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, 28 have completed it (5.68%)

Achievement Details

Pagurian in Knock-Knock

Pagurian222 (60)

Chose to lock The Lodger inside the cabin and remain hidden

  • Unlocked by 37 tracked gamers (8% - TA Ratio = 3.69) 493  

Achievement Guide for Pagurian

AuthorSolution
PiCkLE SQU1D
778,992 (400,873)
PiCkLE SQU1D
Achievement won on 23 Aug 17
TA Score for this game: 2,382
Posted on 24 August 17 at 00:34
This solution has 1 positive vote and 0 negative votes. Please log in to vote.
For this achievement, you must complete the game with the Bad ending.

NOTE: You probably will get this your first playthrough if you're not really following any guides.

To do this, you must:

*** Spoiler - click to reveal ***


NOTE: This might have to be done in 1 sitting as I'm unsure if you can exit the game as it wouldn't allow me to.

The guide:

The game is fairly simple and rather short. With a bit of luck and patience, you will finish it.

I managed to beat the game twice not really knowing what was going on and what I had to do. Here is what I did though for every level and seemed to work.

Until there's a more detailed guide/walkthrough out there, I will just put it this way. There's two types of levels. When you look at the map between each level, you will see some are in the shape of an Eye and some in the shape of a House. So to make things simple, I will call them Eye levels and House levels. I honestly don't know what the hell they are.

Eye levels (These are the harder ones but still fairly easy).

- Turn all the lights on.
- Created all objects for each room. You will enter a room and your eyes will either close or they won't. If your eyes close, wait a few seconds and the room will create stuff for the room that you're in. You must have the lights turned on for this. You can do this twice for each room this works in. Leave the room and return and your eyes should close again. Do it once more to try getting a clock.
- Turned on all the clocks. Like above, you can create a clock by being in a lighted room and your eyes close. If you do create a clock, press B on it to save some time.
- If a light goes out, immediately rush to that room and repair it by holding A. Do it fast or else enemies will spawn and you may get sucked into a breach which is pretty much game over.

House levels (Simple, these are the ones you want to focus on when going for the Good ending).

- Rush to the clock wherever it may be and press B on it. This will open the door, so walk outside.
- If you're going for the Good ending, then make sure to catch the girl before making it to the house.
- Either way, once you find the house, walk into it and that's the level. I found going up once then left once, then up once, then left once... seemed to work the best. Then you're not just mindlessly walking to the left or right forever.
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Archer Spense
753,965 (386,680)
Archer Spense
Achievement won on 15 Nov 17
TA Score for this game: 2,382
Posted on 15 November 17 at 19:00
New solutionThis solution has 0 positive votes and 0 negative votes. Please log in to vote.
This game is a steaming pile and PiCkLE SQU1D literally lucked his way into completing it.

I on the other hand discovered Knock Knock has a 3rd ending: an unwinnable game over scenario.

the requirements to get the bad end:
- DO NOT collect all the fragments of reality (intentionally avoid the girl in the forest)
- beat the game within the time limit.


if you look at the map in between stages, only half the swirl has stages marked on it and there's what looks like a drawing of a monster after the last one. As soon as you reach the last safe house (should be the safe house right after the 6th nightmare stage), when you enter the stage you should see a giant in the distance when zoomed out. You should also see something that looks like a white lightning bolt across the top of the screen. The bolt is the count down meter; it will gradually shorten as you go through the woods looking for the house, and as you survive the nightmare houses. It is frozen when you are in the safe houses.

The bad news is the game gets harder when this meter appears. Restarting a night means something now. Worse is if all the meter is gone, the game will let you play to the finish and give you a game over screen instead of an ending.

Thankfully if you mess up or get screwed over you can preserve the meter by dashboarding. If you don't know how, its when you push cn_guide, select home, highlight Knock Knock and push cn_start and select "X quit". Restart the game, and you should be able to continue the level with all the time you started it with.

key things to know so you don't waste too much time playing this garbage or restart a level:

- when wandering the forest, the black capillary looking lines that get longer inward are a count down timer. If they get too long, you will game over. The lodger (you) will stop and say something 1 or 2 seconds before you game over.

- 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. If you open the door, you will wind up in one of those retarded endless hallways. The doors leading to endless hallways 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 you can't get to a breach in time to close it before a guest spawns. if you are close to beating the level, you can safely stay several rooms away and wait for time to run out. If you happen to be in a lit room and the light goes out, either push [cn_b} to hide or run. There are 2 guests that tend to teleport or wander into lit rooms and can get you.

- 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.

you will know if you are on track for the bad ending when you get halfway through the game and you see a giant demon looking monster approaching in the distance during the safe house stages. The bad ending path may act a little different than the good ending. I've read you will game over as soon as the time runs out vs. the good end which will let you get to the end but give you a game over instead if time has run out.
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