Keys

All 4 South Hell Keys

Blue, yellow, red, and green keys open the matching basement padlocks. This page maps one Medium run and the drop rule.

All 4 South Hell Keys

Blue, yellow, red, and green keys open the matching basement padlocks. This page maps one Medium run and the drop rule.

The key hunt starts only after the basement boards are gone. The objective Find the keys 0/4 counts keys. It does not label a room for each color. Each key you are holding should go to the glowing EXIT DOOR in the basement. E Unlock raises Unlock the exit door by one step. The escape prompt appears at 4/4, after The exit door is open. Get out!

Worked Medium locations

These are the rooms from one recorded Medium run, in the order the keys were collected.

Color Search What it unlocked in that run
Blue Green lockers inside the room labeled 4TH GRADE Blue padlock, counter 1/4
Yellow A lower locker in the room labeled LOCKER ROOM Yellow lock, counter 2/4. Ike jumped out in this room.
Red The area just outside the room labeled NURSE Red lock, counter 3/4. The dropped item was named A Red Key.
Green The room labeled COMPUTER LAB Final lock and the red RUN alert at KEY FOUND 4/4

The same run is also the source of the color-to-lock pairing. If a later round does not match this table, trust the locker search and the color of the key in your hand, not the table alone.

  1. Read the room label when you enter. That label is the reliable you-are-here signal.
  2. Listen for jingling. Reports tie that sound to a locker that holds a key.
  3. Check low locker rows as well as eye-level doors. The yellow key was in a lower locker.
  4. Leave searched lockers open so a team can see what is already done.
  5. When you have a key, take it to the basement before you keep exploring. Reports say only one key can be carried, and a catch drops it where you fell.

Cash, batteries, and traps in a locker are not keys. Keep moving until the key counter or the door counter actually changes.

Losing a key

If Cartman gets you, you DROP it. You respawn in the basement and the objective becomes Pick up the dropped key. The key waits at the death spot. Door locks you already turned stay turned.

The green key changes the rules

The fourth pickup is what starts the end chase in the recorded run, not the act of touching the exit. The red screen tells you nowhere is safe and to run to the exit. Sprint through the corridors and the gym. Do not stop to open more side rooms unless the objective has switched to something else, such as crank parts on a jammed door.

Basement stairs with the key pickup message pointing at the glowing exit door
Key tracker showing Find the keys 3/4 in a school corridor
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.