Knock-Knock achievements
2,382
(1,000)

Knock-Knock

2.0 from 23 votes

There are a maximum of 18 Knock-Knock achievements worth 2,382 (1,000)

493 tracked gamers have this game, 29 have completed it (5.88%)

Achievement Details

Breaking the circle in Knock-Knock

Breaking the circle232 (60)

Chose to go into the woods

  • Unlocked by 33 tracked gamers (7% - TA Ratio = 3.86) 494  

Achievement Guide for Breaking the circle

AuthorSolution
Archer Spense
754,229 (386,800)
Archer Spense
Achievement won on 15 Nov 17
TA Score for this game: 2,382
Posted on 15 November 17 at 07:35, Edited on Yesterday at 08:53
New solutionThis solution has 1 positive vote and 0 negative votes. Please log in to vote.
This game is a steaming pile and PiCkLE SQU1D literally lucked his way into completing this game.

I on the other hand discovered Knock Knock has a 3rd ending: an unwinnable game over scenario. This was despite having met the requirements for the good ending.

requirements for the good ending:
- find all fragments of reality (collect the girl in the forest levels, randomly get one in endless hallways)
- finish game in time when time limit appears.


after the 6th nightmare stage, you should notice something that looks like a white bolt of lightning at the top of the screen when you roam the forest looking for the house or use the right stick or cn_RT to zoom out while inside the house. This is a meter that will shorten over time. You must activate the clock in the final safe house with some of this meter remaining in order to get an ending. Otherwise you will activate the clock, the entrance will open, and you will get a game over screen after you leave.

The saving grace here is if you mess up (ok, lets be honest. the game screws you over) and you get caught by a ghost, take too much time in the forest finding the house (your character will say something moments before you restart) or wind up in one of those stupid endless hallways, you can dashboard, close, restart the game, and load up your save. As long as you didn't dilly dally and allow the old save to be overwritten, you should restart the level with the time you started it with.

If you don't know how to dashboard on the Xbox one yet, push cn_guide, select "home" from the dropdown menu, push cn_start with Knock Knock highlighted, then select "quit" from the menu that appears.

You will know if you are on track for the good ending if, during the safe house levels, you see a giant girl in the distance when zoomed out. This means you found all the fragments. The only other factor is you must have some of the white lightning bolt looking meter remaining or else you will game over instead of getting an ending on the last stage.

some tips to play this piece of junk so you don't waste too much time playing:

- past stage 6, the black capillary looking lines that extend inwards are a count down timer. If they get too long, you will game over. You will know when this is a second or two from happening when the lodger (you) stops to say something.

- you can fix lights anywhere in a room. The moment you enter a dark one, you should be pressing cn_A until its lit.

- to avoid the highly frustrating extremely stupid endless hallways that kept screwing me over: when trying to open a closed door and you hear knocking and the screen shakes, STOP. This is the clue the game gives with unsafe doors. Opening the door will send you to one of those retarded endless hallways. These doors will eventually become safe to open after a few minutes. (and yes, you can start in a room with a closed door that will send you to a endless hallway)

- the key to beating the survival levels is finding the clocks ASAP and turning on lights in the rooms breaches are in (the game will telegraph where a breach will appear by zooming in on the room). The breach looks like an eyeball inside mist. If one appears, you have about 10 seconds before it spawns a guest. You suffer a small time penalty closing a breach, but loose 1/2 a clock if you allow a guest to appear and let it touch you.

- sometimes the game won't let you reach a room with a breach before a (ghost) spawns. You must use your judgement in how to deal with this. If you are close to finishing a level, and a guest appears, keep to a lit room as far away as possible. If you're in a lit room and a guest is roaming the house, try to hide right away just in case its one of those unfair guests.

- if you hear those annoying distorted voices, it means a guest has entered/is still roaming the house.

- if you touch the guest that appeared from a rift, you will lose 1/2 your time. the plus side is it will take it a long time to reappear giving you plenty of real time to get to the breach it came from and close it.

- I've found the best strategy to manage a house is to find and light the longest string of connected rooms first then work your way outwards. This makes reaching breach rooms easier.

- lastly, finding the clocks is slightly tricky, you won't know if they're in a room until they appear. the game prioritizes them though. So if you wait in a room when the lodger closes his eyes, and background details appear instead of a clock, search another room. Even if you do the in and out method of spawning room objects, the next thing to spawn will not be a clock.
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