Walkthrough

South Hell Escape Walkthrough

Pry five basement boards, deliver four locker keys to the glowing exit door, and press E Escape when the door opens.

South Hell Escape Walkthrough

Pry five basement boards, deliver four locker keys to the glowing exit door, and press E Escape when the door opens.

South Hell [HORROR] is a Roblox survival escape by S00NR. A round is one loop: leave the starting basement, bring locker keys back to the glowing EXIT DOOR, then leave when that door opens. Documented rounds start with 3 lives. The door keeps lock progress if you are caught.

Before the round

Page through four tutorial cards with NEXT, then press START.

  • GET OUT: find the keys in the lockers and unlock the exit door in the basement.
  • HE HUNTS YOU: Cartman is coming. Hide in a locker. Running is loud.
  • THE DARK: you have a flashlight and batteries. Do not shine your light on Ike.
  • SAFE ROOMS: the basement and the safe room are safe because Cartman cannot come in.

The lobby is separate from the school. A bus group has six slots, the host picks the difficulty, and the experience page lists a server size of 24. Easy, Medium, and Hard all appear in player reports. The results screen of the reference escape was labeled MEDIUM. Read the names on the host's menu rather than assuming every server offers the same list.

Leave the basement

You wake with the objective Find a way out of the basement. The way up is boarded shut, and the nails will not come out by hand.

  1. Pick up the crowbar between the green electrical cabinet and the toilet. The prompt is E Pick up crowbar.
  2. Press E on the boards. The counter reads Pry the boards off 0/5.
  3. After the fifth board the game says The way is open. I'll leave the crowbar here.
  4. The objective switches to Find the keys 0/4. The crowbar stays at the boards.

Clearing the boards does not open the exit door. Those are two different barriers in the same basement.

Deliver keys one at a time

Keys come from lockers. A pickup says: You got a KEY! Take it to the EXIT DOOR in the basement - it GLOWS. If Cartman gets you, you DROP it.

Item reports also say you can carry only one key at a time, which matches the reference route of delivering each key before hunting the next. At the glowing door, press E Unlock. The counter steps from Unlock the exit door 1/4 through 4/4. In the recorded Medium run, Blue, Yellow, Red, and Green each opened the lock of the same color.

Room labels from that run:

Key Where it was found Lock it opened
Blue Green lockers in the 4TH GRADE classroom Blue padlock, 1/4
Yellow A lower locker in the LOCKER ROOM Yellow lock, 2/4
Red Just outside the NURSE room Red lock, 3/4
Green COMPUTER LAB Final lock, 4/4

Treat the rooms as the search order of one Medium recording, not as a guarantee for every server. If those lockers are empty, keep opening lockers. A jingling locker is reported as the audio cue for a key. Lockers can also hold Cash, batteries, traps, and other supplies, so an open locker is not proof that a key was inside.

If you are caught with a key

The screen goes black and shows the lives you have left, for example 2 LIVES LEFT. You respawn in the basement with Oh my God, they killed Kenny! and the objective Pick up the dropped key. The key stays where you fell. Walk back, pick it up, and the door counter continues from the last lock you already turned. What happens after all three lives are gone is not documented.

The fourth key

Picking up the fourth key, shown as KEY FOUND 4/4, flashes a red screen: RUN, CARTMAN: GIVE ME THOSE KEYS!!, and HE KNOWS YOU HAVE THEM ALL. NOWHERE IS SAFE NOW - RUN TO THE EXIT! In the recorded escape the route back was through the corridors and the gym to the basement. Unlock the last padlock, wait for The exit door is open. Get out!, then press E Escape.

Some other runs report a jammed exit that asks for crank parts after the keys are in. Do that search only when the objective asks for it. Look for white highlighted objects on the floor, and do not hunt crank parts if the door already says it is open. The reference Medium escape finished on the open-door prompt without a crank step.

What a finish looks like

The reference screen read You Escaped - MEDIUM in 15:34, with Keys you found: 4, Times caught: 1, Cartman in your traps: 1, Ike screamed at you: 1, and Times you hid: 1. A Roblox popup said Badge Awarded - Escaped! A catch on that screen did not cancel the escape. One escape is the documented finish. No separate good or bad ending is confirmed.

Side objectives can appear during the search: three school bells, Ike's rubber duck, a basement fuse box when the lights go out, and a ringing phone. They do not replace the four locks. Details are on the extra-objectives guide.

FAQ

Frequently Asked Questions

What is the goal of South Hell [HORROR]?

You wake in a locked school basement and have to escape. Pry five boards off the stairs with the crowbar, find four keys in school lockers, turn the four locks on the glowing basement exit door, and press E Escape when the door says it is open.

Who is hunting you?

The tutorial card HE HUNTS YOU names Cartman. A catch costs one of your three lives and drops any key you are carrying. Ike is a separate flashlight threat. The tutorial says not to shine your light on Ike.

Do the colored keys always spawn in the same rooms?

A recorded Medium run found Blue in the 4TH GRADE green lockers, Yellow in a lower LOCKER ROOM locker, Red just outside the NURSE room, and Green in the COMPUTER LAB. That run is a worked example. The objective only counts keys as 0/4 and does not name a room for each color, so search lockers if a familiar room is empty.

Can you escape alone?

Yes. A recorded solo run finishes the same four-key door and E Escape. A group of up to six can split the search, but the server size of 24 is not the same thing as your bus group.

Where do bug reports go?

The experience description asks players to use the mailbox in the lobby for bugs and ideas. The same description says the game just released and bugs are still being fixed.