

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.
