
School Landmarks and Their Uses
Use room signs and recognizable features to orient yourself. The Theater has rows of seats, the Art Room has searchable lockers, and the GYMNASIUM sign marks another indoor landmark. Some classrooms also contain lockers.
The basement is both the starting area and the location of the exit. During a power outage, the Fuse Box objective also directs you there.
Reach the Basement Exit Through Maintenance
- In the school corridors, look for the door marked MAINTENANCE and enter.
- Cross the room and follow the stairs down to the basement.
- Look for the white glow of the EXIT DOOR downstairs.
At the start of a run, after clearing the boarded passage in the basement, follow it to the stairs and open the door upstairs to enter the school.
Use the Basement as Shelter
Cartman cannot enter the basement or the Safe Room. If he is pursuing you and you can reach Maintenance, take its stairs down to the basement for shelter. For hiding and other ways to avoid him, see the survival guide.
Climb the Rope to the Upper Area
Once you find the climbable rope, climb upward to reach the hidden upper area. An old television is a landmark inside. Press Space while on the rope to let go.
Continue Your Escape Objective
Search rooms as you explore: a key has appeared in an Art Room locker, and a crank part has appeared between Theater seats in a run. Use the Part 1 walkthrough for the key and exit objectives.
If the school goes dark, the flashlight guide explains how to maintain your light and handle the basement Fuse Box objective.


