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South Hell School Bells: How to Complete the Objective

Find out how to tackle South Hell school bells, track the three-bell objective, and keep searching for exit keys while surviving Cartman's school patrols.

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South Hell School Bells: How to Complete the Objective

How to Complete the Three-Bell Objective

South Hell school bells give you a clear target: ring three while exploring the school. The challenge is fitting those interactions into your search for keys while Cartman hunts you. Check your objective tracker so you can keep moving once the bell task is finished.

Work through the objective alongside your locker searches:

  1. Check the task display in the upper-right corner. Look for the instruction to ring three school bells.
  2. Interact with school bells as you find them. Ring them during your sweep instead of leaving them for a separate trip.
  3. Check your progress after each interaction. Keep searching until the tracker shows the three-bell task is complete.

The school bells and portable alarm clocks are different objects. An alarm clock is a distraction item that draws Cartman toward it; use the school bells for the bell objective.

Finding Ike's rubber duck is another task you can encounter during the search. Pick it up when you find it, but keep checking the bell counter separately: collecting the duck and ringing the bells are distinct objectives.

Official page: South Hell (roblox.com)

Search for Bells and Exit Keys Together

Finishing the bell task does not finish the escape. You still need to search lockers for keys and take those keys to the exit door in the basement.

South Hell — Search for Bells and Exit Keys TogetherImage: Roblox / S00NR

If boards block your way out of the starting area, find the crowbar and use it to remove them. Clear that obstruction before heading into the school to search for bells and lockers.

Sweep lockers along your route between bells. Listen for jingling, which signals a locker containing a key. Leave searched lockers open to help your team recognize areas you have already covered.

Keep communication specific:

  • Tell teammates when you ring a bell.
  • Call out when you find a key and when you deliver it.
  • Divide the remaining search areas instead of checking the same lockers together.

Deliver a key before continuing a long search. Carrying it around while hunting for another objective delays progress at the basement door.

Once the bells are done, follow the current escape instructions. A jammed-door stage can send you back into the school to collect crank parts. Those parts belong to the door task, so keep the objectives separate when calling out what your team still needs.

For the crank-part search, look for white-highlighted objects on the floor. Shift your attention away from locker interiors during that stage, and split the search with teammates instead of following everyone through the same rooms.

Stay Alive Between Bell Interactions

Running is loud, and broken glass is another hazard along your search route. Walk when you can, watch the floor, and save your sprint for getting away from danger.

South Hell — Stay Alive Between Bell Interactions

Locate a hiding locker before committing to a room search. Avoid climbing into one directly in front of Cartman—he can pull you out. Spotting a locker early gives you a destination when you need to retreat.

Keep your flashlight usable, too. Its battery drains, spare batteries can be found while exploring, and darkness raises your insanity level. Pick up spare batteries during your search rather than waiting until visibility becomes a problem.

A power outage can also interrupt your sweep. Follow the prompt to restore power at the fuse box in the basement. Tell teammates when you head back so they can continue searching elsewhere.

Bear traps and alarm clocks give you tools for handling a dangerous route. Place a trap when you need protection during a chase, or use an alarm clock to draw Cartman elsewhere. Choose the placement before you are cornered; stopping to manage an item while he closes in can cost you the escape route you needed.

To place an alarm clock, equip it, aim, and click. Its ringing lasts 10 seconds and draws Cartman toward the item. Place it away from the route you intend to take toward a bell or the basement door.

Continue with

South Hell Ending Guide: Keys, Crank Parts, and EscapeReach the South Hell ending by finding four keys, handling the jammed exit, and locating crank parts. Learn how to stay alive and finish the school escape.

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