Keys in the final game
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. It can be found on the second floor, in a cabinet behind the painting. It requires the magnet gun in order to be obtained. Its only required for unlocking an easier path to the third floor and train car. In Act Two, it is on a wall hook next to the door it unlocks.
The green key allows the player to unlock the first floor door near the stairs that takes the player to the Fear School level. It can be found attached to the electromagnet in the room next to the tram station at the top of the ladders. 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.
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. In order to get the key, the player must remove the nearby oversized painting and jump through the hole it covered.
In the second act, the key can be found in the room above the childs bedroom, and allows for a shortcut back to the fireplace room nearby.
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. 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 Alpha 3, it could instead be found in a locked case above the Neighbors front door, and was essential for getting the rifle.
In the first act, the red key is the item required to get into the basement. It can be found in the childs bedroom on the top floor, on a cabinet.
In the second act, the red key is one of the methods of escaping the Neighbors house, and unlocks the large front gate which is keeping the player captive. 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 third act, the red key unlocks the door in the room suspended near the roof, allowing access to the Fear Darkness minigame. It can be found in a small container in the room past the gun-detecting door. 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.
The white key is found on a wall hook, inside the small room available after beating the Fear School minigame during the third act. The nearby door is held shut by the white lock, which the key can unlock. In previous versions, the door was instead held shut with a chair. While it isnt mandatory for beating the game, it allows for a shortcut to the Neighbors yard.
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
The car key is a small red key that can be found in the first act, inside the room containing the yellow key. It allows the player to open the boot of the Neighbors car and obtain the Magnet Gun.
The toy key is a small yellow key with a little red ribbon wrapped around it. It can be found in Act 2 of the game, inside the coffin in the Neighbors back yard. It is used to open the model house in the childs bedroom.
Hello Neighbor Act 1 House Exploration
Your goal at the beginning isnt to explore all the rooms in the house, but rather use boxes and get up on the roof where you can access the top floor.
Before heading to the neighbors house, open the closet beneath the stairs in your house to get four boxes for free. Its easier to grab them here than to get the boxes in the neighbors yard where he might see you through the window.
Because of how wonky the controls are and how easy it is for boxes to slide off the roof, I recommend breaking out the second floor window before you even go up there.
Just grab something like the ball or even the weird eye painting off the wall in your house and chuck it up at the window from near the fence. After thats done, make sure there are at least two boxes in your inventory and climb up the leaning yellow shelves to the left of the front door.
Head to the top yellow shelf and drop two boxes on top of each other. Jump on the box tower, then turn left and jump onto the brown section of roof nearby.
From there, jump across to the roof/awning section above the porch. If you have trouble getting across, drop another box so you can jump from a higher vantage point.
From there, walk forward and jump across the white lattice to the brown awning in front of the window you broke previously. Inside the bedroom, throw a box (or any object in the room) at the painting of the flower next to the door to open a secret passageway.
Who needs keys?
In the purple room, grab the gold key sitting next to the door and then unlock it so you can get through easier. To your right, look for a keyring on the wall and grab the red key. This one will let you open the trunk to the red car back down on the lawn.
Go back out the window in the bed room and head down to the car. Unlock the trunk to get the magnet, which lets you steal metal objects from a distance.
Aint no junk in this trunk!
With the magnet in hand, grab several boxes and head around to the back of the house near the area with the ladder (blocked by a shoddy fence completed with some boards).
Look for a small open window thats positioned up high enough that you cant quite reach. Set down a few boxes in front so you can jump up and see inside to the work shed area.
I found it easiest to create a step ladder using a large box as a base and two tiers of small boxes to actually get up high enough.
You cant use the magnet to grab the wrench just yet, but you can pull the silver lock pick off the top left side of the shelves (near all the pots of glue).
After grabbing the pick, go inside the open window on the side of the house (the one with the black wire running inside) and open the door to your left.
Knicking the lock pick
In the hallway, you can now use the lock pick to open the door to the left of the staircase. That door leads to the shed where you stole the lock pick.
Now you can physically grab the wrench off the wall instead of using the magnet. Head back outside to the exact same place where you previously made the box tower and stole the lock pick.
The wrench is ours!
Use the wrench on the makeshift fence that is blocking access to the ladder right next to the shed window. Climb up the ladder to get to the roof and run across a wood plank until you can look down and see through a hole in the ceiling.
Jump down the hole to enter that room that was previously locked and couldnt be accessed. Now you can pick up the red key on the green table that was seen in the games opening cinematic.
Head back downstairs to the main floor and you can now use the red key to unlock the basement. Huzzah, the first part of Act 1 is complete!
Jumping through the roof
The silver key was only in the alpha release of hello neighbor and cannot be obtained anymore. It has been replaced by the red key, the green key, and the basement access card.
Where is the silver key in Hello Neighbor act1?
Where is the key in Hello Neighbor?
What is the secret code for Hello Neighbor?