The PC controls you can use as a starting reference

An unfamiliar interaction can stop your progress even when the route ahead is obvious. The Terrible Lizards controls below cover PC inputs explicitly named in full-release player narration. They give you a practical reference for common interactions without pretending to be a complete keyboard or controller layout.

ActionPC input named in the playthroughsImportant context
Interact with an objectEUsed for ordinary object interaction.
Move a stuck leverHold E continuouslyThe tutorial says releasing it resets progress.
Perform the fuse-repair timing actionSpacePress when the fuse interface indicates the correct moment.
CrouchCNamed during the early exhibit traversal.
Drop from a ledgeCA later ledge tutorial identifies the same key for dropping.
Use the flashlightLeft mouse buttonThe player identifies left-click after expecting F.

These inputs come from player experience in early copies of the full game, rather than a personal test or a complete current settings-screen capture. The exact build used by those creators is not stated. If a prompt in your installed version differs, use that prompt for the interaction in front of you.

Know when E means hold rather than tap

Ordinary interactions and stuck levers do not use E in the same way. SuperHorrorBro's full-release opening playthrough names E for interacting, while FusionZGamer reads a tutorial requiring a continuous hold to move a stuck lever.

For that lever interaction, keep E held while the action progresses. Repeated short taps do not match the tutorial's instruction, and releasing the key resets the progress described there.

This distinction is useful when the game appears to recognize an interaction but the object does not finish moving. Read whether the on-screen instruction asks for a press or a hold before assuming the lever is broken.

Follow the fuse prompt and check the flashlight input

Fuse repair uses a timing action. In the full-release narration, the tutorial tells the player to press Space at the right moment; a green dot indicates successful progress. Watch the repair interface and time the press to its cue rather than treating it as another continuous E interaction.

The flashlight is a separate input. In FusionZGamer's full-game playthrough, the player discovers that it uses left-click after initially expecting F. If you have already obtained the flashlight and are looking for its PC input, left-click is the documented starting point.

The recorded controls do not establish an alternate flashlight key, a complete remapping process, or every contextual action. Those details should come from your own game's prompts rather than a layout borrowed from another first-person game.

Use the movement system behind the inputs

Knowing an input is only part of crossing a room. The developer's official movement explanation describes aerial control: you can pull back from an overshoot or steer sideways while airborne.

That gives you a useful way to recover a slightly misaligned jump before landing. The larger movement system also includes slides, wall runs, clambers, ledges, and swings, but the developer article does not provide a full button chart for those actions.

Controller layouts are outside this PC subset. A controller button mentioned in an individual achievement video does not establish the complete Xbox or PlayStation controls, and it should not be substituted for the prompt shown on your device.

FAQ

What is the PC interact key?

E is explicitly named in the full-release narration. Stuck levers can require a continuous hold rather than a tap.

What key repairs a fuse?

The tutorial read in the playthrough uses Space for the timed repair action. Follow the timing cue in the fuse interface.

Is F the flashlight key?

The recorded player initially expects F, then identifies left mouse click as the flashlight input.

Is this the full controller layout?

No. It is a documented PC subset. The available material does not establish a complete controller map or rebinding menu.