South HellWIKI

South Hell Items and Interactables: Uses and Controls

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Find out what the items and interactables in South Hell do, which controls they use, and where to go for help with their objectives.

Escape Tools, Keys and Lighting

The Crowbar removes the five boards blocking the basement passage. The red, blue, yellow and green keys open the corresponding locks at the basement exit: equip each key and use E at the door. A player can carry one key at a time.

If the exit is stuck, collect the Crank Parts requested by the current objective. Once the required parts are found, return to the exit crank. The required counts can differ between rounds.

Press F to use the Flashlight. Search lockers for a Spare Battery and press B when the replacement prompt is available, or hold B at the HOLD B CRANK prompt to recharge. During a school power outage, the restoration objective points to the basement Fuse Box.

See the Part 1 walkthrough for the complete escape, or the flashlight guide for recharging and navigating darkness.

Escape Tools and Parts
NameTypeWhere to look
Crowbar
Tool
Basement floor (Pickup location example)
Crank Part
Exit mechanism part
School floors (During the stuck-door objective)

Crowbar

Pickup
E (Near the Crowbar)
Use
Pry boards off the blocked basement opening. (Use E Remove boards at the opening while carrying the Crowbar.)
Removes
Basement Boards (Required because the boards cannot be removed by hand.)

Crank Part

Location example
On the floor between Theater seats (Easy escape example)
Location example
On a floor marked with court lines (Medium escape example ending in 17:57)
Search clue
Jingling (The Crank Part objective prompts players to listen.)
Pickup
E Pick up (Near an outlined part)
Required parts
1 parts (Easy escape example)
1 parts (Medium escape example ending in 17:57)
2 parts (Two-part objective example)
Collection complete
ALL CRANK PARTS FOUND starts the exit-crank objective. (All required parts have been collected.)
Enables
Exit Crank (Collect the quantity required by the current objective.)

Exit Keys

Exit Keys

Type
Objective items
Required keys
4 keys (Part 1 exit objective)
Colors
Red, blue, yellow and green
Where to search
Lockers and classrooms
Location example
Inside an ART ROOM locker (Easy escape example)
Search clue
Lockers containing keys make a jingling sound.
Pickup
Use E Search on the locker, then E Take on the key. (A key is inside the searched locker.)
Carry limit
1 key per player
Taking another key
Use or drop the current key before taking another. (Already carrying a key)
Dropped when caught
Cartman catching the carrier causes the carried key to drop. (The caught player is carrying a key.)
Recovery
Return to the capture location and look for the dropped key's white glow. (A key has been dropped after a capture.)
Progress
KEY FOUND counts collected keys; Unlock the exit door advances when keys are used at the exit. (Finding the first key can leave the exit-unlock counter at 0/4.)
Required to unlock
4 × Exit Door (Use the four colored keys at the basement exit.)
Includes
1 × Red Key
1 × Blue Key
1 × Yellow Key
1 × Green Key

Red Key

Color
Red
Use
Equip the key and use E Unlock on the red exit padlock. (At the basement EXIT DOOR)
After use
The red lock opens and the used key disappears from the hotbar.
Belongs to
Exit Keys (Uses the shared key search, carry-limit and drop rules.)
Unlocks a lock on
1 × Exit Door (Red padlock)

Blue Key

Color
Blue
Use
One of the four colored keys needed to unlock the basement exit. (Part 1)
Belongs to
Exit Keys (Uses the shared key search, carry-limit and drop rules.)
Used to unlock
Exit Door (One of the four exit keys)

Yellow Key

Color
Yellow
Use
One of the four colored keys needed to unlock the basement exit. (Part 1)
Drop
G (Yellow Key selected)
Belongs to
Exit Keys (Uses the shared key search, carry-limit and drop rules.)
Used to unlock
Exit Door (One of the four exit keys)

Green Key

Color
Green
Use
Equip the key at the green exit lock and use E Unlock. (At the basement EXIT DOOR)
Recovery example
Recover the glowing key from the carrier's capture location, then continue to the exit. (The Green Key drops after Cartman catches its carrier.)
Exit progress after recovery
Recovering the key alone does not unlock the remaining exit lock. (Example with the exit objective still at 3/4)
Belongs to
Exit Keys (Uses the shared key search, carry-limit and drop rules.)
Unlocks a lock on
1 × Exit Door (Green padlock)

