The four keys are the objective that ends a normal run. Other tasks show up on the tracker and should be done only while they are on screen. Finishing bells or finding a toy does not open the exit.
Objectives you can meet
| Objective | What to do | What it does not do |
|---|---|---|
| Pry the boards off 0/5 | Crowbar, then E on each board | Does not unlock the exit door |
| Find the keys 0/4 | Locker search, then E Unlock at the glowing door | A full set is what starts the red RUN alert |
| Ring three school bells | Interact with the school bells you pass | An alarm clock is a different item and does not count |
| Ike's rubber duck | Pick up the toy when you find it | Separate from both bells and keys |
| Fix the fuse box | Return to the basement fuse box when the lights go out | Do not keep searching dark rooms if the tracker is asking for power |
| Crank parts | Only if the exit jams. White highlighted objects on the floor | Skip this if the door already says it is open |
| Ringing phone | Interact with it when you hear it | Thinly documented. It is not a substitute for a key |
How to order them
- Open the basement first. You cannot reach the school while the boards are up.
- Deliver a key as soon as you hold one. Side tasks can wait through the walk back.
- Ring a bell or grab the duck when it is on your current path. Call the room name out if you are in a group.
- If the power fails, send someone to the basement fuse box and keep the rest of the search moving.
- Read the tracker before the final sprint. A jammed door sends you back out for crank parts. An open door sends you through it.
The reference Medium transcript escaped at 4/4 without bells, a duck, or crank parts. A separate walkthrough that links the same Roblox experience shows a jammed exit and a crank search before the escape. Both can be true: do the task the tracker is showing.
Team callouts
Useful calls are room names and objective counts, not long conversation. The school labels that matter for keys are 4TH GRADE, LOCKER ROOM, NURSE, and COMPUTER LAB. The hallway direction sign in the main corridor art points toward Cafeteria, Kitchen, Library, and Gym. Other named spaces in escape reports include the theater, music room, art room, showers, backstage, bathrooms, and an outdoor playground. Use those names so two players do not clear the same lockers.
The theater is a bearing: the basement exit is described as the opposite side of the building from the theater. If you are at the theater, you are on the wrong side to finish a key delivery.
