S tier
Player decision Best refuge while you are still delivering keys one by one. After the red RUN alert, the game tells you nowhere is safe, so do not wait out the fourth key down here.
Player decision Use it when the chase is already on and the basement is farther than this door. Useless if you never close it.
A tier
Player decision Best when you break line of sight first. Not a plan for the fourth-key sprint.
Player decision Keep it fed during the search. Point it at the floor and the room labels, not at Ike.
B tier
Player decision Set it on a route you already use, before the chase is on top of you.
Player decision Drop it away from the basement route, then leave. Do not wait beside it.
Player decision Throw it only when a real Cartman is blocking a route you still need.
D tier
Player decision Walk the search. Sprint the 4/4 return through the gym, not the early hallways.
![South Hell [HORROR] chase-tools tier list](/media/optimized/b3f9edec6f9441fb855b2f94-768.webp)