Gaming

Bob Simms Is the Strongest Civilian in Halloween: The Game

How a Capability rating of 9 turns pickaxes, sledgehammers, and shotguns into reliable ways to put Michael Myers on the ground.

How a Capability rating of 9 turns pickaxes, sledgehammers, and shotguns into reliable ways to put Michael Myers on the ground.

Most civilians in Halloween: The Game are built to run, hide, and survive the night. Bob Simms is built to swing back. His character sheet lists him as civilian 011, and the number that matters is Capability, sitting at 9 — the stat that decides how much damage you do when you connect with the killer instead of fleeing from him.

Quick answer: Play as Bob Simms and keep a heavy melee weapon in hand — a pickaxe, wood axe, sledgehammer, or pitchfork. With Capability 9, one clean hit staggers Michael Myers and drops him, which buys you the seconds you need to pull a resident out of danger or reach an escape.


Bob Simms stat line and traits

His spread is lopsided on purpose. Combat and movement are strong, social and looting skills are weak, so you get a civilian who wins fights but struggles with talking residents down and squeezing extra value out of containers.

Stat / TraitValue
Capability9
Athleticism8
Personality4
Resourcefulness3
HeavyweightDoesn’t get full
Lethal PitchTrait
Runner’s HighTrait

Lethal Pitch is the trait people forget. Anything you can throw — firecrackers, a lawn dart, an ice pick — gets aimed with a reticle before it leaves your hand, so it is worth checking what is in your pockets before you commit to a melee swing.

Throwing reticle lined up on another player while holding a throwable item in Haddonfield
Aiming a throwable with the reticle up. Image: Illfonic

Weapons that down Michael Myers with Capability 9

The high Capability rating carries across almost the entire weapon list. Heavy tools are the most consistent, but even a kitchen knife pulled out of a locked box is enough to put the killer on the floor when Bob is holding it.

WeaponWhat it does
PickaxeRepeatable downs; the most commonly found heavy tool
Wood axeDowns Michael and is often found upstairs in houses
SledgehammerDowns Michael while covering a resident’s escape
PitchforkDowns Michael; stocked in the hardware store
Kitchen knifeEnough to down him, but weakest of the melee options
.357 MagnumHeadshots down him; found in locked boxes
RevolverDowns him; can be looted from Dr. Loomis after he dies
12-Gauge ShotgunBest for holding an escape point against him
Flare gunBlinds Michael rather than downing him

Tip: bolt cutters are worth grabbing early even though they are not a weapon. They clear boarded paths and pop locked boxes, and those boxes are where the kitchen knife, the .357 Magnum, and the Ancient Amulet turn up. They can break after a use, so spend them on the container you actually want.


A down is not a kill

This is the part that decides whether Bob’s Capability actually saves anyone. Putting Michael Myers down interrupts what he is doing and creates space, but he gets back up. Treat every down as a timer, not a victory, and spend it on something concrete — dragging a resident to cover, unlocking the storm cellar, or breaking line of sight entirely.

Downing him also does not save a resident who is already in his grip. Residents can and do die mid-rescue while you are swinging, so hitting him a fraction too late still ends with a body on the lawn.

Keep a pocket knife on you as insurance. If Michael grabs you directly, it is what breaks the hold and gives you the chance to swing back.


Saving Haddonfield residents with low Personality

The core objective is Save Haddonfield Residents, and this is where Bob’s weakest stat bites. Personality 4 means the skill checks that convince a resident to cooperate are tighter than they would be on a talker. Approach residents like Edna Rivera, Robert Jones, or Vincent Taylor when Michael is not nearby, and give yourself the full conversation without a chase hanging over it.

Walk up to the resident and start the conversation. Hit the prompted button as the timing bar sweeps through the highlighted zone to pass each check.
Timed button prompt during the conversation skill check with resident Edna Rivera
The timed skill check while convincing Edna Rivera. Image: Illfonic
Once they are convinced, give them an order. Telling them to hide is the safe default if you have not opened an exit yet; telling them to follow only makes sense when you already know where you are sending them.
Talking to Haddonfield resident Robert Jones during a night match
Starting a conversation with resident Robert Jones. Image: Illfonic
Open the exit before you move them. Command the resident to escape only once the route is actually clear, then stand between them and Michael with your heaviest weapon out.

Escape routes and calling for help

There are a few ways out of Haddonfield, and Bob is the civilian best equipped to hold one open while other people use it.

RouteWhat it needs
Storm cellarClear the overgrowth, then use a padlock key or escape key
Locked gateBolt cutters or the matching key
Police wagonPolice called and arriving on scene
The Open prompt displayed on a locked exit gate during a Haddonfield match
The prompt to open an exit once it has been unlocked. Image: Illfonic

Three separate methods bring in the police. A CB radio works if you can reach it, ideally with a teammate helping. A house phone works once you have repaired the nearby power box. A flare gun fired straight into the air also summons them, which makes it the fastest option if you find one and cannot reach a radio.

A shotgun is the ideal thing to be holding at the cellar doors while a teammate climbs down. You cover the approach, they get out, and the down you land on Michael in the meantime is time nobody else has to spend fighting.

Holding the storm cellar entrance with a shotgun while a teammate escapes
Covering the storm cellar exit so a teammate can get out. Image: Illfonic

What Michael Myers does to counter you

Being able to fight does not make you safe, because the killer has answers of his own. Blackout disables the equipment civilians rely on and can fry a car’s engine, forcing everyone inside to bail and find another way out. Detection Pulse temporarily marks civilians on the map and lights up occupied buildings, so hiding indoors is not automatically cover. Reality Tear lets him trigger Shadow Jump whenever he wants, closing distance on a runner or slipping out of a spot where you have him pinned in the light.

Against that, Bob’s Athleticism 8 and Runner’s High matter as much as his swing. Fighting is the tool you use when a resident or teammate is about to die; disengaging is still the correct call the rest of the time.


Managing health and fear

Trading hits with Michael costs health, and Resourcefulness 3 means you should not count on finding your own supplies. First aid kits dropped by teammates are the reliable way back to full, so ask for one rather than burning time searching houses.

Fear is a separate meter. Drinking a bottle of beer brings it down, and Heavyweight means Bob never gets full, so he can keep consuming without hitting the cap other civilians run into.

The honest read on Bob Simms is that he is a bodyguard, not an escape artist. He will down Michael Myers repeatedly across a single night with nothing more exotic than a pickaxe, and every one of those downs is a resident who gets to the storm cellar or a teammate who reaches the police wagon. What he cannot do is win a fight outright — get greedy, miss a swing, and the same grab that ends every other civilian’s night ends his too.