South Hell Crowbar Guide: How to Remove the Boards
Find out how to use the South Hell crowbar to remove the school's barricade, clear the opening route, and move on to searching lockers for the escape keys.
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What Does the Crowbar Do in South Hell?
The South Hell crowbar lets you remove the wooden boards blocking your route at the start of the escape. You need the tool because you cannot pull the nails out by hand. Clearing that barricade gets your team moving into the school, where you can search lockers for the keys needed to unlock the exit.
The boards are an early obstacle, separate from the locked exit door. Removing them opens the way forward; you still have the key hunt ahead of you.
Official page: South Hell (roblox.com)
How to Remove the Boards
When you reach the barricade, follow these steps:
Image: Roblox / S00NR
- Find and pick up the crowbar. Make sure you have actually collected it before returning to the boards.
- Interact with the barricade using the tool. Remove the boards individually rather than expecting the entire barrier to disappear at once.
- Keep working until the passage is clear. Do not stop just because the remaining boards look low enough to jump over—the barricade can still block you.
- Let your teammates through. Once the opening is clear, move into the school and begin searching.
Give whoever is removing the boards room to work. Players can shove one another, so avoid pushing the person handling the barricade or crowding the opening.
If someone else already has the tool, let them finish the job. Ask who picked it up before everyone starts searching for it again.
What to Do After Opening the Barricade
Start checking lockers for escape keys. Listen for a jingling sound: lockers containing a key make that noise, giving you something more useful to follow than opening every locker at random.

Leave searched lockers open so your team can recognize areas you have already covered. Remember the route back to the locked exit, too; finding a key is only useful if you can return and use it.
Keep these hazards in mind while searching:
- Broken glass makes noise. Watch the floor as you move between lockers.
- Cartman can hear your microphone. Keep voice chat quiet while avoiding him.
- Hiding in front of Cartman will not protect you. Break away before trying to hide in a locker.
Once you are inside a hiding locker, follow the circle-clicking prompt to stay hidden. Running also makes noise, so walk while searching when you have room to do so. Avoid getting close to Ike: his screams add another noise hazard while you are trying to listen for keys.
Watch your flashlight during the search. Its battery runs low and the light starts flickering, while spending time in darkness raises your insanity. Lockers can contain spare batteries alongside money and other supplies, so check their contents even when you do not find a key. Pick up batteries before continuing into another dark section of the school.
If the power goes out, follow the objective to the fuse box in the basement. The crowbar has already handled the wooden barricade; restoring electricity requires dealing with that separate fuse-box task. Keep track of the basement route while exploring so you can return when that objective appears.
You can also find alarm clocks and bear traps during the locker search. An alarm clock can be placed by taking it out, aiming, and clicking; it rings for 10 seconds and draws Cartman toward it. Bear traps can catch him during a pursuit. Place a trap along his approach before he reaches you.
Other tasks include ringing three school bells, answering a ringing phone, and finding Ike's rubber duck. Watch the objective display while completing them, and keep searching for keys rather than assuming an extra task has opened the exit.
If the exit later displays a jammed-door objective and asks for cranking parts, switch to that task. Those parts are a separate objective from the crowbar used on the opening barricade.
Look for white-highlighted objects on the floor when the cranking-parts objective appears. Spread your search across different areas with your teammates instead of checking the same stretch of hallway together. Follow the exit objective once the door opens.
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