The key hunt starts only after the basement boards are gone. The objective Find the keys 0/4 counts keys. It does not label a room for each color. Each key you are holding should go to the glowing EXIT DOOR in the basement. E Unlock raises Unlock the exit door by one step. The escape prompt appears at 4/4, after The exit door is open. Get out!
Worked Medium locations
These are the rooms from one recorded Medium run, in the order the keys were collected.
| Color | Search | What it unlocked in that run |
|---|---|---|
| Blue | Green lockers inside the room labeled 4TH GRADE | Blue padlock, counter 1/4 |
| Yellow | A lower locker in the room labeled LOCKER ROOM | Yellow lock, counter 2/4. Ike jumped out in this room. |
| Red | The area just outside the room labeled NURSE | Red lock, counter 3/4. The dropped item was named A Red Key. |
| Green | The room labeled COMPUTER LAB | Final lock and the red RUN alert at KEY FOUND 4/4 |
The same run is also the source of the color-to-lock pairing. If a later round does not match this table, trust the locker search and the color of the key in your hand, not the table alone.
How to search
- Read the room label when you enter. That label is the reliable you-are-here signal.
- Listen for jingling. Reports tie that sound to a locker that holds a key.
- Check low locker rows as well as eye-level doors. The yellow key was in a lower locker.
- Leave searched lockers open so a team can see what is already done.
- When you have a key, take it to the basement before you keep exploring. Reports say only one key can be carried, and a catch drops it where you fell.
Cash, batteries, and traps in a locker are not keys. Keep moving until the key counter or the door counter actually changes.
Losing a key
If Cartman gets you, you DROP it. You respawn in the basement and the objective becomes Pick up the dropped key. The key waits at the death spot. Door locks you already turned stay turned.
The green key changes the rules
The fourth pickup is what starts the end chase in the recorded run, not the act of touching the exit. The red screen tells you nowhere is safe and to run to the exit. Sprint through the corridors and the gym. Do not stop to open more side rooms unless the objective has switched to something else, such as crank parts on a jammed door.


