South HellWIKI

South Hell Enemies and Encounters: Cartman, Ike and A.W.E.S.O.M-O

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The school in South Hell contains a pursuer and several other encounters. Learn how to recognize them and which precautions apply.

Recognize the School Encounters

Cartman is the pursuer: look for his blue-green hat, torn red clothing, and yellow gloves. Ike is an encounter during a run, while A.W.E.S.O.M-O is a box-shaped robot that appears in a scare.

A slender creature can appear in front of a locker with a Search prompt. A small character with a white round head, green shirt, and blue shoes can appear in a school corridor.

Pursuers and Special Encounters
NameTypeAppearance
Cartman
Pursuer
Blue-green hat, torn red clothing and yellow gloves.
Ike
In-run encounter
—
A.W.E.S.O.M-O
Robot encounter
Box-shaped robot marked A.W.E.S.O.M-O.
Unidentified Slender Creature
Unidentified creature
Slender body.
Unidentified Round-Headed Character
Unidentified character
Small white round head, green shirt and blue shoes.

Cartman

Sound detection
Can hear running and microphone input.
Chase behavior
Chases players and can approach and attack their hiding place.
Safe areas
Cannot enter the basement or Safe Room.
Key-carrier capture
The carried key drops at the capture location and glows white. (When Cartman catches a player carrying a key.)
Fried Chicken reaction
Attracted to Fried Chicken thrown where he can find it.
Alarm Clock reaction
Runs toward the ringing clock. (After a placed Alarm Clock begins ringing.)
Trap response
Can walk around a placed trap. (A possible chase outcome.)
Boombox dance duration
10 seconds (When affected by Boombox; he stops chasing and dances.)

Ike

Flashlight precaution
Do not shine the flashlight at him. (When encountering Ike during a run.)

A.W.E.S.O.M-O

Encounter
Appears in a scare encounter.

Unidentified Slender Creature

Encounter location
In front of a locker displaying the Search prompt.

Unidentified Round-Headed Character

Encounter location
School corridor.

Cartman's Chase and Distractions

Cartman can hear running and microphone input. Reduce that noise when moving near him. If he approaches, enter a hiding locker with E, click the circles that appear, and watch through the vents until he leaves. He can follow you to the locker and attack the hiding place. The basement and Safe Room are alternatives when you can reach them: Cartman cannot enter either area.

You can also create an opportunity to leave or hide:

  • Throw Fried Chicken where Cartman can find it to attract him.
  • Place an Alarm Clock and move away; its ringing draws him toward it.
  • Keep another escape route when using a Trap, since Cartman can walk around it.
  • The paid Boombox can stop his chase and make him dance for 10 seconds.

For deployment controls and timing, see the distraction guide.

Cartman close to a hiding locker's vents.

Keep the Flashlight Off Ike

When you encounter Ike during a run, keep your flashlight beam pointed away from him. This precaution concerns the Ike you encounter in the school; see the character roster for the selectable character.

A.W.E.S.O.M-O and Other Scare Encounters

A.W.E.S.O.M-O appears as a box-shaped robot with its name on it during a scare encounter. If a teammate warns you not to look at a particular target, turn your view away from that target.

Hiding, Distractions and Difficulty

For the full hiding process and what to do after capture, use the survival guide. The distraction guide covers placing clocks and traps and throwing chicken. Compare lives, lighting time, and Cartman's speed in the difficulty guide.