Good Endings

**Good Endings** are the cutscenes shown after escaping the house in Granny: Chapter Two. Depending on the Player's choices and escape method, they will receive a different ending. Currently, there are 3 endings, the Front Door, the Boat, and the Helicopter. With 6 elements

## Description

### Boat Ending

Obtaining the Boat Ending can be done by fixing the Boat in the Sewer Deck, opening the Sewer Gate and starting it using the Boat Key. The ending shows Granny, Grandpa, or Both standing on the dock and watching you leave. On Practice Mode, they are not here but the Water Monster can be seen agitating its tentacles out of the water, as if it was waving goodbye.

### Front Door Ending

Obtaining the Front Door Ending can be done by taking all the Locks off the Front Door and opening it using the Door Handle. The ending shows Granny, Grandpa or Both standing right outside the door, turning their heads left and right, looking for you. On Practice Mode, Grandpa is seen outside, near the Door, realizing that you just left, while Granny, inside of the Rusty Car from the first Granny game can be seen slightly agitating her arm up and down, as if she was yelling at Grandpa.

### Helicopter Ending

Obtaining the Helicopter ending can be done by getting the Security Key and going up to the Attic. Then walk towards the room with the Jail Cell, and then open the Door that is seen. Once opened, the Player will have to put three pieces of a picture on the Pedestal. Once done so, the Player will proceed forward and go left, and see three targets to shoot with the Shotgun or Stun Gun. If the Player runs out of Ammo, then they can get more by pressing the button on the right next to them. It will spawn infinite ammo until all three targets are shot successfully. The Player will proceed forward until they see a hallway that leads to the roof. They must put the Glass Fuse into the little fuse box on the left side. Otherwise, the Player will drop-down to the Kitchen and get a limp. Once done so, the Player can proceed onto the Roof. They must fill the Helicopter up with Gasoline and fix the blade with Duct tape. They must take the Helicopter Manual, since the Player does not know how to fly a Helicopter and if they try to fly the Helicopter without it, then the Helicopter will just fly and just end up getting destroyed, flipped to it's side on the Launch Pad. If the Player takes the Helicopter Manual and starts the Helicopter with the Helicopter Key, an army theme will play and the Helicopter will fly backwards at first, but then it will take control of itself and Granny, Grandpa, or both will appear on the roof of the house, and then the Helicopter will fly away. On Practice Mode they are not present, and the Player will just fly away.

## Trivia

* It's unknown why the Player looks back at the Sewer Deck in the Boat Ending on Practice Mode, as Granny and Grandpa aren't there. It could just be a reference to the Player just wanting to see the house one more time to keep it in their memories.
* The Front Door ending in Practice Mode shows Granny in a car. It’s the same vehicle Granny uses to send you to the chapter 2 house in the Introduction.
* It is the first time a pet appeared in not just a game over scene, but an escape ending, that being the Water Monster.