South HellWIKI

How to Distract Cartman in South Hell: Chicken, Clocks and Traps

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Use the distraction you have on hand to draw Cartman away or create an opening to escape. Fried Chicken and Alarm Clocks attract his attention, while Trap and Boombox offer different ways to interrupt a chase.

Quick answer

Pick up Fried Chicken with E, equip it and press M1 to throw it where Cartman can find it. For an Alarm Clock, aim its ground preview and press M1 to place it, then leave before it rings. Place Trap on the ground with an escape route available, since Cartman may go around it. Boombox music can make him stop chasing and dance for 10 seconds.

Choose a Distraction for Your Situation

  • Fried Chicken: Throw it where Cartman can find it when you have a bucket ready. You can also try throwing it while fleeing.
  • Alarm Clock: Use it when you have time to place a delayed sound and move away before it rings.
  • Trap: Try placing it during a chase and leading Cartman over it, but keep a way out in case he goes around it.
  • Boombox: This paid option plays music and can interrupt a chase with a 10-second dance.

Pick Up and Throw Fried Chicken

  1. Approach a Fried Chicken bucket and press E to pick it up.
  2. Equip the chicken from your hotbar.
  3. Aim somewhere Cartman can find it and press M1 to throw it.

The chicken acts as bait. If Cartman is already chasing you, you can try throwing it as you flee, but keep moving toward safety.

Place an Alarm Clock and Move Away

  1. Select the Alarm Clock in your hotbar.
  2. Aim its placement preview at the ground and press M1 to place it.
  3. Move away before it rings. If a HIDING PLACE is nearby, press E to enter it.

The ringing draws Cartman toward the clock. The item instruction describes a 10-second delay; a placement message can show a 12-second countdown. Use the countdown shown after placement to time your retreat.

Alarm Clock placement preview on the floor with the M1 Place Clock prompt

Place Trap Without Blocking Your Retreat

  1. Select Trap from its hotbar slot.
  2. Aim at the ground and click to place it.
  3. During a chase, try to lead Cartman over it while continuing toward a hiding place.

Keep another route open: Cartman can walk around a placed Trap.

Boombox and the Move to Cover

Boombox is a paid game pass that plays songs nearby players can hear. Its music can stop Cartman's chase and make him dance for 10 seconds. Use that opening to move away or reach cover. Compare its price and benefits with Night Vision Goggles in the game pass guide.

For more on hiding places and safe areas, see the South Hell survival guide.

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South Hell Survival Guide: Hiding, Noise and Escaping Cartman

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Compare South Hell's 99-Robux NightVisionGoggles and 199-Robux Boombox, learn their benefits and controls, and find the shop and purchase links.

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