échine et se terminant par une tache au bout de sa queue. Son ventre est plus clair et son museau est plus sombre. Ses yeux ambrés trahissent sa confiance en elle, et reflètent une férocité sans égale.

## Rôle

Claneest l'Alpha Gamma d'Hydride. Elle doit choisir le prochain Delta Gamma.

## Clane

Dessin de Kipine/coloration par Étoile du Loup

## Décès et apparitions

### Livres : vivant

*A compléter*

*(A compléter par Étoile du Loup)*
Ixxis

Goddess of the Night and Oaths

The strongest friendship are formed in the darkest hours of the night when the rest of the world sleeps.

The sister of Yaros speaks little except to those who suffer an inability to sleep or appears when close friends refuse to sleep.

## Conclave

During the conclave of the gods, Yaros and his plot to overthrow Adoxima was exposed, and Yaros made an attempt on his life. Adoxima stops Yaros by slowing him in time. The Narrator, Diameter, and Bakkh try to stop Adoxima from killing Yaros by arguing that Adoxima is wrong. As Adoxima is about to stay his hand, Ixxis acts. The Unknowable had been sowing seeds of fear in her mind, and Ixxis feared that Adoxima could not be redeemed and needed to die. Ixxis summons her might, and sunders Ix, shaking the cosmos, and freeing her brother.

## A Pantheon Divided

After the imprisonment of Adoxima, Yaros and Ixxis left the Pantheon seperating themselves from the Divine Memory.
Door Bars

The Door Bars in the Entrance.

The **Door Bars** is a lock in Granny: Chapter Two.

It is required to be unlocked on all difficulties, but only if you choose to use the door escape. It is unlocked with the Hand Wheel, by placing it on the Crank Shaft, in the Basement and rotating it by pressing the spinning icon. When lifted up, the Door Bars produce a squeaking noise, implying that it hasn't been opened in a very long time, which alerts Granny but not Grandpa to the Entrance, where the Front Door is. On Hard and Extreme difficulty, or if you are playing with Extra Locks enabled, you will not be able to lift the Door Bars up directly, because the Screw Lock will stuck then in their locked position. It can however be unscrewed, using the Wrench.

## Appearance

It appears to be dirty, rusty old metal bars linked together in a grid fashion. The texture used on the bars are a dirt texture.

## Trivia

* In Practice Mode, a small Door Note with randomized messages (unlike the original Granny) written by Granny or Grandpa can be found on the **Door Bars**
* Ever since the 1.1 update, Grandpa cannot hear the door bars lifting up.
* There is probably no animation for the door bars being lifted, given that the player will never be able to get upstairs fast enough to see it happen
* The Door Bars is the second lock that has to be opened on a different floor, while the first one is the Electric Lock.
Wooden Trapdoor

Watch your step...

The **Wooden Trapdoor** is a Hazard in Granny: Chapter Two.

## Description

The **Wooden Trapdoor** is located in the Attic in the Trapped Corridor, the last puzzle room separating the Player from the Helicopter Balcony where the Helicopter is located. It is the last puzzle of the three separating the Player from it. If they walk over without placing the Glass Fuse in its spot, they will fall through the hole and land in the Kitchen. This will result in stunning the Player for a few seconds. This can be also dangerous as it will alert Granny and Grandpa to the Player's location. Note that the Trapdoor will automatically close a few seconds after being triggered.

## Trivia

* The **Wooden Trapdoor** is the second dangerous Hazard in the house that only momentarily stuns the Player, without sending them to the next day, the first one being Slendrina's Baby.
* The Trapdoor can be seen in the Kitchen, even if closed, by looking up at the ceiling, you may notice a small white line, indicating the Wooden Trapdoor's location.
* It is possible to trigger the trap without falling in the Kitchen. This can be done more easily by crouching and slowly approaching it, just close enough to make it open without falling.
	+ There was a glitch that makes it possible to cross the Trapdoor without the Glass Fuse. First, trigger it then wait for the trapdoor to close, and right when it does, you have ~1 second to cross before it opens again. (Credit to Vividplays Channel for the discovery of this glitch.) This glitch was patched in version 1.1.5.
* The Trapdoor is similar to the Unstable Flooring in the first game Granny because they both cause the Player's fall (though it was more dangerous in the previous game) and both of them require an item to be crossed. The Unstable Flooring was however impossible to glitch through. (So is the Trapdoor now.) And unlike Granny, the trapdoor just stuns the player instead of knocking them out.

## Gallery

A part of the Kitchen can be seen through the opened Trapdoor.The light turned green after placing the Glass Fuse in its spot.The Wooden Trapdoor's delimitation, which can be seen on the Kitchen's ceiling.
Attic

Finally I find a place that I can walk with tranquility.

