
In Alpha 2, it was stolen by a raven during the tutorial, and it unlocked the Neighbor's house.Įvery scrapped key in alpha 1The rusty brown heart key could be found in Alpha 2, via going under the Neighbor's living room via debug camera or ghost mode. The player needed to beat the rifle range by shooting three targets, and the key would drop from a vent nearby. In Alpha 1, it unlocked the counter gate in the rifle range room.
The small silver key appeared in Alpha 1 and Alpha 2. The key was attached to the Neighbor's belt, and the player was required to sneak up on him and steal it. In Alpha 2 however, it belonged to the Neighbor, and unlocked the tool room holding the lockpick and a crowbar.
It belonged to the player in Alpha 1, and was the key to the front door of their house. The red and silver key was in Alpha 1 and Alpha 2. In Alpha 1, it could be found by using the jackhammer on the wall found after completing the rifle range puzzle. In the Pre-Alpha, it was found either in the hallway at the front of the house, or on the drawer in the living room, next to the TV. The rusty brown heart key was essential to unlocking the Neighbor's basement in the Pre-Alpha and Alpha 1, as an alternative to the lockpick. It is used to open the model house in the child's bedroom. It can be found in Act 2 of the game, inside the coffin in the Neighbor's back yard. The toy key is a small yellow key with a little red ribbon wrapped around it. It allows the player to open the boot of the Neighbor's car and obtain the Magnet Gun. The car key is a small red key that can be found in the first act, inside the room containing the yellow key. The Rusty Green Key is a key which is used to unlock The Player’s house at the start of act 3, it can be found inside the trunk of the car
While it isn't mandatory for beating the game, it allows for a shortcut to the Neighbor's yard. In previous versions, the door was instead held shut with a chair. The nearby door is held shut by the white lock, which the key can unlock. The white key is found on a wall hook, inside the small room available after beating the Fear School minigame during the third act. To open it, the player must use the electromagnet hatch to get the rifle past the door, and then go into the next room and shoot six switches, and then pull the small lever that is opened up. It can be found in a small container in the room past the gun-detecting door. In the third act, the red key unlocks the door in the room suspended near the roof, allowing access to the Fear Darkness minigame. It is found in an isolated room on the top floor, and the player must flood the previous room and freeze the water with the nearby lever in order to gain access. In the second act, the red key is one of the methods of escaping the Neighbor's house, and unlocks the large front gate which is keeping the player captive. It can be found in the child's bedroom on the top floor, on a cabinet. In the first act, the red key is the item required to get into the basement. In Alpha 3, it could instead be found in a locked case above the Neighbor's front door, and was essential for getting the rifle. It has very little purpose other than to allow for a shortcut, and is the only one of the keys that is not mandatory for beating the game. In the third act, the golden key can be found behind the door that it unlocks, though there is an alternate path to that room the player must take. In the second act, the key can be found in the room above the child's bedroom, and allows for a shortcut back to the fireplace room nearby. In order to get the key, the player must remove the nearby oversized painting and jump through the hole it covered. In the first act of the game, the golden key unlocks a door on the second floor of the house, and the key itself is next to that door. To turn off the electromagnet, the player must visit the roof and, using the red gramophone, navigate past the tomato plants and drop an object into the hatch covering the gears. It can be found attached to the electromagnet in the room next to the tram station at the top of the ladders. The green key allows the player to unlock the first floor door near the stairs that takes the player to the Fear School level. In Act Two, it is on a wall hook next to the door it unlocks. It's only required for unlocking an easier path to the third floor and train car.
It requires the magnet gun in order to be obtained. It can be found on the second floor, in a cabinet behind the painting. The blue key allows the player access to the room on the 3rd floor containing the crowbar and the platform which takes them to the Fear Supermarket level.
