Gaming Guide

Halloween: The Game – All Escape and Gas Locations by Map

Where cellars, gates, cars, and gas cans can spawn across all four Haddonfield maps, and what each exit needs.

Where cellars, gates, cars, and gas cans can spawn across all four Haddonfield maps, and what each exit needs.

Getting out of Haddonfield alive comes down to knowing the map before Michael finds you. Halloween: The Game ships with four multiplayer maps — Haddonfield Heights, Orange Grove Estates, Haddonfield Town Center, and East Haddonfield — and each one hides a mix of storm cellars, gated fuse exits, and repairable sedans. Gas cans, keys, and repair kits move around every match, so the fastest escape is usually the one whose spawn points you already have memorized.

Quick answer: Cellars, gates, and cars rotate between fixed spawn points each match. Learn the spots below, check dirt patches and garden beds for inactive cellars, and search outdoors and in car trunks for gas cans.


How escape and gas spawns are randomized

Every map has a pool of possible exit spots, but only some of them are live in any given round. That means the lists below are potential locations, not a guaranteed checklist. Walking a route and finding nothing is normal.

  • Cellars shift position each game. If a cellar is not active, the spot is usually still visible as a garden bed or bare dirt patch.
  • Gated fuse exits sit along the outer edges of the map, so patrolling the boundary is the fastest way to find one.
  • Sedans spawn broken down, often with the hood already popped, in driveways, alleyways, parking lots, and roadside curbs.
  • Gas cans are outdoor items. Sheds, garages, alleyways, dumpster corners, grills, and car trunks are the reliable places to look.
  • Repair kits and keys spawn dynamically inside houses, garages, and vehicle trunks.

The same knowledge works in reverse. Playing as Michael, the exit pool tells you which corners of the map are worth patrolling and which cellar doors are worth slamming shut again.

Killer view moving along the side of a house with the kill objective shown on the HUD
Michael’s HUD tracks residents while he moves between houses. Image: IllFonic

Number of escape spawn points per map

These are the marked spawn points that exist in each map’s pool, not the number that go live at once.

MapCellarsGatesCars
Haddonfield Heights834
East Haddonfield514
Orange Grove Estates435
Haddonfield Town Center314

Escape and gas locations on every map

Haddonfield Heights

The residential map with the Strode house, the Myers house on Lampkin Lane, and the water tower looming over the streets. It carries the deepest cellar pool in the game, so a cellar run is almost always viable here.

  • Cellars: the shed by the water tower, the far right house, the alleyway, and beside the Strode house.
  • Cellars: the southwest corner near Edgemont St and 845 McKinizie Lane, the north lawn of 702 Lampkin Lane, the south side of 807 La Mirada Way, behind 803 La Mirada Way next to the back porch, and by the steps at 920 Victoria Way on the eastern boundary.
  • Gate: the northern edge on Edgemont St near 915.
  • Cars: the middle road, the alleyway, the driveway at 806 Victoria Way, and the central park parking lot.
  • Gas: the shed and the campfire area.
Dark residential yard at night with an indoor light warning showing on the HUD
Backyards and side lawns are where most Haddonfield Heights cellars hide. Image: IllFonic

Orange Grove Estates

The upscale suburb with multi-story homes, detached garages, a playground, and the Doyle and Wallace residences. Gas is spread thin here, with seven possible spawn points scattered across the neighborhood, so pair a gas hunt with a known sedan spot rather than wandering.

  • Cellars: the backyard lawn behind house 1482 on the northeast boundary fence, the patio behind house 1495, and the side lawn between 1525 and 1513 Orange Grove Ave.
  • Cellars: additional spots sit at the bottom right, far right, top right, and bottom left corners of the map.
  • Gate: the northeast exit by house 1482, with the fuse box prompt on the locked iron gate.
  • Cars: the curb north of house 1518, the community park parking lot beside a green van and a station wagon, the driveway at 1525 Orange Grove Ave, plus driveway, alleyway, and basketball court spawns.
Suburban street at night in Halloween: The Game with houses and driveways in view
Orange Grove Estates packs sedan spawns into driveways and the park lot. Image: IllFonic

Haddonfield Town Center

Downtown Haddonfield, home to Nichols Hardware, the A-Side Music Store, Hill Garden Center, and Patty’s Pub. It has the smallest cellar pool of the four maps, which pushes a lot of rounds toward the car route.

