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South Hell Rubber Duck: Ike's School Search Explained

Find the South Hell rubber duck for Ike while searching the school. Learn how to handle his objective alongside school bells, keys, and the basement exit.

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South Hell Rubber Duck: Ike's School Search Explained

What Is Ike’s Rubber Duck?

The South Hell rubber duck is Ike’s missing toy, tied to an extra task during your school escape. Finding it gives your team another objective to handle while Cartman hunts through the building. Keep both school tasks in mind as you explore:

The keys have a separate purpose: you search lockers for them and take them to the exit door in the basement. Keep that route in mind while looking for the toy, especially when your search takes you farther into the school.

Official page: South Hell (roblox.com)

How to Search Without Losing Escape Progress

Combine your duck search with the rooms you’re already exploring for keys. Look around each room while checking its lockers, and ring any school bell you reach along the way. This lets you work on several objectives during the same trip through the building.

South Hell — How to Search Without Losing Escape ProgressImage: Roblox / S00NR

Split the search with active teammates. Tell them which rooms you’re covering and call out when someone finds the duck. Leave searched lockers open so the group can recognize which ones have already been emptied.

When boards block your way out of the starting area, find the crowbar and use it to remove them. Let the teammate handling the boards finish without shoving them away. Once the passage is clear, divide the rooms among your group instead of following everyone into the same hallway.

The school includes an art room, computer room, gymnasium, and bathrooms. Use those room names when coordinating your search so teammates know where you are. Check the lockers along your assigned route, too: they can contain money as well as keys. Finding cash in one locker is a reason to keep searching the others.

Use the school’s item cues and tools to keep moving:

  • Listen for jingling near lockers. Lockers containing keys make this sound, helping you locate an escape item while exploring.
  • Watch your flashlight battery. Carry a spare battery when you find one so darkness doesn’t interrupt your search.
  • Avoid broken glass. Watch your footing while moving between rooms.
  • Use fried chicken to distract Cartman. Throw it when you need an opportunity to move away.
  • Break line of sight before hiding. Cartman can pull you from a locker if you hide in front of him.

An alarm clock gives you another distraction tool. Equip it, aim, and click to place it; its ringing lasts 10 seconds, and Cartman runs toward it. Place the clock away from the direction you intend to travel. Keep the chicken and alarm clock in mind when your route back toward the basement crosses his path.

Keep unnecessary noise down while searching. Running is loud, and Cartman can hear your microphone. Use short voice callouts to coordinate rooms and item pickups, then listen before moving on. Play with headphones so you can pay attention to the locker jingles while tracking the other sounds around the school.

Darkness raises your insanity level, so pay attention to your flashlight while exploring distant rooms. If the power goes out and the objective tells you to restore it, head for the fuse box in the basement. Tell teammates about the outage so someone can handle the repair while the others continue searching.

Once someone finds the duck, shift your attention to the remaining bells and keys. Take collected keys back to the basement exit, then follow the next objective displayed in your round. If the door jams and asks for cranking parts, search for the highlighted white objects on the floor.

For that cranking-parts objective, split up again rather than searching the same patch of floor together. Call out each part you collect and follow the objective display for what remains. When the exit opens, head back toward the basement door. Keep track of that return route during your search so you can move toward the escape instead of searching for the door under pressure.

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