Quick Guide
- Open the TRAPS skull counter or pedestal room between ditches.
- Seed glue on the exit path before you touch the knockable door.
- Keep at least one bear trap when floating or Chef-style killers show up.
- Stop dumping cash into glue if the killer never walks the pads.

Verified frame: skull TRAPS sign, cash register, bear trap display, 0/25 Ditches.
Community creator · Source / open if playback failsWhen Monster House remake searches land on ding-dong ditch footage, trap shopping is the skill that turns a panic run into a controlled ditch. Knock Knock sessions show a skull TRAPS counter, pedestal rooms with Glue and Bear Trap displays, and hotbars that stack Flashlight with Glue, BearTrap, Light, and ElectricWire or Bomb wire. This page answers which traps to buy first, where to place them before the knock, and how to pivot when a killer ignores floor pads.
On this page
- Core traps
- Glue, Bear Trap, Bomb/Electric wire, Light
- Shop sign
- TRAPS counter (skull sign) in footage
Trap roster seen in shop and hotbar

| Trap | Observed role | Watch-out |
|---|---|---|
| Glue | Floor pad that sticks or slows killers that walk over it | Price climbs with spam; some killers ignore it |
| Bear Trap | Snap trap on pedestals and hotbar; stops glue-immune threats | Consumes on trigger — restock between rounds |
| Bomb / Electric wire | Trip-wire style; explodes killers on touch in callouts | Buy after glue and bear trap basics |
| Light | Pedestal utility priced near $30 in one shop frame | Helps dark halls; not a kill tool |
Place traps before the knock

Buy at TRAPS
Open the skull TRAPS counter or pedestal room. Grab glue first, then a bear trap when cash allows.
Seed the exit lane
Drop glue on the path away from the knockable door before you touch it. Add wire across the same hall if you already own it.
Knock and kite
Leave immediately when the Run announce appears. Lead the killer through the prepared pads instead of open yards.
Restock
After the round timer, replace consumed bear traps and refill glue before the next ditch.
Spend priority across a 25-ditch run
First cash after ditch 1–3
Buy glue and place it on the door exit
You need a walkable pad before the next knock; wire cosmetics can wait
Killer walked past glue
Buy bear trap next shop and stop double-buying glue
Glue immunity wastes cash; bear traps still stop Chef-style threats in footage
Glue prices feel inflated
Seed two lanes only and buy cash upgrade or revive
Idle cash does not place traps, but carpet glue burns the earn loop
When traps fail mid-chase
Killer ignores glue pads
Floating or glue-immune kit such as Chef
Buy bear traps, reposition the lane, skip glue spam this round
Bear trap gone after one snap
Consume-on-trigger behavior reported in sessions
Restock before the next knock; do not knock empty-handed
Cannot place wire but glue places
Wrong hotbar selection or no wire owned
Confirm the ElectricWire or Bomb wire slot, then rebuy if cash allows
Traps bought but still die at the door
Knocked before placing the exit lane
Place first, then knock; leave on the Run announce

Verified frame: Glue / BearTrap / ElectricWire hotbar at 2/25 Ditches.
Extreme Blocks · Source / open if playback fails
Verified frame: Backrooms-style shop with BearTrap / Glue pedestals, $1725, 1/25 Ditches.
Extreme Blocks · Source / open if playback failsFrequently Asked Questions
Do monster house roblox traps work on every killer?
No. Sessions show Chef ignoring glue while bear traps still stop him. Keep a non-glue option every shop visit once cash allows.
Should I buy bomb wire before glue?
Footage treats bomb or electric wire as a secondary spend after glue and bear trap basics. Wire callouts say it explodes killers on touch, but early money usually belongs on lane glue first.
Sources
Reviewed:
Observed in Knock Knock sessions S1fz6TQICOs, kf00Yx5eY4c, and 5kWgzoGbOpE with shop and hallway frames from the 2026-11-01 batch.