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The Maintenance doorway off a school corridor

South Hell School Locations and the Basement Exit Route

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Recognize the school’s landmarks as you search, find your way back to the basement exit, and learn how to use the rope to reach the upper area.

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.

School Areas and Landmarks

Basement

Area Type
Basement
Starting Area
Yes (At the start of the school escape.)
Route from the School
Enter MAINTENANCE from the corridor, cross the room, and take the stairs down.
Route Upstairs
Follow the cleared boarded passage to the stairs, then open the door into the school. (After the starting passage has been cleared.)
Exit Landmark
The EXIT DOOR glows white.
Power Landmark
The Fuse Box repair objective directs players to the basement. (During a power outage.)
Area Role
Designated safe area.
Reached by descending the stairs through
Maintenance (Returning from the school corridor.)

Maintenance

Area Type
Room and basement access
Entrance Sign
MAINTENANCE
Approach
Enter from the school corridor.
Basement Connection
Cross the room and descend the stairs to the underground exit area.
Provides stair access down to
Basement

Theater

Area Type
Theater
Entrance Sign
THEATER
Approach
Follow the school corridor to Theater and enter the room with seats.
Recognition
Rows of seats inside the room.

Art Room

Area Type
Classroom
Entrance Sign
ART ROOM
Search Feature
Contains searchable lockers.

Gymnasium

Area Type
Gymnasium
Entrance Sign
GYMNASIUM
Approach
The GYMNASIUM sign is a landmark along the indoor exploration route.

Nurse’s Office

Area Type
Office
Entrance Landmark
Nurse’s Office doorway.
Door Interaction
Press E at the open doorway to use Close. (When the door is open and the DOOR Close prompt appears.)

Upper Hidden Area

Area Type
Hidden upper area
Access Route
Climb the rope upward.
Recognition
An old television inside the area.
Release the Rope
Space (While on the rope.)

Safe Room

Area Type
Safe room
Area Role
Designated safe area.

Classrooms

Area Type
Classroom search areas
Search Feature
Some classrooms contain searchable lockers.
Entry Interaction
Press E when a closed room door offers Open.

Outdoor Area

Area Type
Outdoor exploration area
Route Hazard
A pursuer can approach while you search outdoors.

Red-Lit Room

Area Type
Room
Recognition
Red lighting.
Access Route
Enter through a doorway.

Reach the Basement Exit Through Maintenance

  1. In the school corridors, look for the door marked MAINTENANCE and enter.
  2. Cross the room and follow the stairs down to the basement.
  3. 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.

The Maintenance doorway off a school corridor

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.