Knock-knock

Knock-knock

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Knock-knock timings, tactics and other useless data
By Oda
In this guide, I've described my tactics for the "eye" leves. It contains exact time you need for crossing various rooms and guests spawn time. Also I tried to understand if all lit rooms on "safe" levels gives you any advantage. I hope this information is not completely useless...
   
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Introduction
Hello I know there are almost more than 6 years after the release of Knock-Knock, but I noticed that there are no guides about tactics, some tricks from pro-ultra-instincts players and no useless content like timing and exact numbers for this game.
So I thought there's no time like the present and wrote this guide after more than 5 times beating this game (including my walkthroughs on my tablet).
Of course, just tactics can be known by most of the players, so I spend some time doom Lodger to another bizarre paranoic adventure.

Timing
These data can be usefull in my tactics becouse I timed movement of Lodger in rooms (there are 2 types of rooms in the game as you can notice) and also some usefull things like time of spawning gaps and quests.
I must admit that exactly I rounded numbers to highest, because results was 5:90, 2:86 etc. Only gaps spawn after thunder after about 11-13 seconds.
I think you can use to know can you reach room with gap or not.

LARGE ROOM
Lights ON: 4 sec
Lights OFF: 6 sec



SMALL ROOM
Lights ON: 2 sec
Lights OFF: 3 sec



CLOCKS, FIXING, DOORS
Remember home furnishings: 9 sec
Clock arrives after: 2 sec
Open door: 5 sec
Fix light: 5 sec



GUESTS
Gap spawn time (after thunder): 11-13 sec
Guest spawn time: 25 sec

Tactics for fast-moving or Lodger becomes Sonic
These tactics recommended because in Knock-Knock gaps appear very often. In Knock-Knock the main task is to survive untill dawn. Random guests spawn in our house and we need to patch gaps often if we don't want to hide too much.

It's necessary, becuase:
* Guests in the house always faster than you in the dark room. You need to hide or they will outrun you, they don't allow you to turn on the light or even can break lights in the room;
* If there's agrresive and fast guest spawned you need to close the the gap which he came from;
* On the last levels even encountering guests feels bad for mental health of the Lodger.

If you have a good seed with passive guests and a house where you can easily move around you can move fast enough to close any gap in the house that you don't even need to hide. If you have only one slow guest in the house who can't use ladders it's OK, you can run away from him by simply switching floors.

With good RNG I needed to hide only once at last "eye" level on one of my walkthoughts.

But at first, I'm going to transfer my priority list of what you should do first and what isn't necessary.

PRIORITY
  • 1. Locked Doors
    My most priority were locked doors because opening doors is the most dangerous thing what you can do - guest can attack you from the other side and if there's no ladder, you'll take damage.
    Moreover, you can't see the room behind the door, so there's no way you can escape fast-moving guest. You can use your mouse wheel to zoom out the whole house and probably find if there's anyone nearby.
    So if there's no guests on the floor (or they can't reach you while you opening a door) or no gaps in the house you should open locked doors every time. But I make exception for lonely rooms that doesn't connect anywhere.
  • 2. Fixing light
    As simple as that, lit room boosts your speed a lot. I've described below how faster you become.
    You should not lit the room if there's a guest in it! You'll have to fix lights again.
  • 3. Remebering lodger's mess furniture
    Also you already noticed that some rooms don't have any place to hide so remembering something here is completly useless. Some rooms have objects where you can hide after second try, there's only one big room (with red and white tile) and lots of small rooms like that.
Let's talk more about rooms.

If room placed in a long corridor, moreover if there's a lot of locked doors on the way let Lodger remember things here. If the guest have spawned, you probably should stay untill Lodger will remeber the stuff where you can hide (just re-enter the room if there's nothing). But room has a ladder at the entrance you shouldn't let Lodger remember places to hide there, because the ladder is a more useful way to escape from guests.

Guests're much faster than our poor paranoic protagonist (excluding Mr Wheels in a white bathrobe, he's slow asf). If you don't feel any threat, you can open more doors which I highly recommend, since you have to push forward to close the gaps.

This is all, moving to tactics chapter.



TACTICS
I describe here how effective you can use your time, what to do with some rooms and etc.
For example I choose this house.



LONELY ROOMS
Firstly, we need to know rooms where we don't need to fix lights - lonely rooms without connection to the others. I marked them with an orange colour. We don't need to recover anything there - if the guest will appear in the room, there's no point in hiding anymore, he will spot you anyway. Back up from the room using ladder or simply go to the one nearby.
Make sure the guest isn't nearby and fix the lights if there's a gap.

