All Item Locations in Run from Fast Fredbear
Find every key item you need to escape the house.
Essential Items Overview
Escaping Fredbear's House depends on five tools in a reliable order. This guide pinpoints where they live and how players commonly miss them. For the narrative checklist, use How to Escape. For pathing between picks, use Escape Routes. For not dying mid-loot, use Fredbear Behavior.
Collection order (do not scramble lightly):
- Red key
- Car keys
- Magnet
- Lockpick (via magnet)
- Wrench
Red Key
Location
Second floor — bedrooms, shelves, drawers, or dresser tops.
How to Get
- Enter quietly and take the stairs (Getting Started noise rules apply).
- Sweep bedrooms systematically left-to-right or clockwise so you do not double-loop.
- Grab the red key the moment you see it.
- Leave upstairs; lingering invites a stair camp.
Purpose
Progression key tied to unlocking further chain access. Even when a door feels optional, skipping the upstairs trip breaks the standard escape taught on this wiki.
Failure Cases
- Panicking and sprinting room-to-room (audio magnet for Fredbear)
- Leaving upstairs empty-handed after a partial search
- Fighting him in a dead-end bedroom instead of baiting out
Car Keys
Location
Near the car on the driveway / backyard approach — commonly the trunk.
How to Get
- After the red key, rotate outside toward the vehicle.
- Interact with the trunk first; then check cabin/adjacent ground if needed.
- Pocket keys and immediately plan magnet routing.
Purpose
Required step in the community escape chain before magnet/lockpick progression. Do not treat them as lore fluff.
Failure Cases
- Assuming keys are optional and softlocking later logic
- Sprinting across open yard sight lines
- AFK at the car hood while he exits the house
Magnet
Location
Ground floor utility side — garage / tool-adjacent rooms near the car wing.
How to Get
- Search shelves, benches, and floors carefully; the prop is easy to skim past.
- Confirm it is in inventory before heading to the backyard boxes.
- Keep hands ready for the pull mini-objective — this is not a souvenir.
Purpose
Retrieves the unreachable lockpick. No magnet, no lockpick, no storage wrench, no roof.
Failure Cases
- Exploring random upstairs again "just in case"
- Dropping/throwing the magnet accidentally
- Arriving at boxes without it and improvising loudly
Lockpick
Location
Back of the house, mounted out of normal reach near ladder-related geometry.
How to Get
- Bring the magnet — confirm it is held / active before you climb.
- Climb / stand on the box pile. Ground level almost never works.
- Face the ladder-adjacent wall. Community walkthroughs and comment tips agree: from the boxes, look right, then micro-adjust yaw.
- Toggle mouse lock (G) if your aim wobbles — see Controls.
- Aim at the out-of-reach lockpick and pull it to you with the magnet.
- If it fails: step one crate left/right, raise camera slightly, re-check facing, and retry before rage-roaming the whole yard.
Angle checklist (from player clears): stand on boxes → face ladder side → look right → steady crosshair → pull. Teammates should hold perimeter or bait with F, not stack on your head and block the shot.
Purpose
Opens the locked room near the entrance that holds the wrench path.
Failure Cases
- Pulling from ground level
- Wrong facing direction
- Whole lobby crowding the boxes (aim blocked + noise)
Wrench
Location
Storage / locked room near the entrance after lockpick use — workbench or shelf.
How to Get
- Bait Fredbear away from the foyer if needed (Fredbear Behavior).
- Unlock with the lockpick.
- Grab the wrench immediately.
- Leave — do not organize the room.
Purpose
Unlocks the roof ladder. Mandatory for the broken-roof finish and golden door ending.
Failure Cases
- Opening storage while he is in the foyer
- Forgetting the wrench after unlocking
- Climbing before the wrench interaction completes
Optional / Secondary Finds
Health-style pickups or misc props may appear depending on patch. They are nice; they are not the spine of the escape. Prioritize the five-tool chain every run. Patch shifts will be noted on Updates when verified.
Efficient Loop Summary
| Step | Item | Zone | Next move | |------|------|------|-----------| | 1 | Red key | Second floor | Descend | | 2 | Car keys | Driveway/trunk | Utility wing | | 3 | Magnet | Garage/ground utility | Backyard boxes | | 4 | Lockpick | Back boxes (magnet) | Entrance storage | | 5 | Wrench | Storage | Ladder unlock → roof |
Tips for Finding Items Under Pressure
- Search with a pattern, not vibes.
- Walk between rooms; sprint only on confirmed aggro.
- When stuck, re-read the single item section above instead of full-house chaos.
- In co-op, assign one player per objective cluster.
- After deaths, restart the order — do not invent a new sequence mid-tilt.
Common Mistakes
- Rushing and skipping shelf checks
- Magnet pull without box height
- Treating car keys as skippable
- Storage unlock without a bait window
- Ignoring cross-links to How to Escape when the chain feels fuzzy
Related Guides
- Getting Started
- Controls
- How to Escape
- Escape Routes
- Fredbear Behavior
- Hiding Spots
- Secrets
- Guides Hub
- Players
- Tier List
- Codes
Know the five spawns cold and the house shrinks. The magnet pull is the skill check; the wrench is the gate; the golden door is just the handshake at the end.
Frequently Asked Questions
Quick answers to the most common questions about Run from Fast Fredbear.
Where is the lockpick?
At the back of the house, out of normal reach. Stand on the box pile and pull it with the magnet.
What order should I collect items?
Red key → car keys → magnet → lockpick → wrench. That order matches How to Escape.
Can I skip any items?
The wrench is mandatory for the roof ladder. Skipping earlier tools usually softlocks the chain.
Why can't I pull the lockpick?
Stand on the boxes (not the ground), face the ladder side, look right, steady aim with mouse lock if needed, and confirm the magnet is active.
Where is the red key?
Second floor bedrooms or shelves. Grab it early, then leave upstairs.
Do items respawn between attempts?
Treat each attempt as a fresh collection run after a death or restart.