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South Hell Cartman Guide: How to Survive and Escape

Survive South Hell Cartman with tips for hiding, finding keys, managing your flashlight, and using distractions. Learn how to reach the school exit alive.

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South Hell Cartman Guide: How to Survive and Escape

Who Is Cartman in South Hell?

South Hell Cartman hunts you through a locked school while you search for the tools to escape. Eric Cartman is the threat between you and the basement exit, turning every locker search into a decision about whether to keep looking or run. Surviving means balancing your escape objectives with hiding, distractions, and a working flashlight.

In South Hell on Roblox, you start in the school basement. Your central task is to search lockers for keys and bring them back to the exit, with additional objectives appearing during the escape.

Focus on completing those tasks rather than trying to fight Cartman. Finding a key helps, but you still have to get it back to the door.

How to Hide From Cartman

Hiding lockers give you somewhere to break away from a chase, but entering one while Cartman watches can get you pulled straight back out. Break his line of sight before climbing inside.

South Hell — How to Hide From CartmanImage: Roblox / S00NR

Learn the route between the basement and the rooms you search. Finding yourself in a dead end with a dying flashlight makes a chase much harder to recover from.

Use these habits while exploring:

  • Listen before leaving cover. Heavy footsteps can help you judge whether Cartman is nearby.
  • Avoid unnecessary whistling. Keep noise distractions deliberate instead of using them while teammates search.
  • Watch for broken glass. Stepping on it creates noise.
  • Keep voice chat useful. Call out keys, searched rooms, and Cartman’s location.
  • Remember your way back. Note turns and room names while traveling away from the basement.

Search lockers carefully, too. Some are hiding places; others contain supplies or keys. Listen for jingling when hunting for the remaining keys.

Use Chicken, Alarm Clocks, and Bear Traps

You can find several items that help during encounters with Cartman. They serve different purposes, so choose one before a chase leaves you scrambling through your inventory.

South Hell — Use Chicken, Alarm Clocks, and Bear Traps

ItemFunctionHow to use it
Fried chickenFood distraction for CartmanThrow it toward him, then use the opening to move away.
Alarm clockPlaced lure that rings for 10 secondsPlace it ahead of time; it has a delay before ringing.
Bear trapPlaceable trapSet it along your escape route when Cartman is pursuing you.

Chicken can draw Cartman into eating, but it does not guarantee an escape. Keep moving toward cover instead of standing nearby waiting for a reaction.

Alarm clocks require more planning. Place one before you need the distraction, then move away from its position. Dropping it at your feet during an immediate chase leaves you waiting through its activation delay.

Avoid spending distractions on every frightening appearance. Hallucinations also occur, making it easy to waste supplies on something other than the pursuing enemy.

Manage Your Flashlight and Insanity

Darkness raises your insanity meter, and hallucinations can make navigation harder. Letting your flashlight run down creates pressure beyond simply losing sight of the hallway.

South Hell — Manage Your Flashlight and Insanity

Collect spare batteries while searching lockers. Use the flashlight’s crank when its prompt appears, and replenish your light before heading into another long search. Follow the current on-screen controls rather than waiting until the beam starts failing.

For the permanent lighting option:

  • NightVisionGoggles: 99 Robux — grants nightvision goggles permanently.

Keep your route in mind even with light available. During high insanity, visual effects and false appearances can make familiar areas confusing. Identify the basement entrance and nearby room names early so you have landmarks to follow when returning with a key.

Complete the Escape Objectives While Staying Mobile

Cartman is only part of the challenge. A team can survive several chases and still stall because someone is carrying a needed key without bringing it back.

Work through the objectives shown in your round:

  1. Clear the starting obstruction. If boards block the route, find the crowbar and remove them.
  2. Search lockers for keys. Listen for jingling, and tell teammates when you find one you cannot carry.
  3. Deliver keys to the basement exit. Return with your key rather than continuing to search while holding it.
  4. Handle the additional tasks. Objectives include ringing three school bells and finding Ike’s rubber duck.
  5. Restore power when prompted. The fuse box is in the basement.
  6. Watch for the jammed-door objective. If it appears, search for the required crank parts, including highlighted white objects on the floor.
  7. Leave when the exit opens. Follow the exit objective instead of continuing to loot.

Split the search between rooms and communicate what each person is carrying. Before searching the entire school again for a missing key, ask teammates to check their inventories.

If an interaction gets stuck, report the problem through the mailbox in the lobby. Include the objective you reached and the item or door that stopped responding.

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