South Hell School Basement: Keys, Power, and Escape
Find the South Hell school basement exit, return your keys, restore the fuse box, and handle a jammed door without getting lost on your escape attempt.
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Where Is the Basement Exit?
The South Hell school basement is both your starting point and the place you need to return to escape. The exit door takes four keys found in lockers around the school. Learn the return route before carrying a key across the building with Cartman hunting you.
Look for the Maintenance area when heading back toward the basement. The exit sits in a machinery-filled space that looks like a boiler room. Cafeteria and kitchen signs are useful landmarks elsewhere in the school, but keep track of the route connecting them to your starting area.
Before leaving to search, locate these two basement objectives:
- The exit door, where you deliver the keys.
- The fuse box, which you need when the school loses power.
Check the door’s remaining requirements whenever you return. Finding a key and delivering it are separate steps, so communicate with teammates who are still carrying one.
Official page: South Hell (roblox.com)
Remove the Boards Before Exploring
When the starting route is boarded up, find the crowbar and use the board-removal interaction to clear the passage. Pulling the nails out by hand does not work.

Handle this opening sequence in order:
- Find and pick up the crowbar.
- Return to the blocked passage.
- Remove the boards using the interaction prompt.
- Head into the school and begin searching lockers.
Give the person removing boards room to work. Shoving teammates during the interaction only makes an already cramped opening harder to manage.
Once the passage is clear, take a moment to remember what the basement entrance looks like from the school side. That view matters when you return in a hurry.
Search Lockers and Bring Back the Keys

Listen for jingling near lockers. A locker containing a key makes a distinctive sound, giving you something more useful to follow than another dark hallway.
Search locker groups around the school’s classrooms and activity areas. The theater, computer room, music area, and gymnasium provide recognizable landmarks while you work through the building.
- Pause near a locker bank and listen before moving on.
- Search for spare flashlight batteries while checking for keys.
- Deliver the key you are carrying before returning for another.
- Tell teammates where you found a key you could not pick up.
Open locker doors can help you recognize areas you have already searched. Use them alongside room signs to avoid repeatedly circling the same corridors.
If the team is missing its final key, ask who is carrying one before everyone starts another search. A key sitting in someone’s inventory still needs to reach the basement door.
Keep the Return Route Quiet
Broken glass makes noise, and Cartman can hear your microphone. Watch the floor on the way back, especially when a chase makes you focus entirely on the next doorway.

Use headphones to pick out key jingles and nearby movement. Keep unnecessary microphone noise down, and avoid whistling while trying to make a quiet delivery.
If you need to hide, use a hiding locker and complete its on-screen interaction. Break away from Cartman before entering; hiding directly in front of him can get you pulled out.
Save enough stamina for the return trip. Sprinting until you are exhausted leaves little room to react when Cartman appears between you and the basement.
Restore Power at the Basement Fuse Box
When the power goes out, return to the basement and interact with the fuse box to restore it. The blackout objective points you back to the same area used for key deliveries.
Keep flashlight supplies in mind while searching. Spare batteries appear in lockers, and darkness raises your insanity level. Collect batteries along your route rather than waiting until the flashlight is nearly empty.
Follow the controls displayed in your run for battery use or flashlight cranking. Learn those prompts before a blackout forces you to navigate under pressure.
What to Do When the Exit Door Is Jammed
Delivering the keys can lead to another objective: the exit door is jammed, and you need crank parts.
When that message appears:
- Read the new objective instead of continuing to interact with the locked door.
- Search the school for highlighted white objects on the floor.
- Split up so teammates cover different areas.
- Follow the remaining objective until the exit opens.
- Return through Maintenance and use the basement exit.
Keep floor searches separate from your earlier locker search. Crank parts require looking down through rooms and corridors, so scanning only locker interiors will miss the objects you now need.
Continue with
South Hell Lobby: How to Join Groups and Catch the BusLearn how the South Hell lobby works, join a bus group, understand the six-player party limit, and find the mailbox before heading into school together.Join the community
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