Important note: Remember that quests teleport to your floor when they reach the end of the "corridor" or end of the lonely room. If the guest is on your floor and there are two lonely rooms be careful: you have not so much time until he will appear in your room.



ORDER OF ROOMS TO EXPLORE
You can pass fixing lights in the room 3 and move to the ladder, but watch out for the the room below, becuase if a gap will spawn in it you'll probably not gonna move there in time.
If the guests id spawn, you'll see him "frozen" in the gap. He will move into your direction once you make a step on his floor. Don't worry about him and take care about other gaps or explore your floor. Once he spawns on yours, deal with the gap.
Room 9: 8 room is last 'corridor-type-room'. Check out if there are any closed doors, if not, you can fix the light just in case the gap will spawn in the room 9 to move over there quicky.



THAT DAMN DOOR
Locked doors can makea lot of trouble if they are between small rooms.
As I've said, you have to open closed doors. I highly recommend to open the door between rooms 8 and 9 as fast as you can if there are any, but focus on the long corridors at first.



LONG CORRIDORS (AND DAMN DOORS)
For the long corridors let's systematize rules:
  • If there's a door in a room lodger should open it firstly;
  • If there's a lot of doors in corridor near you open let Lodger open them;
  • Don't let Lodger remember furniture and fix the lights in the lonely rooms. Instead open the door if this small room connects to the other and fix the light in this the room before.



Should you light up the whole house? (safe levels)
As you know this wooden clone of Lodger speeds up time randomly. But is there any conditions for higher chance and limit to the amount of time they can speed up?

There's one condition at the safe level - are all lit up or not.
So I re-played the same level 20 times and got these results.
Note: It looks like "broken" lighting works as well as turned off lights.


1,5 hour speed up is maximum what we can get and 1 hour is minimum.

They are mostly the same, but there's a higher chance to get only 1 hour speed up when rooms are not lighted up.

Keep in mind game still depends on random. I think it's still highly RNG and have no proof besides those approximate numbers.

TIP: Since it's random try to restart the game until clocks give you the maximum amont of the time. As abvious as that is.
Camping with ladder indling and How to Counter Specific Guests (not really)
As you may figured already, time doesn't stop if you go up and down on the ladder. As the comments say, it's called ladder idling. You can counter pretty much any quest with that except these three:

1. The Bed

The Bed can damage you even if you stand on the ladder. It's slow, but I higly advice to find the other place to camp. You can also wait out if there are no guests on the floor above the bed.

2. The Doppelganger
The trickiest one. He can move on his own, closing doors and breaking light. He's usually passive, but can damage you randomly. Try not to

3. The Cephalopod (Grasshopper)
A weird creature that walks on hands. Spawns very rarely, but if he does, you gotta hide very quick (or alt+f4 if you wish). He has only 10% chance to spot you, which is the lowest in the game.

He moves realy fast (2.5x faster than Lodger), I can confirm he has a very strange movement, he doesn't always follow you, he goes backwards while running on the floor.

It's necesary to camp at least where you have hiding spot. It's really hard to close the gap if there's cephalopod in your house. I didn't study him properly, but rus wikia says this:
Originally posted by Russian Knock-Knock Wikia:

If the player is on the stairs, the Grasshopper will walk under it, but if the player goes to the floor above, the ghost will follow him. However, a moment later, it jumps back to the original floor, provided the player stays on the stairs.
That means you can jump on the ladder again after you went upstairs to trigger him to move to the floor under.

Conclusion
That's all for now if this you find out this useful write this in the comment section and I'll get another reason to update this (for example, more timings and tactics against some guests like doppelganger).

I don't know what say selse, just leave a comment about how you hate doors or doppelganger already.

2 Comments
Aquarious 29 Apr, 2021 @ 4:50pm 
one of the run saving strats is "Ladder Idling"
Too many guests? need to just make it through this night? Find yourself a ladder!
Go up/down mid ladder, your guests cant touch you, and you don't need to hide.:hello:
anon_khabarov 9 Feb, 2020 @ 4:08am 
Wow, so tactics can actually be made for this game. I would just sporadically turn on lights and open doors in rooms connected by stairs and in case of emergency, I would just get myself stuck on one of them to avoid guests (which doesn't always work with the doppelganger or that damn blue spider man).