Surviving a night in Haddonfield comes down to picking up the right objects and knowing what they actually do. Items scattered across houses, sheds, and garages let you open escape routes, heal, distract Michael Myers, or buy a few precious seconds when he grabs you. Nothing you find will kill the Shape, but the right pickup at the right moment is the difference between escaping and becoming a target.
Quick answer: No item or weapon kills Michael. Weapons and throwables only stagger or knock him down to buy time, keys and repair tools open escapes, light sources stop his Shape Jump, and consumables manage Fear, stamina, and health.
Escape keys, tools, and repair items
These are your win conditions as a Civilian. Escapes make noise, and Michael hears that noise, so the priority is finding the right key or tool for the route you are working on. One player on the squad should focus on looting hardware areas and kitchens for these.
| Item | What it does |
|---|---|
| Escape Keys (Gate Key, Cellar Key) | Open both the Gate Escape and the Storm Cellar Escape. |
| Fuse | Repairs the keypad for the Gate Escape. |
| Bolt Cutters | Cut the chains on the Gate and Storm Cellar Escapes, cut a bike chain to make it usable, open lockers for a random item, and work as a melee weapon. |
| Repair Kit | Repairs cars for the Car Escape, plus Phone Lines, Power Boxes, and the CB Radio used to call Dr. Loomis. |
| Locker Code / Padlock Key | Opens lockers and padlocked chests for a random item. |
| Sedan Keys | Start the Sedan for the Car Escape after it has been repaired. |
| Police Car Keys | Start a Police Car for the Car Escape and open its boot for weapons and ammo. They drop after Michael kills a cop. |
| Gas Can | Refuels a vehicle so it can be used for an escape. |
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When Michael grabs you, these items break his hold much faster than struggling. Most can also be used offensively, and the Ancient Amulet works without any input at all.
| Item | What it does |
|---|---|
| Ancient Amulet | Automatically protects you from a grab or attack, then shatters. Acts like a pocket knife without needing to press anything. |
| Ice Pick | Stab Michael to break free from a grab quickly. Doubles as a melee weapon. |
| Pocket Knife (Butterfly Knife) | Stab Michael to break free from a grab quickly. Doubles as a melee weapon. |
| Lawn Dart | A throwable that damages Michael and can also stab him to escape a grab. |

Throwables and distractions
Throwables stagger Michael, create noise to pull him off your route, or add pressure when he is already downed. A distraction only helps if he is looking and the rest of your squad is doing something useful, so throw them with a plan.
| Item | What it does |
|---|---|
| Fragile Hourglass | Thrown on a downed Michael, it increases the time he needs to get back up. Kept in your inventory, it highlights escape items within a ten-meter radius. |
| Fire Crackers | Create a blinding flash and noise. Use them as a distraction or to directly stun Michael. |
| Brick | Throwable that damages or staggers Michael, or draws him away from you. |
| Rock | Throwable that damages or staggers Michael. |
| Baseball | Throwable that damages or staggers Michael, and works as a distraction. |
Light sources that counter Shape Jump
Light is the direct counter to Michael’s Shape Jump. Keeping a beam on him reveals his position and stops him from shifting in and out, and pointing it at his face blinds him.
| Item | What it does |
|---|---|
| Brass Lantern | Blinds Michael, keeps him from shifting out of Shape Jump, and reveals him in his Shape Jump form when lit. Can be carried or thrown. |
| Flashlights | Reveal Michael on the mini-map during Shape Jump if the beam is on him, prevent him from shifting, and blind him when pointed directly at him. |
| Road Flare | Works like a flashlight but can be thrown. Blinds Michael when he looks directly at it. |
| Flare Gun | Fired into the air, it fills one Police Badge to increase the police presence in Haddonfield. It can also damage and blind Michael. |

Healing items
Two items restore health. The spray is flexible for group play, while the kit gives a bigger heal but ties you down while it works.
| Item | What it does |
|---|---|
| Healing Spray | Restores health and can be applied to yourself, teammates, or residents. |
| Med-Kit | Provides a full heal with multiple uses. Healing takes time, and you must stay still while using it. |
Consumables for Fear, stamina, and vision
Drinks and other consumables lower Fear buildup or improve your stamina, but the intoxicating ones temporarily alter your vision and controls. Use those somewhere relatively safe.
| Item | What it does |
|---|---|
| Pops | Reduces stamina consumption so you run faster and regenerate stamina. Can also be thrown to damage or stagger Michael. |
| Beer Bottle | Intoxicates you to reduce Fear. Can be thrown, and once broken the bottle becomes a melee weapon. |
| Beer Can | Intoxicates you to reduce Fear. Can also be thrown to damage or stagger Michael. |
| Joint | Intoxicates you to reduce Fear, and lets you see what Michael sees along with survivor and noise pings across the map. |
Note: The Ancient Amulet, Fragile Hourglass, and Brass Lantern are rare relics that hit the Shape harder than ordinary household objects. If one spawns, treat it as more valuable than a second drink, but never build your whole night around hunting for it.

Melee weapons
Melee weapons knock Michael down but never kill him. A knockdown is time to reach a phone, escort a resident, or deny a Shape Jump, not a plan to fight him head-on. Some feature a heavy attack, while others can be thrown with alt-fire.
| Weapon | What it does |
|---|---|
| Kitchen Knife | Michael’s default weapon and a common Civilian find. Standard and heavy attacks. |
| Police Baton | Often dropped by Police Officers. Standard and heavy attacks. |
| Pipe Wrench | Found out in the world. Standard and heavy attacks; also repairs machinery. |
| Axe | Two-handed, found near trees or houses. Standard and heavy attacks. |
| Pickaxe | Two-handed, often found in sheds. Standard and heavy attacks. |
| Pitchfork | Two-handed, found in sheds, garages, and buildings. Standard attack, throwable via alt-fire. |
| Cleaver | Found in lootable containers. Standard attack, throwable via alt-fire. |
| Hatchet | Found on the ground or in containers. Standard attack, throwable via alt-fire. |
| Baseball Bat | Two-handed, often found in houses. Standard and heavy attacks. |
| Fire Poker | Two-handed, found in houses near fireplaces. Standard and heavy attacks. |

Firearms
Guns are the strongest way to create space from the Shape. You find them by looting, from Police Officers who drop them, or by becoming Dr. Loomis or a Policeman. The Rifle stands out because a headshot instantly downs Michael.
| Weapon | What it does |
|---|---|
| Magnum Revolver | Sidearm with six rounds by default. |
| Shotgun | Close-range firearm with four rounds by default. |
| Rifle | Long-range weapon with a scope and four rounds by default. A shot to Michael’s head instantly downs him. |
Loot with a purpose. Grab the key or repair tool before the souvenir, keep a light handy to shut down Shape Jump, and hold a stagger tool in reserve for the moment Michael commits to a grab or a door. The residents who leave a house with an escape plan are the ones who make it out of Haddonfield.