### Key Items

Boat Steering Wheel, Hand Wheel, Crowbar, Weapon Key, Padlock Key, Special Key, Safe Key, Boat Key, Helicopter Key, Hand Grenades, Duct Tape, Helicopter Manual, Door Handle

### Hazards

Vent Trapdoor in Attic Side Room, Trapdoor in the 2nd part of the Long Corridor

### Structures

Coffin, Shooting Minigame, Pedestal, Drawers, Jail Cell

The **Attic** is an area in Granny: Chapter Two.

# Description

It is located on the top floor of Grandpa's house. Granny and Grandpa cannot access it due to the fact that they are unable to climb up the ladder in the Security Room, which is the only way of accessing it. This whole area one of the safest places in the house as it does not contain a lot of dangerous hazards, and once again because it is completely free from the Grandparents' presence. Upon version 1.1, The Attic is now a pretty large area, as it contains a total of 6 rooms, being the Attic Main Room, the Attic Side Room, the Jail Room, the Pedestal Room, the Long Corridor, and the Helicopter Balcony. 4 of those rooms need to be accessed especially if you want to escape using the Helicopter. A lot of items can also spawn throughout the area, for all 3 different escape routes, depending on the Preset you're playing in. A different ambiance can be heard in all the rooms on this floor, similar to a distant wind howling noise. Prior to version 1.1, the strange howling noises can be heard just like from the previous game's attic.

## Trivia

* As of version 1.1, the grandparents can now look up at you if they see you through the trapdoor or the ladder. They will stay there, looking at you. The best thing to do is just to get out of their line of sight.
* This area is the second largest area of all in Granny series, while the first one being the Spider Cellar from the previous game.
	+ Before 23 November 2022, the Attic on this game is the largest area of all in Granny series.
* If any noise is made by the Player while in the attic, the Grandparents can not hear it.
* Unlike the attic from the previous Granny game, this area is way more safer than the previous game.
* There is a strange glitch where if the grandparents see you through the holes in the floor, they will just randomly run away from you.
* Just like in the first game, when you enter this room different ambient sounds can be heard.
	+ Prior to V1.1, the ambience sound is reused from the first game.
Extreme Mode strategies

## Note

Keep in mind that there are many exclusive things in Extreme Mode:

* Granny and Grandpa move faster than you.
* Creaking floors are much larger.

## Tips and tricks

There are many useful Tips and Tricks for Extreme Mode, the hardest difficulty in the game:

* Carry the vase with you and keep it handy. You will need it to lure Grandpa out of your way.
* Use the Stun Gun instead of the Shotgun.
* Open up all pathways as early as possible (Vent, Bookshelf, Secret Staircase).
* Use the Security Cameras to view Granny and Grandpa's location to be safe.
* Try not to be knocked out (Important).
* If they see you and you have no weapon you are going to lose a day
* Shoot a bullet while hiding in the Vent and Behind the Bookshelf hiding
* When outside a hiding spot and one of them see you, walk backwards Then line it up and shoot.
* The Iron Maiden attracts them remember once they go in use the Door Lock to lock them up, you have a little time to escape back up.

## Main Strategies

### Strategy 1

1. On the start, use the Iron Maiden and go to the wall that separates the Basement from the staircase to the Ground Floor, now stay next to the wall and they will miss you. Once they're both in the Basement (Be careful, sometimes they don't come because they are doing something else (Like grandpa sleeping)).
2. Go to the Kitchen.
3. Get everything from the Kitchen (as much as you can) and put it on the Guest Bedroom bed.
4. Close the door to the Guest Bedroom once some stuff is in. On mobile, nudge up next to the grate a bit to knock it over. Sometimes this doesn't work and this may have been fixed on 1.1.6. If that doesn't work, just go through from the box side but be very cautious about the boxes.
5. Get the stuff from the bed (and the item that lies in the vent) and throw it into the Dining Room.
6. To be continued

### Strategy 2

1. Use the Iron Maiden and drop the vase when you get it to lure Granny and Grandpa to the Basement
2. When they are there go to the Backyard for a head start
3. To be continued
Hécate

**Hécate** (*Hekat*) est une louve d'un gris-bleu assez sombre, au ventre, au museau, au bout de la queue et au bas des pattes plus clairs. Elle a les yeux d'un bleu glace perçant. Tout animal qui croise son regard (sauf certains de ses amis) ressent une peur et un malaise, une impression de danger extrême.