Flashlight and Spare Batteries

Flashlight

Type
Portable light
Control
F
Use
Illuminates dark areas and provides light when dealing with darkness-related Insanity.
Battery replacement
Press B to install a spare battery. (Spare battery available)
Hand crank
Hold B to recharge. (HOLD B CRANK prompt displayed)
Charge display
Battery status appears on the interface.
When depleted
Dark surroundings become difficult to see until lighting or flashlight power is restored. (In an unlit area)
Duration
Depends on the selected difficulty.
Can be recharged by installing
Spare Battery (Spare battery available; use B)

Spare Battery

Type
Flashlight power supply
Where to find
Search lockers.
Use control
B (Spare battery available)
Use
Install it to restore flashlight power when the charge is low.
Replacement example
Charge remained below full after replacement. (Single battery-replacement example)
Restores power to
Flashlight (Install with B)
Can be found by searching
Locker

Power Restoration Equipment

Fuse Box

Type
Power restoration equipment
Location
Basement
Use
Repair it to restore the school lighting after a power outage. (School lights have gone out)
Objective
Fix the fuse box in the basement (Power restoration objective active)
A Crowbar held beside the boards blocking the basement passage.

Bait, Clocks and Traps

Fried Chicken is throwable bait: press E near a bucket to pick it up, equip it, and press M1 to throw it somewhere Cartman can find it.

An Alarm Clock creates a delayed sound distraction. Equip it, aim the preview at the ground and press M1, then move away or take cover before it rings. The item instruction specifies a 10-second delay; a placement message can show a 12-second countdown.

Equip Trap, aim at the ground and click to place it during a chase. Keep a route to safety available because Cartman can go around it. Bear Trap has a clamp-shaped hotbar icon. Also watch for open toothed clamps on the floor near doorways.

For help choosing and deploying these items, see how to distract Cartman.

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

Ukulele, Toy Guitar and Speaker

During the opening basement search, a wooden Ukulele leans against a wall. Approach it and press E at the pickup prompt. The blue-and-yellow toy guitar with colored buttons can also be picked up and played.

For the scene Speaker, move close enough for PLAY to appear, then press E. The Speaker is a separate interactable from the Boombox game pass.

A Speaker with an E Play prompt beside a basketball hoop.

Task Objects and the Basketball

When their Extra Tasks appear, find Ike's rubber duck, answer the phone when it rings, or ring three school bells. A teammate can complete the duck objective for the group, and the upper-right panel shows task progress. An unanswered call can be marked missed and may prompt that the phone will ring again.

Pick up a basketball and throw it through a hoop to earn Nothing But Net. See Extra Tasks for progress and team objectives, and the badges guide for the basketball achievement.

Extra Task Objects

Ike's Rubber Duck

Type
Task item
Objective
Find Ike's rubber duck (When this objective appears in EXTRA TASKS.)
Team completion
A teammate can find the duck and complete the group's objective. (During a multiplayer run with the rubber-duck objective.)

Phone

Type
Task interactable
Objective
Answer the phone when it rings (When the phone objective appears in EXTRA TASKS.)
Unanswered call
missed (A ringing call is left unanswered.)
Further calls
The task can indicate that the phone will ring again. (When the repeat-ring prompt appears.)

School Bell

Type
Task interactable
Objective
Ring 3 school bells (When the school-bell objective appears in EXTRA TASKS.)
Task target
3 rings (For the Ring 3 school bells objective.)
Use
Interact with a school bell to ring it and advance the objective. (While the school-bell objective is active.)

Basketball

Basketball

Type
Throwable ball
Use
Pick up the ball and throw it toward the hoop.
Achievement
Score a basket to earn Nothing But Net.
Used to earn
Nothing But Net (Successfully score a shot through the hoop.)

Night Vision Goggles and Boombox

The NightVisionGoggles game pass permanently unlocks night vision goggles; press N to use them during a round. The Boombox game pass plays music nearby players can hear and can interrupt Cartman's chase, making him dance for 10 seconds.

Choose night vision for a lighting tool or Boombox for music and chase disruption. Compare their prices and purchase options in the game passes guide.

Choose a Guide for Your Objective