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Evil Granny Must Die Ch1

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Creep, hide, and outsmart a relentless Granny in a Horror Game on Kiz10—solve locks, set distractions, and sprint for the door before Chapter 1’s house learns your footsteps.

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Rating:
9.00 (152 votes)
Released:
24 Aug 2025
Last Updated:
24 Aug 2025
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
🏚️ Cold Open: A Door That Hates You
You wake on a dusty mattress listening to a house practice its vowels. Boards groan, pipes sigh, a clock clears its throat like it has an opinion about your survival. You try the knob; of course it’s locked. Somewhere beyond the hall a cane taps, light as punctuation. Evil Granny Must Die Ch1 doesn’t start with a scream—it starts with a dare. Move gently, test the hinge, memorize the squeaky plank by feel. Chapter 1 is small on purpose, a pressure cooker where every step writes a sentence, and the house grades in red ink.
🔑 Keys, Codes, and That One Drawer You Missed
Progress tastes like metal. You’ll pocket a bent key that fits only when the room is quiet, a fuse rattling in a tea tin, a scrap of paper with half a code and a coffee ring acting like a decimal point. The smart path is a loop: pry open the linen closet, cut the wire to silence the alarm, slip the iron key into the basement hatch, snag the crowbar, come back up before the boiler hisses loud enough to rat you out. Chapter 1 teaches that every locked thing is a lesson, and most lessons begin with curiosity and end with new footsteps to avoid.
👵 The Woman of the House Has Habits
Granny isn’t a monster; she’s a schedule with opinions. She drifts toward noise, lingers by windows when the wind picks up, and hums louder when she’s suspicious. She favors the kitchen after the grandfather clock strikes, peeks into the bathroom if you left the tap whispering, and double-checks doors you closed too fast. Learn her tells. The posture tilt that means she heard a floorboard two rooms away. The cane twitch that signals a sprint. She adapts if you loop the same route too many times, which is rude and excellent design. Outsmart her, don’t outrun her… until you must.
🎮 Hands On: Sneak Like You Mean It
Controls are honest so your brain can do the clever parts. WASD or arrows to move, Ctrl to crouch, Shift to slow-walk over planks, Space to vault low clutter, and E to interact without yelling at the furniture. Right-click leans, a tiny peek that saves large lives. On gamepad the left trigger becomes your hush, the right trigger primes a quick shove if you need to slam a door for a heartbeat of safety. No ten-page lecture—five minutes of practice and your fingers start acting like they’ve been in haunted houses before.
🔦 Light, Shadow, and the Clock on the Wall
Darkness is not just a filter here; it’s a verb. Stand under the ceiling fan’s shadow and your outline frays into the wallpaper. Angle your flashlight toward the floor so the beam doesn’t draw a straight line to your fear. The hall clock isn’t set dressing either; its tick becomes a metronome for safe movement. Move on the tock, freeze on the tick, slide past the gallery when the pendulum swallows your footstep. In Chapter 1, lighting is a puzzle piece, not a mood light.
đź§° Tools of Polite Mischief
Your inventory is part toolkit, part comedy routine. A wind-up mouse scoots into the pantry to steal Granny’s attention for six seconds that feel like a lifetime. A roll of duct tape turns the scream-proud window latch into a whisper. A sugar shaker on marble becomes a trip alarm for you, not her, letting you track where the patrol just passed. The crowbar moans on nails unless you cushion it with a dish towel you stole from the chair. Tiny behaviors stack—soft hands, slow doors, patient lungs—and the house starts letting you through in exchange for respect.
👂 Sound Is a Map You Can’t See
Wear headphones and the building becomes a choir of hints. The attic ladder rattles in a higher key than the cellar stairs. The hallway runner muffles steps until you hit the snag near the radiator, which squeaks half a tone sharp. Granny’s shoes announce mood: rubbery taps for a calm walk, clipped staccato for a sprint, a hush when she’s listening. Even objects vote. Bottles clink in thirds when they’re about to betray you. Fuses buzz louder the moment the circuit is complete. You’ll find yourself pausing just to let the room finish a sentence before you add your own.
🩸 Panic, Improvised
You will mess up. A plate will slip, a hinge will pop, and that cheerful “hmm?” will freeze your ribs. The best escapes look like choreography. Duck under the table, breathe, wait for her shadow to pass, slide into the broom closet and hold the knob with two fingers to stop it rebounding. When she checks the window, step into her draft and let the curtain hide your exit. Toss a bottle at the landing to reset her patrol. Slam a door only when the radio crackles—mask noise with noise. The game never asks for perfect; it asks for practiced bravery.
🗺️ Rooms With Petty Personalities
The kitchen brags: tile that tattles, cupboards that whisper, a dumbwaiter that goes nowhere until it does. The study respects quiet hands; pull the blue book, not the red one, and a panel clicks like polite applause. The bathroom hides a safe behind steamed glass you can write on; trace symbols with your finger to reveal the code like some damp detective. The basement is honest—bad light, good loot, a boiler with breathing you can count. The attic is mean, then kind, then mean again when the ladder decides it knows better than you. Chapter 1 makes small spaces memorable.
đź§  Little Tactics That Feel Like Cheating
Edge onto creaky boards from the corner so half your weight stays off drama. Nudge doors open with a kept-down handle; it changes the noise shape completely. Tap a picture frame on your way out; if Granny touches it later, you know she checked the room. Leave a cupboard open on purpose to gauge her suspicion level—if she closes it, she’s thorough; if she doesn’t, she’s impatient, which is your window. When carrying the noisy key ring, grip it in crouch and move only on clock tocks. Use her shadow like a sundial, not a horror prop.
đź§ź Difficulty, Mercy, and Mean Ideas
Normal is fair and firm: plenty of tells, timers that ask for composure. Hard turns floorboards into gossips and stretches her attention span past your patience. A Story toggle widens input windows, brightens interactables, and tucks a soft highlight under creak paths—great for learning routes without sweating through your shirt. Accessibility matters too: color-safe options for hints, vibration cues for players who solve by feel, and a “gentle stinger” mix that trades jump-scare spikes for low rumbles without dulling tension.
📜 Notes, Photos, and a Motive at the Edges
Chapter 1 hides its story in the margins. A photograph of a summer picnic where the same cane rests between two smiling faces. A recipe card with measurements crossed out and replaced by times, as if cooking became clockwork. A calendar with the word return circled on three different months. You’re not just leaving; you’re reading. And every scrap changes how you hear Granny’s mutter, until the line between villain and keeper blurs in a way that makes the exit feel complicated and necessary at once.
đź§© Why This Chapter Hooks You
Because the house feels alive without cheating. Because a solved route hums like muscle memory and a new mistake writes a better plan. Because Chapter 1 ends with a chain releasing, a door yawning, and air that tastes like rain, and you still glance back to see if the curtain moves. Evil Granny Must Die Ch1 on Kiz10 is horror that rewards quiet courage and fast thinking. It’s a study in how to make sound your ally, shadow your partner, and a creaky plank your metronome. Step in, breathe on the beat, and teach the house you belong outside.
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