## Rôle

Hécate est une Alpha de la Meute des Lacs, du Royaume Tempéré. Elle est candidate au poste d'Alpha Gamma.

## Hécate

Dessin de Kipine/Coloration d'Étoile du Loup

## Décès et apparitions

### Livres : vivant

*A compléter*

(*A compléter par Étoile du Loup*)
Notes - Session 4

**Session 4**

* **The Unknowable makes contact with Beryl**
* **The story of the First Hero and the First Villain plays out**

* + **The Hero and Monster slay each other, thanks to the Unknowables’ lethal poison.**
	+ **The Narrator brings Pyre, the Hero, into his own book of stories, and they become a part of each other**
	+ **Corandil briefly distracts Pyre with the floating islands**
* **Sanfint/Nor - Many creatures and fruits/vegetables**
* **Ixxis - Giant rodent bear hound friends**
* **Yaros - The Swallowing Shadows**
* **Rahzah - Giant avian creatures maybe dinosaurs**
* **Adoxima - The Dahzuroth, great winged behemoths.  It seems there is always a storm with them. Made from Dahzun’s menagerie.**
* **Nephimo’s Hand / Diameter’s Robots : Bringing back the dead**
* **The Lord of Vases made himself known to the party**
* **The Unknowable discusses Adoxima with Yaros**
Speed

**Speed** is an important way in how fast the Player, Granny and Grandpa move. The player's speed remains the same at all times, but the Grandparents' speed depends on the difficulty you are playing on.

## Granny and Grandpa's speed on different difficulties

1. Wandering: The Grandparents will move excruciatingly slow compared to the Player.
2. Easy Mode: Both of the Grandparents move very slow compared to the Player and can be easily outran.
3. Normal Mode: Granny and/or Grandpa move slightly faster than on easy mode but are still slower than the player.
4. Hard Mode: Granny and Grandpa move a bit faster but are still slightly slower than the Player and they can be outran.
5. Extreme Mode: Granny and Grandpa move considerably faster than the player and they cannot be outran unless utilizing the environment to your advantage.

## Trivia

* The only way the Player can outrun Granny and Grandpa on Extreme is to close all the doors in your way and block the pathway between you and the Grandparents.
* It seems like the wandering speed of Grandpa is slightly faster than Granny but their running speed is the same.
Wiki Les Loups d'Ulfjard

## Explications

Des royaumes de loups vivent sur Ulfjard, notre Terre ! Ce wiki sera doté d'un RPG et d'une histoire. Venez découvrir cet univers incroyable !

## Comment rester à jour sur les actualités ?

C'est très simple : vérifiez chaque jour, en bas à droite de votre écran, si les "messages de la communauté" ont été mis à jour. Vous pourrez aussi bientôt demander un message d'information mensuel, qui vous sera envoyé sur votre mur.

## Y a-t-il des projets ?

Oui ! Un projet des lines sera mis en place. D'autres projets seront instaurés par la suite.

## Comment s'inscrire ?

Il suffit de passer par le mur d'Étoile du Loup. Elle vous donnera toutes les infos nécessaires à ce moment.

## D'autres questions ?

Posez-les sur le fil dédié aux questions!
## Activité récente

Les photos et les vidéos sont un bon moyen d’ajouter des éléments visuels sur votre wiki. Ajoutez-en une ci-dessous !
Normal Mode

Normal Mode.

**Normal Mode** is a Difficulty in Granny: Chapter Two.

It was added in 0.8.3 and is the third difficulty option that exists in the game, after Practice Mode and Easy Mode. It has the same conditions as Practice Mode, excepted that at least one of the Grandparents is present in-game. Normal Mode imposes the following conditions to the Player :

1. Granny and Grandpa are in-game and move at normal speed, faster than on Easy Mode.
2. The "Granny/Grandpa" option exists, meaning that Normal Mode can be played with both of them, or only one of them.
3. Creaking floors are present, meaning that Granny will be alerted whenever the Player steps on one of them. They can however be avoided.
4. The amount of Locks on the Front Door is the same as on Easy Mode, counting 5 : The Door Bars, the Planks, the Padlock, the Electricity Lock and the missing Door Handle.
5. The amount of Ammo is reduced, compared to Easy Mode, counting only 8 of them in total.

## Trivia

* Just like Practice Mode and Easy Mode, in **Normal Mode**, the Security Keywill be placed somewhere in the House, depending on the Preset you're playing with, if you are playing with Granny Only.
Boat Steering Wheel

The Boat Steering Wheel. Is it really needed to drive a boat in a sewer ?

The **Boat Steering Wheel** is an item in Granny: Chapter Two.

