Cartman is chasing you and a locker is close
Hide in the locker and keep clicking the shrinking circles to stay hidden
Wake in a school basement where the doors are locked and a mysterious figure is hunting you. Headphones and voice chat are recommended for the tension.
Find All 4 Keys
The full escape route in five stages, from the locked basement to the four-key exit door and E Escape.
Open the boarded way up out of the basement
Collect the Blue, Yellow, Red and Green keys from lockers
Keep your keys and your three lives
Reach the basement once all four keys are yours
Browse escape walkthroughs, key and door objectives, survival tips, school locations, codes and confirmed game updates.

South Hell [BETA] is a Roblox survival-and-escape horror experience published by S00NR. The immediate goal is to get out of the school alive, with the pursuer’s identity left unexplained in the official premise.
Read the Beginner GuideDeveloper
S00NR
Platform
Roblox
Genre
Survival / Escape
Setting
School
Starting Location
School basement
Main Objective
Escape the school
Threat
Unidentified pursuer
Lobby Feature
Feedback mailbox
Where the Blue, Yellow, Red and Green keys are found and which exit-door padlock each one opens.
| Key | Where it is found | Exit-door lock |
|---|---|---|
| Blue Key | 4TH GRADE classroom — search the green lockers | Unlocks the blue padlock (1/4) |
| Yellow Key | LOCKER ROOM — in a lower locker | Unlocks the yellow padlock (2/4) |
| Red Key | Just outside the NURSE room; if Cartman catches you carrying it, it drops where you fell | Unlocks the red padlock (3/4) |
| Green Key | COMPUTER LAB | Unlocks the green padlock (4/4) |
What to do the moment Cartman hunts you, you are carrying a key, or the dark closes in.
Cartman the hunter and Ike in the dark: what each one does and the rules that keep you alive.
The school hunter. He chases you through the corridors; a catch costs one of your 3 lives, and if you carry a key he makes you drop it where you fell. After the fourth key he targets the holder under the RUN alert.
A presence in the dark. The tutorial warns "DON'T SHINE YOUR LIGHT ON IKE" — the results screen tracks "Ike screamed at you", so light on Ike has a cost.
Your first three moves in any run: crowbar, boards, then the four-key hunt.
The crowbar sits between the green electrical cabinet and the toilet — the nails will not come out by hand
After the fifth board the objective becomes "Find the keys 0/4" and the crowbar stays behind at the boards
Hide in a locker with E Hide and click the circles; use the flashlight in the dark but never on Ike
What the results screen records after you escape, from keys found to times caught.
| Results field | What it records | Recorded run |
|---|---|---|
| Keys you found | Keys collected during the attempt | 4 |
| Times caught | How often Cartman caught you during the escape | 1 |
| Cartman in your traps | Times your placed traps caught Cartman | 1 |
| Ike screamed at you | Times Ike screamed during the run | 1 |
Quick answers for new players: getting out of the basement, finding the four keys, surviving Cartman, and finishing the escape. Each answer links the full guide.
Get familiar with the school escape premise, then try the official game.