South Hell How to Play: Find Every Key and Escape School
South Hell how to play made simple: find keys, manage your flashlight, avoid Cartman, and handle the final escape objectives with these beginner tips.

How to Play South Hell and Reach the Exit
Finding a key is only half the job—you still have to carry it back through a school where Cartman is hunting you. This South Hell how to play guide covers the escape objectives, locker searches, and survival tools that keep your run moving. Learn the return route early so a successful search does not turn into a desperate scramble through unfamiliar hallways.
The main objective is to find four keys in lockers and bring them to the basement exit door. Along the way, you need to manage noise, flashlight power, and an insanity meter.
Follow this order:
- Clear the starting passage. When boards block the way, find the crowbar and use it to remove them.
- Locate the exit door before exploring. Remember the turns between it and the school hallways.
- Search lockers for keys and supplies. Listen for jingling to help locate a key.
- Deliver each key to the exit. You can carry only one key at a time.
- Read the next objective. A jammed door can add a search for crank parts before you can leave.
- Go through the open exit. Keep moving until you reach the escape screen.
Join a Round and Get Your Bearings
Open South Hell on Roblox, then use the lobby’s bus boarding area to join a group. The host chooses the difficulty. Start on Easy while learning the school layout and item prompts.
Image: Roblox / S00NR
A server holds 24 players, while the bus boarding interface has six group slots. Check that your group is ready to search rather than assuming everyone in the server will join your round.
Use headphones to separate nearby movement from distant noises. If you enable voice chat, remember that the game warns that the hunter can hear your microphone. Keep callouts short, especially when hiding.
The lobby also offers these optional purchases:
| Game Pass | Price |
|---|---|
| NightVisionGoggles | 99 Robux |
| Boombox | 199 Robux |
NightVisionGoggles grants permanent night vision. Learn the regular flashlight controls and battery prompts before deciding whether to buy it.
Search Lockers Without Losing Track of Keys

Listen for a jingle near lockers. The game specifically points you toward that sound when you are struggling to find a key. Pause noisy conversation while checking a hallway so you can hear it.
Search lockers even when you need supplies rather than keys. They can contain money, spare batteries, bear traps, and other useful items.
Keep your search organized:
- Leave searched lockers open. Use them as a visual record of the areas your team has covered.
- Call out a second key’s location. If you already carry one, deliver it and return, or direct a teammate to the other.
- Name nearby rooms. “A locker near the theater” gives your team more to work with than “over here.”
- Check who is carrying the missing key. Before repeating a long search, ask teammates to look at their inventories.
Return with a key promptly. Carrying it around while continuing to loot prevents you from picking up another one and delays progress at the door.
Split the search across different rooms, but tell teammates when you are heading back. Several players checking the same lockers leaves other parts of the school untouched.
Avoid Cartman and Hide Properly
Noise matters. Running, stepping on broken glass, whistling, and microphone audio are all things to watch while moving through the school.

Walk during searches and save stamina for escaping danger. Look at the floor before crossing a doorway or hallway: broken glass can turn a quiet route into a noisy one. Avoid unnecessary whistles, and give Ike space because he can scream when you get close.
When Cartman approaches, use a hiding locker. Break his view before getting inside; hiding directly in front of him can get you pulled back out.
Once hidden, follow the circle-clicking prompt to stay concealed. Keep watching the hiding interface instead of assuming that entering the locker finishes the job.
Before searching a room, identify the way back out and any nearby hiding locker. A bathroom or other dead end gives you fewer options when a chase starts.
Manage Your Flashlight, Power, and Distractions
Darkness raises the insanity meter, and high insanity brings distracting visual effects and scares. Keep your flashlight available for navigating dark areas, and watch its charge before committing to another search.
Pick up spare batteries when you find them. Follow the current flashlight prompt: Easy includes a hold-to-crank instruction, while other runs use spare batteries. Read the displayed action before pressing a battery control so you do not spend a charge unnecessarily.
If the school loses power, head to the fuse box in the basement and follow the repair prompt.
Several items can help during a search or chase:
- Fried chicken: Throw it to distract Cartman. Keep moving after placing it rather than waiting nearby for him to react.
- Alarm clock: Place it where you want to draw him. Its ringing lasts 10 seconds, but activation has a delay, so set it before you need an immediate escape.
- Bear trap: Place it along the hunter’s approach, then move away from that route.
Tell teammates where you place traps and distractions. Keep the return path to the exit clear enough for someone carrying a key to use it.
Finish Extra Tasks and Handle a Jammed Exit
The school includes extra tasks such as ringing three school bells, finding Ike’s rubber duck, and answering a ringing phone. Complete nearby tasks while searching instead of making a separate trip across the school for each one. Keep key delivery moving alongside them.
After the keys are delivered, pay attention to the door’s message. A jammed exit requires crank parts, so reaching the door does not always finish the round.
When that objective appears:
- Search for highlighted white objects on the floor.
- Divide the remaining search areas between teammates.
- Follow the pickup and door interaction prompts.
- Return when the game announces that the exit is open.
Remember the exit route before this final search. The playground and upper areas can pull you away from familiar hallways, and a low flashlight battery makes retracing your steps harder.
South Hell includes a bug-report mailbox in the lobby. If an interaction stops working, describe the item, location, and objective there so the problem is specific enough to investigate.
Continue with
South Hell Insanity Meter: How to Handle the DarknessLearn how the South Hell insanity meter reacts to darkness, manage your flashlight battery, and avoid wasting traps on hallucinations while hunting keys.Join the community
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