## Description

It is only required for the Boat Escape and is used to fix the Boat, in the Sewer Deck. It has to be placed on the Boat's dashbord, on the small crank shaft found on the right. It cannot be interacted with or picked up, once placed and isn't used by the Player to change the Boat's direction in the Boat Escape Ending Cutscene, but it is still required to escape anyway, presumably for driving the Boat later in the sewer system. It is one of the 4 Boat Items present in the game, the others being the Boat Key, the Gasoline Can and the Spark Plug. The Padlock Key could potentially be part of that list, but isn't, because it is also required for the Front Door Escape. Note that the Boat Steering Wheel is a rather hard item to drop in small spaces such as the gutter in the Water Stream.

## Appearance

The **Boat Steering Wheel** appears as a large, round-shaped wooden volant with three metal bars connected to a wooden middle, supposed to be placed on the Boat's dashboard's crank shaft.

## Trivia

* When dropped, the **Boat Steering Wheel** makes the same noise as the Door Handle, oddly.
* "Boat Steering Wheel" is a long name. DVloper could've just called it "Boat Volant" or simply "Volant".
* It is unknown why the Steering Wheel is required to fix the Boat, as it has no apparent utility.
* The Boat Steering Wheel could spawn in the Backyard in V1.0. After V1.1, it was moved to the Labyrinth area.

## Gallery

The Boat Steering Wheel, inside of a Cabinet in the Attic.The Door Handle and the Boat Steering Wheel make the same noise when dropped.The Boat Steering Wheel, placed on the Boat's dashboard.The boat steering wheel in the coffin
Starting Cell

Ah, the good old starting bedro- Wait a minute...

The **Starting Cell** is the room in Granny: Chapter Two that the Player wakes up in at the start of each day.

## Description

It is a very bare, small room with white, moldy walls and a hard bed with no pillows or blankets. The Player can hide under the bed if necessary. The Flashlight can be found on the ground if Darker Mode is on (PC only).

## Overview

This room is safe as no one seems to wander in here. Due to it being a limited room, it is recommended that the Player leaves immediately at the start of each day.

## Trivia

* Unlike the original Starting Bedroom in Granny which is upstairs, this room is located in the Basement.
* Granny or Grandpa will only come down here if noise has been created.
* There is a blood splatter on the bed.
Days

In the game, the Player has five days to escape from the house. There is no time limit in any of them, but the day will end if the player gets knocked out, and you will get a Game Over if you get knocked out on the fifth day (the last day). The Player will spawn in the Starting Cell while Grandpa in the TV Room and Granny in the Master Bedroom at the start of each day.

## Days

### Day 1

This is the first day in the game. The Player does not seem to be having any injuries.

### Day 2

On the second day, the player will start limping.

### Day 3

The player's limp will become more severe.

### Day 4

There is now blood visible on the screen, as well as on that hard bed where the player wakes up.

### Day 5

The player will not acquire any more injuries, but this is the last day. Getting knocked out here, will result in a Game Over.

## Trivia

* Just like the original Granny, the Player's speed doesn't get affected by their injury.
* However, unlike the first game, there is no opportunity to get a bonus day.
* Also, unlike the first game, there are no locked doors on any day, with the exception of the Security Room, always locked, unless the Security Key has been used to open it.

## Gallery

The "Day 1" screen, appearing at the start of the game.The blood around the Player's screen and the small bloodstain on their bed in the Starting Cell.The "Day 5 / The Last Day" screen. Your last chance to escape.
Extreme Mode

A living nightmare... Unless you're courageous enough...?

**Extreme Mode** is a Difficulty in Granny: Chapter Two.

## Description

It is the last and hardest Difficulty option in the game, as it is placed at the top of the list and represents an actual challenge for those who have gotten good at the game. As it is much harder than all the other difficulties, it imposes the following conditions to the Player :

1. Granny and Grandpa move faster than the Player, making them more unpredictable and almost impossible to outrun. (You may get away from if you can close a door to separate them from you on your run)
2. Extra Locks are enabled and impossible to disable, the amount of Locks on the Front Door is at its highest : 7 (Note that the Special Lock also blocks the access to the Entrance and thus the Entrance Closet)
3. Creaking Floors are bigger, making a majority of them unavoidable, unlike on other difficulties where they can be bypassed rather easily.
4. The total amount of Ammo in the House is reduced to a minimum amount of 2, being those found in the Weapon Safe. The Ammo Dispenser in the Shooting Gallery Room can still provide an infinite amount of it as long as the Shooting Minigame hasn't been completed.
5. Darker Mode is enabled and impossible to disable, making the player's vision significantly reduced.