  • Cellars: the alleyway beside the red brick building near 902 Peach St, behind building 1007 on the concrete, and on the grass by the yellow Hill Center building near 951 Peach St.
  • Cellars: the cemetery, the garden center, and the bakery are the landmarks to sweep.
  • Cars: the alleyway north of 901 Denny Ave, the southern boundary road behind 908 Peach St, the driveway near Mt. Sinclair Cemetery, and the mechanic shop.
  • Gas: tucked out of sight around the shopfronts, including behind the grill at building 1007.

Search the trunk of any sedan you pass. Gas cans turn up there as often as they do in sheds and garages, and it saves a second trip across the map.

Search prompt appearing on a parked car door while looting for items
The search prompt on a parked car — trunks and interiors can hold keys and gas. Image: IllFonic

East Haddonfield

The rural end of town, with The Rabbit in Red Lounge, Phelps Garage, and the Midwest Feed Company. Sightlines are longer here, but the cellars are mostly tucked behind fences and outbuildings.

  • Cellars: the northwest corner behind a backyard fence, behind building 828 against the warehouse wall, on Davis Dr against a wooden shed, behind the backyard at 731 Copper Ln, and near 718 on the south side past a school bus and a parked truck.
  • Cellars: the shed, the alleyway, a backyard, and the top left edge of the map are the quick landmarks.
  • Cars: the open lot north of 715 by the billboard, the alleyway between 723 and 725 Cade Ave among the dumpsters, the western side of Wallard St, plus spawns at the left house and near the bar.
  • Gas: outdoors around the industrial clutter, including between a dumpster and a trash can.
Player moving past a parked truck on the outskirts of the map at night
Parked vehicles mark the southern cellar route in East Haddonfield. Image: IllFonic

Items each escape location needs

Finding the spot is half the job. Each exit type has its own item cost, and all three of these route types have to be prepped on site.

EscapeRequired itemsMini-games
Storm cellarMelee weapon (if boarded), Escape Key or Bolt Cutters1
GateMelee weapon (if boarded), Fuse, Escape Key or Bolt Cutters2
CarRepair Kit, Gas Can, Sedan Key2

Cellars are the cheapest exit, needing only a cutting tool and a swing of any melee weapon to clear boards — a wooden axe or pickaxe works fine. Overgrown plants come off with the interact button instead. Gates are the hardest because the fuse is the rarest item on the map; it can be looted or handed over by a resident once you convince them Michael is loose. Cars need the engine repaired, the tank filled, and the Sedan Key turned, and a wreck or a hit from Michael fries the engine and forces a fresh Repair Kit.

The police wagon and police car escapes exist too, but they depend on phone calls and officer deaths rather than map spawn points, so they are not tied to any of the locations above.


Confirming an escape route is ready

A prepped exit shows up on the HUD as a marked escape with a distance readout, and the icon tells you whether it is a cellar, car, or gate. Cellar doors sit open once the lock mini-game is cleared, a fueled and repaired sedan starts when you use the Sedan Key, and a gate only opens after the fuse is installed and the second mini-game is passed.

Michael can close an open cellar. If a cellar you already cleared shows as shut, you can reopen it with the interact button rather than burning another key or set of bolt cutters.

Residents do not follow you to an exit on their own. You have to discover the escape first, finish the prep, then use the escape dialogue option while talking to them. Capacity at each exit is limited to a small group, so on a full lobby it is worth opening a second route in a different corner of the map instead of funneling everyone toward one cellar.