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South Hell Wiki

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
Dark school hallway in South Hell with green lockers, Halloween pennants and a lit sign pointing to the Cafeteria, Kitchen, Library and Gym while a pale face peeks around a corner
Roblox survival escapeHeadphones recommended24-player serversSchool basement settingBy developer S00NR

The full escape route in five stages, from the locked basement to the four-key exit door and E Escape.

  1. 1

    Escape the starting basement

    Open the boarded way up out of the basement

    • Pick up the crowbar between the green electrical cabinet and the toilet
    • Press E at the boards five times to pull them off
  2. 2

    Find the four keys

    Collect the Blue, Yellow, Red and Green keys from lockers

    • Search the labeled rooms: 4TH GRADE, LOCKER ROOM, near NURSE and COMPUTER LAB
    • Carry each key to the glowing EXIT DOOR and unlock its padlock
  3. 3

    Survive Cartman between pickups

    Keep your keys and your three lives

    • Hide in a locker and keep clicking the shrinking circles to stay hidden
    • Break chases in the red-lit maintenance room and close the door behind you
  4. 4

    Survive the 4/4 RUN alert

    Reach the basement once all four keys are yours

    • Treat the red RUN screen as the signal to stop searching and start moving
    • Avoid Cartman while carrying all four keys — a catch drops one

Explore the Wiki

Browse escape walkthroughs, key and door objectives, survival tips, school locations, codes and confirmed game updates.

What Is South Hell?

South Hell key art showing the grinning pale hunter standing in a dark school room under red bunting with the South Hell title and the tagline Escape the School

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 Guide

Developer

S00NR

Platform

Roblox

Genre

Survival / Escape

Setting

School

Starting Location

School basement

Main Objective

Escape the school

Threat

Unidentified pursuer

Lobby Feature

Feedback mailbox

Latest Guides

Where the Blue, Yellow, Red and Green keys are found and which exit-door padlock each one opens.

Key
Blue Key
Where it is found
4TH GRADE classroom — search the green lockers
Exit-door lock
Unlocks the blue padlock (1/4)
Key
Yellow Key
Where it is found
LOCKER ROOM — in a lower locker
Exit-door lock
Unlocks the yellow padlock (2/4)
Key
Red Key
Where it is found
Just outside the NURSE room; if Cartman catches you carrying it, it drops where you fell
Exit-door lock
Unlocks the red padlock (3/4)
Key
Green Key
Where it is found
COMPUTER LAB
Exit-door lock
Unlocks the green padlock (4/4)

What to do the moment Cartman hunts you, you are carrying a key, or the dark closes in.

Choose for your situation

Cartman is chasing you and a locker is close

Hide in the locker and keep clicking the shrinking circles to stay hidden

Cartman is chasing you near the red-lit maintenance room

Run inside and close the door with E Close — in the recorded run a charging Cartman stopped at the closed door

You are carrying a key and a catch looks likely

Remember the cost: being caught drops the key where you fell and respawns you in the basement, so guard the trip back

The dark is raising your insanity

Use your flashlight — but never shine it on Ike

Cartman the hunter and Ike in the dark: what each one does and the rules that keep you alive.

HunterPrimary threat

Cartman

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.

HazardDarkness entity

Ike

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.

  1. Pick up the crowbar, then pry the five boards off the basement exit

    The crowbar sits between the green electrical cabinet and the toilet — the nails will not come out by hand

  2. Switch to the key hunt

    After the fifth board the objective becomes "Find the keys 0/4" and the crowbar stays behind at the boards

  3. Learn the two survival moves before hunting far

    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
Keys you found
What it records
Keys collected during the attempt
Recorded run
4
Results field
Times caught
What it records
How often Cartman caught you during the escape
Recorded run
1
Results field
Cartman in your traps
What it records
Times your placed traps caught Cartman
Recorded run
1
Results field
Ike screamed at you
What it records
Times Ike screamed during the run
Recorded run
1

Frequently Asked Questions

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.

Pick up the crowbar between the green electrical cabinet and the toilet, then press E at the boards five times. After the fifth board the way up is open, the crowbar stays behind, and your objective switches to "Find the keys 0/4".Read the basement guide

Blue is in the green lockers in the 4TH GRADE classroom, yellow in a lower LOCKER ROOM locker, red just outside the NURSE room, and green in the COMPUTER LAB. Each key unlocks its matching colored padlock on the basement exit door — treat those rooms as one worked example, because keys come from lockers around the school.See all key locations

Hide in a green locker marked HIDING PLACE: press E to hide and click the shrinking circles until he walks past. If no locker is close, reach a safe room — the basement or the red-lit maintenance room — and close the door, because Cartman can't come in. Running is loud, so walk while he is near.Open the survival tips

The game itself names the hunter Cartman: the HE HUNTS YOU tutorial card reads "Cartman is coming? HIDE in a locker." A second threat, Ike, is a flashlight jump-scare — the tutorial's only rule about him is "DON'T SHINE YOUR LIGHT ON IKE".Meet Cartman and Ike

Picking up the fourth key starts it: the screen flashes red with a RUN alert, and the job becomes sprinting to the basement exit, unlocking the final padlock and pressing E Escape. A successful run ends on the "You Escaped" results screen with your time and run counters, together with the Escaped! badge.Read the ending guide

Yes. A recorded solo run finishes the same four-key escape — fourth key, RUN alert, final lock, E Escape — so the route works alone; the closing stretch is simply all yours, with no one to share the run to the basement exit.Read the solo guide

Ready to Enter South Hell?

Get familiar with the school escape premise, then try the official game.