South Hell Full Walkthrough
Start-to-escape route for the school basement — keys, chases, and the final door.
This full walkthrough takes a South Hell run from basement spawn to a successful Escape. It assumes a standard public server (up to 24 players) on the Roblox experience by S00NR. Use it with Key Locations for room detail, Survive Cartman for chase tech, and Jammed Exit when the door refuses to open. New players should skim Getting Started first.
Phase 0 — Loadout and mindset
Equip patience. Headphones on. Decide whether your lobby will split keys or chain them one by one. Redeem Codes if you want Cash for shop tools before the run gets messy. Optional passes like Night Vision help dark wings — see Game Passes. Know Controls so E interacts, flashlight toggles, and locker QTEs feel automatic.
Win condition: unlock all four padlocks on the glowing basement EXIT DOOR (Blue, Yellow, Red, Green keys), then Escape with E. Fail condition: burn three lives to Cartman or Ike without recovering keys in time.
Phase 1 — Basement setup
- Spawn in the school basement.
- Take the crowbar between the green electrical cabinet and the toilet.
- Pry five boards with E.
- Note the EXIT DOOR padlocks and the path into the red-lit maintenance room.
- Close basement doors whenever you leave or return — safe-room rules only work with doors shut.
If you die later, you respawn here with the Kenny quote and must reorient quickly. Dropped keys stay where you fell; recover them before someone else needs the same color.
Phase 2 — Break into the school and scout audio cues
Move into the hallways after boards are clear. Walk when you hear Cartman nearby; running is loud and HE can react to mic noise. Learn two landmarks: the way back to basement, and at least one green HIDING PLACE locker. Practice the hide flow once: press E, click shrinking circles until the threat passes.
Listen for the locker jingle. That sound means a key is inside a locker you can open. Do not empty every locker randomly — follow jingle and room priorities below.
Phase 3 — Collect the four keys
Order is flexible. A clean public-lobby order that keeps travel efficient:
Blue — 4TH GRADE classroom
Search the green lockers in the 4TH GRADE classroom. Blue unlocks the blue padlock on the EXIT DOOR. Bank Blue early if your team wants a guaranteed first lock cleared.
Yellow — LOCKER ROOM
Yellow sits in a lower locker in the LOCKER ROOM. Expect an Ike scare. Do not shine your flashlight on Ike. Treat this pickup as high tension: approach with a planned retreat to a safe door or hiding locker, grab Yellow, leave.
Red — outside NURSE
Red is found just outside the NURSE room. Clear the approach, check for HE audio, grab Red, and decide whether to return to basement immediately or continue toward Green.
Green — COMPUTER LAB
Green is in the COMPUTER LAB. Finish Green when your team is ready to rotate home. Holding three keys already makes you a priority target — move with purpose.
Deep room notes and jingle reminders: Key Locations.
Phase 4 — Items that change fights
Pick up tools when safe:
- Alarm Clock — decoy for about ten seconds; drop to misdirect HE.
- Fried Chicken — bait to pull Cartman off a teammate’s path.
- Bear Trap — place in choke points you just vacated.
- Flashlight + batteries — navigate dark rooms without lighting Ike.
- Cash — shop spend between attempts.
Compare relative value on the Survival Tools Tier List. Do not hoard decoys until the RUN phase if a mid-run save prevents a key drop in a terrible hallway.
Phase 5 — Lock the padlocks and prepare the exit
As keys come in, apply them to matching padlocks on the basement EXIT DOOR. Communicate which colors remain. Keep one player watching door state while others fetch the last key. Restock batteries and decoys before the final pickup if the lobby is chaotic.
Phase 6 — 4/4 keys: RUN alert
When the fourth key lands, expect the RUN alert. Cartman shouts for the keys. Safe rooms stop being reliable — nowhere is safe in the same way. Sprint as a group toward the basement exit, ignore side loot, and press E on the EXIT DOOR to Escape.
If someone dies holding the last key during this phase, the key drops at the death spot. Assign the nearest living player to recover it while others hold the door approach. Last-life players should not be the designated recoverer unless no one else is close.
Phase 7 — Jammed exit contingency
Sometimes the exit jams even after 4/4. Do not soft-lock the lobby standing at the door. Search the floor for crank parts, follow the on-screen objective, assemble or apply the crank as required, then Escape. Full crank routing: Jammed Exit.
Phase 8 — After a successful Escape
Celebrate the I Escaped! style badge progress — see Badges. Review what almost wiped the run: open safe doors, flashlight on Ike, ignored jingles, or slow basement returns. Next attempt, tighten those habits. Watch Updates and the Changelog after patches in case key rooms or exit behavior shift.
Solo versus stacked lobby notes
Solo: take one wing at a time, always leave a path to basement, and prefer Alarm Clock over greedy double-key carries. Stacked lobby: assign Blue/Yellow and Red/Green pairs, keep a basement runner, and call HE direction on voice only when it helps — silence beats spam when Cartman is close.
Checklist summary
Crowbar → five boards → scout jingles → Blue / Yellow / Red / Green → padlocks → RUN to basement → E Escape → crank if jammed. Cross-link back to the Guides Hub whenever you need a sibling page mid-session.
Follow this walkthrough once slowly, then once at pace. South Hell stops feeling random when the school layout and audio cues sit in your head — that is when clean escapes become the default instead of the miracle.
Frequently Asked Questions
Quick answers for escaping South Hell and surviving Cartman.
What is the fastest key order in South Hell?
Any order works. Many lobbies clear Blue and Red first, then Yellow (Ike) and Green, but splitting wings in a full server is usually faster than a strict sequence.
What happens when I have all four keys?
A RUN alert triggers, Cartman demands the keys, and safe spots stop mattering the same way — sprint to the basement EXIT DOOR and press E.
Can Cartman enter the basement?
Keep basement and maintenance doors closed for safe-room protection. During the final RUN phase, treat nowhere as truly safe and commit to the exit.
What if the EXIT DOOR jams?
Find crank parts on the floor, complete the objective steps, then escape. See the Jammed Exit guide for the recovery loop.
Where should I watch a video of a full run?
This page embeds one walkthrough video mid-article. Pair it with the text phases so you know why each route decision matters.