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South Hell Roblox Items

Pickups are a list, not a build. This table is every item two walkthroughs describe, with blanks where a shop price or a spawn rate is missing.

Select a column heading to sort. Status counts independent publishers.

Items and interactions
Crowbar Starting basement, between the green electrical cabinet and the toilet Pry the five boards off the stairway with E; left behind after the fifth board. — Basement2 sources9 Nov 2026
Flashlight Starting kit Lights dark rooms; battery drains and the beam flickers; darkness raises insanity. On Easy it can be cranked by holding B. — Batteries2 sources9 Nov 2026
Batteries Lockers and supply pickups Recharge the flashlight. — Flashlight1 source9 Nov 2026
Bear Trap Lockers during supply searches Place on the floor (slot 5, aim, click) to catch and hold Cartman; cannot be placed inside the basement safe room. 5 Cartman, Maintenance Room (red-lit safe room)3 sources9 Nov 2026
Alarm Clock Lockers / supply pickups Place it, aim and click; it rings for 10 seconds and draws Cartman toward the sound. — Cartman1 source9 Nov 2026
Fried Chicken Lockers / supply pickups Throw it toward Cartman to pull his attention away from your route. — Cartman1 source9 Nov 2026
Crank Parts Highlighted white objects on the floor around the school Collected after the exit door jams; the door-open prompt appears once the active objective is complete. — Basement1 source9 Nov 2026
Fuse Box Basement Interact to restore power after a blackout; the objective points back downstairs. — Basement, Flashlight1 source9 Nov 2026
Hiding Place Locker Lockers marked HIDING PLACE around the school Press E to hide, then complete the shrinking-circle minigame; hiding in front of Cartman can get you pulled out. — Cartman2 sources9 Nov 2026
Rubber Duck School rooms Ike's missing toy; an extra task alongside ringing three school bells. — Ike1 source9 Nov 2026
Cash Lockers; code rewards Spent in the lobby shop on cosmetics/gear (per togame; not itemized by first-party data). — SOUTHHELL3 sources9 Nov 2026

How I group them

The crowbar is a basement tool. It sits between the green electrical cabinet and the toilet, pries five boards, and stays behind when the way opens. The flashlight is the starting light. Batteries come from lockers and the floor. On Easy you can hold B to crank it. The bear trap is a slot-5 floor click that can catch Cartman, and it cannot be placed in a safe room. The alarm clock rings for about 10 seconds and pulls him. Fried chicken is thrown to pull his eyes off you. Those three are delays, which the monster page already says.

Crank parts are the white floor highlights after a jammed exit. The count is blank on purpose; the crank guide explains why. The fuse box is the basement fix for a blackout. The hiding locker is an E prompt plus a circle minigame, and hiding in his face can get you pulled out. The rubber duck is Ike’s side task. Cash drops from lockers and from codes. Only togame.io says cash buys lobby cosmetics, so that use stays one source.

I have no spawn rate, stack cap, or item price. Those cells stay empty. Keys are not in this table; they have their own page because the search intent is different. See keys.

Flashlight and fuse box illustration
Original art for the flashlight and the fuse box.
Counter illustration near the item list
The shop counter is for codes, not for buying these pickups. No item price is published.
Original school illustration for this video linkSouth Hell - Full Game Walkthrough + Ending (Roblox Showcase)
The ObziBobzy Pantry. Original illustration. Watch on YouTube.
Where is the bear trap used?

Aim at the floor outside a safe room and click. Slot 5. It holds Cartman. It does not defeat him.

What is cash for?

One source says lobby cosmetics. I do not repeat that as a fact beyond that single page.

Sources

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