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South Hell Badges: All 5 Awards and Escape Game Tips

Explore South Hell badges, compare award counts for five achievements, and learn how to navigate the school, find keys, and reach the exit with your team.

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South Hell Badges: All 5 Awards and Escape Game Tips

All Five Badges and Their Award Counts

A locked school and a roaming Cartman make every escape attempt tense. South Hell badges give you five awards to track alongside that survival challenge. Keep these names handy when comparing your collection between runs.

The five badges have these award totals:

  • Welcome to South Hell — awarded 1,437,354 times.
  • Gotcha, Hippie — awarded 805,776 times.
  • I Escaped! — awarded 228,625 times.
  • Untouchable — awarded 73,986 times.
  • Nothing But Net — awarded 47,948 times.

Award counts measure how many times each badge has been granted. Use them to compare the collection without turning them into player ownership percentages or difficulty ratings.

Open South Hell on Roblox when you're ready for another run.

Learn the School’s Escape Objectives

Learn the route back to the locked exit before searching distant classrooms. Carrying a key becomes much less useful when you spend the next several minutes wandering through already searched hallways.

South Hell — Learn the School’s Escape ObjectivesImage: Roblox / S00NR

Work through the escape objectives in this order:

  1. Clear the boarded passage. Find the crowbar and use it to remove the boards blocking your way.
  2. Search lockers for keys. Listen for jingling near lockers containing a key. Leave searched lockers open to help your team recognize covered areas.
  3. Return keys to the exit door. Communicate when you find one so teammates can keep searching elsewhere.
  4. Handle additional objectives when prompted. Restore power at the basement fuse box during a blackout. If the exit door jams, search for the requested crank parts.
  5. Reach the exit once it opens. Keep track of the return route throughout the search so the final dash doesn't become another navigation problem.

The escape objective calls for four keys. Lockers also contain cash and supplies, so an opened locker does not necessarily mean another key has been found. Collect batteries and traps during the search, then return to unexplored corridors. If someone already carries a key, have that teammate deliver it while the others continue looking rather than searching together in the same room.

Extra tasks include ringing three school bells, finding a rubber duck, and answering a ringing phone. Listen for the phone while moving between search areas, and interact with it to complete that task. Keep the key search moving alongside these activities: ringing the bells does not replace finding the keys, and reaching the locked door does not end a run when crank parts are still requested.

During a jammed-door objective, look for highlighted white objects on the floor. Expand the search beyond locker interiors and check separate rooms with your teammates. The school includes a computer room, music room, theater, backstage area, showers, gymnasium, and an outdoor playground. Use those room names when communicating where you have searched so another teammate can cover a different area.

Avoid Losing a Run to Noise and Darkness

Use headphones to pick out key jingles and nearby threats. Watch your footing around broken glass, and keep your microphone quiet when using voice chat—the hunter can hear it.

Keep your flashlight supplied with batteries. Darkness raises insanity, and the resulting visual effects can make an unfamiliar hallway harder to navigate. Pick up spare batteries while searching lockers rather than waiting until your light is nearly drained.

Alarm clocks, fried chicken, and bear traps give you more options during a chase. An alarm clock can be placed by aiming and clicking; its ringing lasts 10 seconds and draws Cartman toward it. Fried chicken also serves as a distraction, while a bear trap can catch him. Place distractions away from the route you intend to take, and prepare a trap before a close pursuit leaves little room to act.

Save hiding for moments when Cartman cannot see you enter the locker. Follow the hiding prompt once inside. For a coordinated search, divide unexplored areas among teammates and call out completed objectives instead of having everyone reopen the same lockers.

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