South Hell Solo Guide: What Changes When You Escape Alone
A solo South Hell escape still needs all four keys. Here is what changes on your own, from the fourth-key RUN alert to the basement exit, the E Escape press and the results screen.
Quick answer
Attempted alone, South Hell is still a four-key escape: collect all four keys, run to the basement exit, unlock the final lock and press E Escape. The recorded run shows one player finishing through exactly these steps: fourth key, RUN alert, basement-exit lock, E Escape. What changes is that the whole closing stretch belongs to you — the fourth-key alert names you as the one holding the keys, the route to the basement exit is yours to cover, and the results screen and Escaped! badge record that single attempt.
A recorded single-character run shows the ending resolving for one player. At no point does the closing stretch hand part of the job to a second character, which is what makes it a usable reference for a solo attempt. The sections below take that ending in turn: the fourth key and the alert, the basement exit, then the results screen.
What changes when you attempt it alone
In the recorded run the objective stayed the same: all four keys, then the exit. You still need all four keys before the exit comes into play, and the exit still has to be unlocked and then triggered with E. The difference is ownership of each piece.
The alert after the fourth key is the clearest example. It addresses the player who holds all four keys, and on your own that player is you — there is no handoff between finding the last key and being the one Cartman is now after.
The route is also yours to cover end to end. In the recorded run the last stretch went through the corridors and the gym to the basement exit; the source does not show whether that layout repeats, so treat the trip to the basement as yours to cover end to end. The key count is finished at that point; what remains is distance between you and the basement.
The record at the end is yours as well. The results screen and the Escaped! badge are tied to that one recorded attempt, and the counts on the screen describe how that run went.
The fourth key and the RUN alert
The solo account picks up at the fourth key, so that is the clearest landmark it gives. In the recorded run the fourth key was found in the COMPUTER LAB, registering as KEY FOUND 4/4 with A Green Key. If you need to place the room while moving through the school, the South Hell school locations page covers the rooms by name.
What follows the pickup is not another search step. The screen flashes red with RUN and CARTMAN: GIVE ME THOSE KEYS!!, followed by HE KNOWS YOU HAVE THEM ALL. NOWHERE IS SAFE NOW - RUN TO THE EXIT!. Read that as the pivot in the run: up to 4/4 the work is finding things, and after 4/4 the only named destination is the exit. The counter is full, the keys are on you, and the remaining task is the trip itself.
That is the part a solo player feels most directly. The message says Cartman knows the keys are all in one place. Since you collected all four yourself, the pressure in that stretch is aimed at you with no one else to carry part of the route, so the moment 4/4 appears is the moment to stop searching and start moving.
The basement exit: unlock the lock, then press E
At the basement exit the last obstacle is a lock rather than a threshold you can simply cross. Unlocking it produces the prompt The exit door is open. Get out!, and the escape itself is the E Escape press that follows.
Keep those as two separate states. The open door is the game confirming the way is clear; the input is what completes the escape. A solo player who stops at the open door has cleared the lock but not the run. The South Hell locked doors page covers the barricade side of this if you want the wider picture of what blocks the exit.
Reading the results screen after a solo escape
The screen that follows a successful escape shows You Escaped - MEDIUM, your total time (15:34 in the recorded run), and a row of counts drawn from the attempt:
| Results field | What it records | Recorded run |
|---|---|---|
| Keys you found | Keys collected during the attempt | 4 — matches the four-key clear |
| Times caught | How often you were caught during the escape | 1 |
| Cartman in your traps | The record of Cartman ending up in your traps | 1 |
| Ike screamed at you | The number of Ike screams in the run | 1 |
| Times you hid | How often you hid | 1 |
The same moment awards the Roblox badge popup Badge Awarded - Escaped!. Those numbers describe that particular escape; the badge arrived with the escape itself, so treat the counts as a summary of how your own attempt played out rather than as a score to match.
Where the solo detail ends
The recorded account covers the finish: the fourth key, the RUN alert and the basement exit. For the earlier part of the hunt, the South Hell keys page covers the key objective, and the full sequence sits in the South Hell walkthrough. The South Hell basement guide develops the approach to the exit in more detail.
If your priority is surviving the run phase rather than the ending itself, the South Hell survival tips and the South Hell monster page cover the chase side of the run. Plan your solo attempt around what this page actually establishes — four keys, the fourth-key alert, the basement exit and the E press — and use the linked pages for the key-by-key route before the last key.
Related Guides
Keys: All 4 Key Locations
Find all four keys — blue, yellow, red and green — and see which colored lock each one opens on the exit door.
Survival Tips Against Cartman
Learn what works when Cartman hunts you: green lockers, safe rooms, staying quiet, traps and what a catch costs.
Ending: What Starts It and What Shows
Learn what triggers the ending, what the escape prompt and results screen show, and which badge you earn.