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South Hell Walkthrough: Find Every Key and Escape School

Follow this South Hell walkthrough to search lockers, collect four keys, manage noise and flashlight power, and handle a jammed exit door before escaping.

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South Hell Walkthrough: Find Every Key and Escape School

Start in the Basement and Clear the Boards

Finding a key means little if you get lost carrying it back. This South Hell walkthrough takes you from the boarded basement passage to the exit, with a plan for searching lockers while Cartman hunts you. Learn the return route early so darkness, depleted stamina, and jump scares don’t derail your escape.

  1. Locate the exit door before exploring. This is where you’ll bring the keys you find throughout the school. Take a moment to recognize the surrounding basement and maintenance area.
  2. Find the crowbar. When boards block the way forward, you need it to remove them.
  3. Interact with the boards to clear the passage. Finish opening the route before heading into the school.
  4. Read the opening instructions. They introduce searching, hiding, noise, and insanity—mechanics that matter throughout the run.

Agree on a simple team plan before everyone scatters: search different areas, announce key pickups, and bring keys back promptly. Keep those callouts brief because Cartman can hear your microphone.

Official page: South Hell (roblox.com)

Search the School Lockers for Four Keys

The main objective is to collect four keys and use them at the basement exit. Search methodically rather than following every teammate into the same hallway.

South Hell — Search the School Lockers for Four Keys

  1. Open searchable lockers as you enter each area. Listen for jingling, which helps you locate a locker containing a key.
  2. Leave searched lockers open. Use them as a visual record of where you’ve already looked.
  3. Check separate branches of the school. Classrooms, the computer room, gymnasium, and theater area provide landmarks for dividing the search.
  4. Return with a key before collecting another. You can carry only one key at a time. If you spot another while carrying one, remember the room and tell a teammate.
  5. Check with the team before repeating a full sweep. Someone carrying a key still needs to deliver it.

Don’t rely on a fixed locker location. Follow the jingling and search the lockers in your current run. A room full of open lockers is a reason to move on; an unexplored hallway is a reason to keep looking.

Useful pickups to watch for:

  • Spare batteries: Keep your flashlight supplied during longer searches.
  • Bear traps: Use them to catch Cartman while creating an opening to move.
  • Fried chicken: Place or throw it as a distraction.
  • Alarm clocks: Place them to draw Cartman toward their ringing.

Keep Your Light and Escape Options Ready

Darkness raises your insanity, and high insanity brings distracting hallucinations and visual effects. Preserve enough flashlight power to navigate back instead of spending the entire search in the dark.

Use spare batteries when needed. On Easy, a flashlight-cranking prompt can also appear; follow the controls displayed in your current match.

The optional night-vision purchase is straightforward:

  • NightVisionGoggles: 99 Robux for permanent night-vision goggles.

Keep checking lockers for batteries even after you recognize the route. Knowing where to go doesn’t help much when you can’t see the doorway.

Hide Before Cartman Watches You Enter

Running, broken glass, and microphone noise can expose your position. Walk while searching, avoid glass, and save stamina for getting away from immediate danger.

When you need a hiding locker:

  1. Break line of sight before entering. Climbing into a locker directly in front of Cartman won’t protect you.
  2. Complete the hiding interaction. Follow the circle prompt to stay hidden.
  3. Listen before stepping out. Give yourself time to identify his position rather than immediately returning to the hallway.

Place alarm clocks ahead of trouble. They have a delay before ringing, so don’t wait until you’re trapped to deploy one. Likewise, keep moving after throwing chicken; a distraction isn’t a reason to stand beside the threat.

Handle Power Outages and Extra Tasks Along the Way

School-wide interruptions can complicate the locker search. Deal with the active prompt while keeping track of the route back to the exit.

South Hell — Handle Power Outages and Extra Tasks Along the Way

  1. Return to the basement when the power goes out. Restore it at the fuse box.
  2. Ring school bells when that extra task appears. The task calls for three bells.
  3. Look for Ike’s rubber duck when requested.
  4. Answer a ringing phone to complete its extra task.

Keep extra tasks separate from your key count. Finishing the bells or finding the duck doesn’t replace delivering the remaining keys.

Avoid approaching Ike unnecessarily: he can scream. If you’re searching nearby lockers, keep your escape route in mind instead of lingering around him.

Deliver the Keys to the Basement Exit

Once you have a key, switch from searching to delivery. Wandering through additional rooms makes it easier to lose your bearings or forget where you saw another pickup.

South Hell — Deliver the Keys to the Basement Exit

  1. Retrace your route toward the basement exit. Use room signs and recognizable areas to stay oriented.
  2. Interact with the exit door to use the key.
  3. Check the remaining objective before leaving again. Tell teammates what’s still needed.
  4. Repeat until all four keys have been delivered.

If the team is stuck looking for the final key, ask everyone to check what they’re carrying before reopening familiar lockers. A key sitting in someone’s inventory can make an otherwise thorough search feel unfinished.

Before the last delivery, make sure you recognize the exit room’s approach. Finding your way there under pressure is much harder than remembering it during a quiet trip.

Find Cranking Parts if the Exit Jams

Unlocking the door can lead to another objective: the exit jams, and you must find cranking parts. Follow that new prompt rather than continuing to search for keys.

  1. Read the updated objective at the door.
  2. Search for highlighted white objects on the floor. Look for the parts themselves rather than limiting your search to lockers.
  3. Split the search between teammates. Cover different rooms instead of moving together through the same corridor.
  4. Collect the remaining parts required by the active objective.
  5. Return to the exit when the door-open message appears.

Keep your flashlight supplied during this stage. Searching floors while insanity effects obscure the screen makes small objects harder to spot.

When the exit opens, head back toward the basement maintenance area and move through the escape door. Stay focused on that route: an open exit still requires you to reach it.

Continue with

South Hell Beginner Guide: Keys, Hiding, and EscapeUse this South Hell beginner guide to find keys, hide from Cartman, manage your flashlight, and navigate the school without wasting your escape attempt.

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