Tips and Tricks for Extreme mode can be found on Extreme Mode strategies.

## Trivia

* This is the only difficulty that forces Extra Locks and Darker Mode on.
* The Kitchen Creaking Floor is bigger on **Extreme Mode** but still won't prevent the Player from going to the first floor's staircase to the First Floor Corridor or vice versa without making noise.
* The Dining Room Creaking Floor is impossible to avoid if you are coming from the First Floor Corridor and heading towards the Master Bedroom, Balcony or Security Room. However, if you're going the other way around, (coming from the Bedroom or Balcony) you are still able to access the Security Room without creaking.
Eternal Oasis

**A serene oasis palace surrounded by an ever present, immensely powerful storm on all sides.  This palace is the primary gathering place of all the gods under Adoxima’s leadership. Of the storms- it is said that if you can survive their awesome force, there is no telling how many eons you will be lost there.**
Beryl

A world that will hold the first creations of the Pantheon.

## The World of the Ifari

Crafted by Grell, and warmed by the fires of Hezzerok. **Beryl** is a planet that houses the creations of the gods, and would be the eventual home of the Ifari.

It started off as barren world of dust and stoned, heated by a molten core provided by Hezzerok.

### The Deep Oceans

When Syr put the Resplendent Star in the sky over Beryl, The Unknowable approached Nor, the God of the Sea. The Unknowable convinced Nor to cover Beryl in dark seas, and filled it with deep caverns.

## The Dark and Hidden Places of Beryl

Sanfint came to Beryl and was focused on bringing serene greenery to the world. But the world was full of light and heat, and strangled his small plants. Yaros approached the gentle giant and saw his futile effort. So, Yaros gave Beryl trees to shade the world, and give refuge to Sanfint's mosses and ferns.

## The Fungal Forest

Much as Yaros's giant trees would serve to grant shade to the moss, so too would the vast mushrooms offer shade. The Fungal Forests are plentiful in resources, however, when they release spores they are immensely dangerous for the Ifari. It is said that some monstrous changes can overtake Ifari on whom the spores settle.
Security Room

The Security Room. Where Grandpa goes on his Guard Duty. Better not to go in front of the cameras during this time!

### Key Item(s)

Safe Key, Door Handle, Boat Key, Boat Steering Wheel

* The **Security Room** is a room in Granny: Chapter Two.

It is located on the 4th Floor and connects the Dining Room and the Attic. It is a rather small room with a single Drawer, a Ladder to access the Attic and two shelves with a series of Control Screens placed on them. The Security Key is required to open this room. A Red Button, on the left activates the Screens ; once pressed, they will show what the corresponding Cameras see, and make them rotate to have a better view of the room they're watching. You can manually change switch from screen to screen by pressing the second button, which is the square one, between the two shelves. You can use this to know the Grandparents' locations. Be aware that the Control Screens will not show all the rooms in the House, considering there are only 5 Cameras in total. Here is how they work :

## Trivia

* Granny will ignore the noise you make if you drop an item onto the shelves.
* The Control Screen N°3 is probably the most useful one, considering it allows you to keep watch on the room right behind you, the Dining Room. Make sure to check it often, Grandpa sometimes heads towards the **Security Room** to make his Guard Duty and uses the Cameras to try and spot you. If he goes there while you're inside, you are almost certain of getting knocked out, unless you are quick enough to climb up the Ladder.
* Using the Door Lock on the Security Room's door while you are checking the Control Screens is advised, to avoid Granny or Grandpa suddenly bursting into the room and knocking you out. However, note that applying the Door Lock on that door will lock it again, which means that the Security Key will be required again if you want to open it. Make sure to keep it outside of the room to avoid complicated situations. Also make sure to have the Security Key with you when locking the door.
* You can turn on the third screen and stand in front of the security camera to lure Granny and Grandpa to you on purpose. Then you can go to the master bedroom and fall through the trapdoor to the bathroom and have plenty of time to search for items there.
* There is a strange glitch where Grandpa will open the security door but then instantly leave, which allows the player to access the security room without the Security Key. This usually happens on day 1 of preset #3. This can normally happen if you stun or shoot Grandpa while he's opening the security door. This glitch was probably found by Vividplays Channel.
Version 1.2 (PC port)

### Changelog:

* The player now crawls a little faster.
* Now you can also hide under objects such as the dining table.
* Added chasing music.
* Added a VSync button to the main menu.
* Fixed some small bugs.

### Extended:

* The Player crawls a little faster when crouched.
* VSync button is added to the main menu.
* There is now chase music.
* You can now hide under objects such as the dining table.
* The boxes are easier to remove.