South Hell Bear Trap: Where to Find and Place Traps
Learn where to find the South Hell bear trap, how to place it, and why the basement safe room rejects it. Plan your escape route before Cartman closes in.
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Where to Find Bear Traps
The South Hell bear trap is a pickup you can place on the school floor during your escape. Placement matters because the basement safe room rejects traps. Pick one up while searching for keys so you have it ready before a chase.
Search the school’s lockers as you work through the rooms. Bear traps turn up during locker searches alongside other supplies, including batteries and fried chicken. Keep opening lockers even when you already have a trap—you still need the keys that move your escape forward.
Some runs begin with boards blocking the way out of the starting area. Find the crowbar and remove those boards to reach the school’s searchable rooms. Once inside, distinguish between lockers you can search and lockers you can hide in; entering a hiding locker does not search it for equipment.
Listen for jingling while searching. That sound points you toward a locker containing a key, giving you a reason to interrupt a supply search and focus on the objective.
Take a key to the exit door in the basement when you find one. You can carry only one key at a time, so deliver the one you have before returning for another. Tell teammates where you left a second key instead of leaving them to search the same rooms.
Lockers also contain money, so opening one does not always produce a trap, battery, or objective item. Keep track of the lockers you have already searched as you move between classrooms, the computer room, and the gymnasium. Search those you have passed over before repeating an entire sweep of the school.
Keep your flashlight usable while collecting supplies. Its charge runs down, the light flickers when the battery gets low, and spare batteries are among the pickups you can find. Darkness raises insanity, and hallucinations can make navigating the school harder. Collect a spare battery during your searches rather than waiting until visibility becomes a problem.
Official page: South Hell (roblox.com)
How to Place a Trap Outside the Safe Room
Carry a trap into the school and place it on the floor outside the basement safe room. You can put one down before continuing your search or keep it ready for a chase.
Image: Roblox / S00NR
Use these placement habits:
- Choose your spot before Cartman reaches you. Look for somewhere along your planned route rather than trying to make the decision while cornered.
- Tell teammates where you placed it. A quick callout helps everyone keep track of the equipment scattered around the school.
- Keep searching after setting it down. Placing a trap does not complete the key hunt or open the exit.
If you try placing one inside the safe room, the game tells you to set it somewhere else because Cartman does not enter that area. Move outside the protected room before trying again.
Keep fried chicken and alarm clocks in mind when planning your route, too. Chicken attracts Cartman, while an alarm clock draws him toward its ringing. The clock has a delay before it activates, so place it ahead of time instead of relying on an immediate distraction when he is already beside you.
An alarm clock rings for 10 seconds once activated. To place that item, take it out, aim, and click. Use the clock’s sound to draw Cartman toward its location while you head toward a different part of the school. Keep its delayed activation in mind before leaving your current position.
Watch where you hide after moving away from a trap. Cartman can pull you out of a locker if you hide in front of him. Break away before entering one instead of expecting the locker door to protect you while he watches. Also watch for glass on the floor during your retreat.
Keep an eye on the remaining objectives between supply searches. Alongside collecting keys, tasks include ringing three school bells and finding Ike’s rubber duck. The power can also go out, prompting a trip to the basement to restore it. Follow those prompts while moving through rooms to collect more equipment.
Even after the keys are delivered, the exit can become jammed and require cranking parts. Look for highlighted white objects on the floor when that objective appears. Split the search between teammates, then follow the escape prompt once the exit opens; carrying another trap does not replace finding those parts.
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