The key legend the game keeps on screen
Six keys sit in the lower-left corner for the whole session. Treat that corner as the source of truth for your own build, because a menu or a future update can rebind them.
| Key | Label on screen | What it does in a run |
|---|---|---|
E | INTERACT | Opens containers and hatches, works the exit terminal and gets you out of a closet. It only fires while a prompt is on screen. |
Shift | SPRINT | Runs instead of walks. Stamina still applies in the base game: the Infinite Stamina game pass exists to remove that drain. |
F | TORCH | The torch. This is the light you keep on Foxy's face when he charges your room. |
G | FLASH | A second light action, printed next to the torch as its own key. No frame read for this page shows it in use, so this table does not invent an effect. |
C | CROUCH | Crouch. The legend prints the key and no further description. |
M | UNLOCK MOUSE | Frees the cursor so you can click the pause menu. The label is a toggle, so the same key returns control to the camera. |
Keys that only exist in one place
Three sets of keys never appear in that corner legend, because each one only works inside a single screen.
ZorXinside a closet. The prompt reads[E] LEAVE PEEK [Z / X] - hold to look out, so you hold one of them rather than tapping.Eagain asLEAVE. The same prompt doubles as the exit, so a peek never traps you in the closet.Spaceheld down over the opening scene. The overlay readsHOLD SPACE TO SKIP.L,RandESCin the pause menu. The buttons readL Leave,R RespawnandESC Resume.
What the HUD is telling you
The top-left column answers "what is this run still missing" without a menu. The left and bottom edges add two meters that decide whether something hears you.
| HUD field | What one recording showed | What it tells you |
|---|---|---|
PHASE 1 - FIND THE KEYS AND THE CODE | The objective line above the counters | The chapter you are in, and the two things it wants: four keys, then the four digits. |
KEYS x / 4 | Read 1 / 4 at 01:40 and 2 / 4 at 03:00 | Exit keys collected. The counter moves when a container gives one up, so it is your check that a key counted. |
CODE | Four dashes until digits are found | Digits you have read. The keypad needs all four before the elevator call works. |
LIVES | Three filled squares | The attempts left in this run. Watch it instead of guessing after a jumpscare. |
Battery icon + FLASH 1 / 4 | One of four segments filled, and the number stayed at 1 / 4 for the whole run | A charge counter the game does not label. See the last section before you plan around it. |
VOICE | Vertical scale marked -20, -10 and -1 with a red marker, plus a MUTED label when the mic is off | Your mic input, which is what the animatronics listen to. It is the meter to watch before you speak. |
NOISE | A horizontal bar with a moving marker | The noise your character makes in the room, separate from your mic. |
A KEY IS CLOSE | A short hint that appeared above the room at 01:40 | You are in the right room. Keep opening containers instead of moving on. |
The pause menu holds respawn and the settings
ESC opens a panel with five tabs: Settings, People, Gallery, Report and Help. The three buttons along the bottom are the ones that matter during a run.
- Respawn puts you back in the restaurant after a death, and consumes one of the three lives in the HUD.
- Leave drops the run instead of respawning, which is what you want when the team is already out.
- Resume returns you to the game with the cursor still free, so press
Mif the camera will not turn.
Under Settings, one block is labelled View & Controls. These rows were on screen in the recording: Camera Mode set to Follow, Camera Inverted Off, Camera Sensitivity 0.36, Movement Mode Default (Keyboard), a UI navigation toggle, and Haptics, Reduce motion, Maximum Frame Rate and VR above them. Shift Lock Switch is listed as Set by Developer, so that one stays under the game's control rather than yours.
Match the control to what is chasing you
The legend tells you which key is which. The choice that decides a run is which of those keys fits the hunter in the room.
- Foxy charging down the corridor: torch on his face, held until he turns. The full Foxy answer.
- Something already inside the room: closet or ceiling vent, never a barricade as safety. Cover compared.
- A hunter reacting to your voice: go quiet and read the VOICE meter. The voice rules.
- An alert naming a room you cannot place: the security terminal. Cameras and areas.
KEYSstuck below4 / 4: the container rules decide what counts. Where the keys hide.
Something went wrong: the key did nothing
Almost every "broken control" report is one of five states. Check them in this order before you leave the run.
- The camera will not turn but the game is running: press
Mto hand the mouse back to the camera. Edoes nothing: no interact prompt is on screen, so step closer to the container or hatch until the prompt appears.- You are stuck in a closet:
EisLEAVE, andZorXheld down is the peek. - You went down:
ESCthenRrespawns you and spends a life from the HUD. - The lights are gone: that is the breaker, not a control problem. Reset the breaker.
What this page cannot confirm
Three parts of this control set are printed on screen but never explained by the game, and one recorded session is not enough to settle them.
UNCONFIRMED
FLASH 1 / 4never changed in the recorded run, so what raises or drains it is unknown. The torch and the flash are two separate keys, but no frame read here shows the flash in use. No stamina meter appears on this HUD at all, which is why stamina is only described through the game pass text.
Read the corner legend on your own screen first: if your build prints different labels, that build wins over this page.