South Hell All Four Key Locations
Blue, Yellow, Red, and Green — exact rooms, locker cues, and how to bank them on the EXIT DOOR.
South Hell’s escape gate is the glowing EXIT DOOR in the school basement. Four colored padlocks need four matching keys: Blue, Yellow, Red, and Green. This page is the dedicated key map — room names, locker hints, Ike warnings, and how to listen for the jingle. Pair it with the Full Walkthrough for route order and Survive Cartman for getting the keys home alive.
Beginners: finish Getting Started so you already have the crowbar and know safe rooms. Controls reference: Controls. Hub index: Guides Hub.
Universal key rules
- Keys are carried items. If Cartman catches you, the key drops where you fell and you respawn in the basement.
- Teammates can pick up dropped keys — call the death spot.
- Listen for a locker jingle when a key is inside a locker. That audio cue beats blind searching.
- Apply each key to its matching padlock on the basement EXIT DOOR as soon as it is safe to return.
- On 4/4, the RUN alert begins — sprint for Escape; if the door jams, use Jammed Exit.
Do not tour the entire school while holding every key unless the lobby is already in endgame. Banking locks early reduces wipe risk when someone dies on the last life.
Blue Key — 4TH GRADE classroom
Where: 4TH GRADE classroom green lockers.
Blue is often the most straightforward pickup for new players. Enter the classroom, watch for HE in the hallway behind you, and open the green lockers while listening for the jingle. Grab Blue, close any door you used for cover, and decide: bank immediately in the basement, or continue toward another nearby key if Cartman is far.
Team tip: assign one player to Blue-only on busy servers so two people are not double-checking the same lockers while Red sits untouched.
Yellow Key — LOCKER ROOM (Ike scare)
Where: LOCKER ROOM, lower locker.
Yellow is the scare pickup. Expect Ike, the darkness entity. Critical rule: do not shine your flashlight on Ike. Approach the lower locker with a retreat plan — nearest HIDING PLACE locker or path to a closed safe room. Grab Yellow quickly, then leave the locker room without lingering for extra loot.
If your flashlight is on for navigation, kill the beam before you commit to the Yellow interaction when Ike is present. Darkness management matters more here than raw sprint speed.
Red Key — outside NURSE room
Where: just outside the NURSE room.
Red sits on a high-traffic approach. Clear audio before you commit. Peek the hallway, confirm Cartman is not mid-patrol on your line, then take Red. Because this spot is exposed, many lobbies bank Red immediately after pickup rather than chaining straight into Computer Lab while HE is curious about nurse-side noise.
Place a Bear Trap on the nurse approach only if you just pulled HE away and need a delay for a teammate carrying Red. Otherwise save traps for worse chases.
Green Key — COMPUTER LAB
Where: COMPUTER LAB.
Green often becomes the last key in split-team plans. Computer Lab runs can be dark — bring flashlight discipline without breaking the Ike rule elsewhere on the path. Once Green is in hand, your lobby is one padlock from endgame. Communicate before the fourth lock so everyone is already rotating basement-side when the RUN alert hits.
If you are solo and already hold two keys, consider banking before Green so a single catch does not dump a multi-key stack in a bad room.
Locker jingle and HIDING PLACE lockers
The jingle is your search filter. When you hear it near a bank of lockers, prioritize those opens. Green lockers labeled HIDING PLACE are not key sources by default — they are survival tools. Press E, then complete the shrinking-circle clicks to stay hidden while HE passes. Mixing up “search locker” and “hide locker” under panic is a common wipe; slow down for one second and read the prompt.
Safe banking loop
- Pick up a key.
- Walk (do not sprint) if HE audio is close.
- Path through known hallways back to basement.
- Close the basement door.
- Apply the matching padlock.
- Restock decoys or batteries if needed, then leave for the next color.
Basement and the red-lit maintenance room remain safe while doors stay closed — until the final RUN phase changes the rules of engagement. Details on living through HE pressure: Survive Cartman.
Items that help key runs
- Alarm Clock (~10s decoy) — break chase after a noisy locker open.
- Fried Chicken — bait HE down a side hall while a carrier slips home.
- Flashlight + batteries — lab and dark corners without reckless beams on Ike.
- Cash from Codes — shop between attempts.
Tool rankings: Survival Tools Tier List. Passes that change dark play: Game Passes.
Common key mistakes
- Ignoring the jingle and emptying empty lockers while HE closes distance.
- Shining the light on Ike during Yellow.
- Leaving the basement door open after banking a key.
- Two players fighting over Blue while Green is free.
- Holding 3–4 keys through a long scenic route during a loud lobby.
After the fourth key
Padlocks done → RUN alert → Cartman shouts for keys → commit to basement EXIT → E Escape. Jammed door → crank parts on the floor → objective → Escape. Full endgame write-ups live in the Full Walkthrough and Jammed Exit.
Master these four rooms and the audio cue, and South Hell stops being a random locker simulator. The school becomes a checklist — Blue, Yellow, Red, Green — executed under pressure.
Frequently Asked Questions
Quick answers for escaping South Hell and surviving Cartman.
Where is the Blue key in South Hell?
In the green lockers inside the 4TH GRADE classroom. Listen for the locker jingle while you search.
Where is the Yellow key and why is it scary?
In a lower locker in the LOCKER ROOM. Ike can appear — do not shine your flashlight on Ike.
Where are the Red and Green keys?
Red is just outside the NURSE room. Green is in the COMPUTER LAB.
What does the locker jingle mean?
It signals that a key is inside a locker nearby — prioritize that search instead of opening every empty locker.
What happens if I die while holding a key?
The key drops at your death location and you respawn in the basement. Recover it or have a teammate grab it.