Gaming News

Halloween: The Game – Chapter 1 Challenge 6 Guide

Where the three residents hide during The Road to Haddonfield, and how to kill them before the chapter ends.

Where the three residents hide during The Road to Haddonfield, and how to kill them before the chapter ends.

Chapter 1 of Halloween: The Game ends the moment you reach the mechanic, which is exactly why so many players finish The Road to Haddonfield with five challenge slots filled and Challenge 6 still empty. The challenge itself is short and blunt: “Kill three Residents in the chapter.” Residents are the ordinary townspeople scattered around the open stretch after the Rabbit in Red, not the bikers or the bartender inside the bar, and they only exist in the window between the bar cutscene and the mechanic kill.

Quick answer: After you chase the final biker and the “Track Down and Kill the Mechanic” objective appears, ignore the marker, press Q to enter Shape Jump, and hunt three red-highlighted residents — two are in and around the mechanic’s workshop, and a third is inside one of the two houses past the silo.


The only window where Challenge 6 can be completed

Everything before the chase is locked out for this challenge. The people inside the Rabbit in Red count toward Challenge 1, not this one, and once you step outside the bar those interiors close behind you. The residents live in the village area that opens up after the final biker cutscene, when the HUD shows two objectives at once: “TRACK DOWN AND KILL THE MECHANIC” and “OPTIONAL – EXPLORE THE AREA”.

Treat the optional line as the real instruction. Approaching the mechanic triggers a cutscene that immediately closes the chapter, so any resident you have not killed by then is gone until you replay the mission from the chapter select screen.


Use Shape Jump to find residents through walls

Shape Jump is unlocked during the biker chase and it is the whole reason this challenge is manageable. Press Q to enter it. Movement speed jumps, distance is much easier to cover, and living NPCs read as glowing red silhouettes even when they are standing behind a wall or inside a closed building. Your own character also glows red while the mode is active, which is your reminder that you are still in it.

Shape Dash extends the same mode. While in Shape Jump, press Space to dash; it holds three charges and they have to replenish after use, so save them for closing the last stretch of ground rather than burning them crossing empty fields.

Tutorial card explaining that Shape Dash is triggered with Space during Shape Jump and has three charges
The Shape Dash tutorial card that appears once Shape Jump is available. Image: Gun Interactive

Drop out of Shape Jump before you close in. Grabs and executions are performed in normal form, and the waypoint distance readout in the corner (marks such as 101m or 145m) is the fastest way to judge whether a red outline is worth walking to.


Where the three residents are

ResidentLocationWhat to know
First residentInside the workshop/garage the mechanic objective points towardCut the phone line on the outside wall first; an axe is available in the same area
Robert JohnsonSame workshop area, a short walk from the firstHis name appears on the interaction prompt when you get close
Third residentA bedroom inside one of the two houses past the siloReachable in Shape Jump; the pair of houses sit together off the main path

Those are not the only bodies that count. Residents also appear in the houses along Copper Lane past the gas station, so if one of the workshop targets bolts or a door gets locked in your face, that row of houses is a workable substitute. Any three residents in the chapter satisfy the requirement.


Clearing the two workshop residents

With the mechanic objective active, enter Shape Jump and travel toward the workshop and garage buildings. Sweep the interiors from outside and note where the red outlines are standing before you commit to a route.
Drop out of Shape Jump outside the building and use the “Cut Phone Line” prompt on the exterior wall. Doing this before anyone spots you removes the option for a panicked resident to call for help.
Pick up the axe in the workshop area. Residents can fight back and shrug off a grab, and a weapon shortens the exchange considerably compared to bare hands.
Move on the first resident inside the workshop and kill them. Keep the door line in mind — if they get past you and into open ground, they will run.
Re-enter Shape Jump to locate the second target in the same area. Robert Johnson shows up as another red silhouette nearby; exit the mode, close the gap, and take him down with the axe for kill number two.
A resident highlighted in red directly ahead while the mechanic objective is still active
Residents show up as red silhouettes in Shape Jump, even through walls. Image: Gun Interactive

Finding the third resident past the silo

Leave the workshop and follow the waypoint out into the wider village. The distance counter keeps ticking down as you go, and Shape Jump makes the walk far shorter than it looks on foot.
Leaving a doorway with the mechanic objective on screen and a 144m waypoint ahead
Stepping out of the workshop with roughly 144m still between you and the objective marker. Image: Gun Interactive
Push past the silo. Two residential houses sit together beyond it, and this pair is the reliable spot for the last resident.
Michael crossing open ground toward the village houses with the mechanic objective displayed
The open stretch between the workshop and the houses beyond the silo. Image: Gun Interactive
Scan both houses in Shape Jump before entering either one, then pick the building that actually has someone inside. Entering blind gives the resident time to reach a door and lock it.
Head into the house and find the resident in the bedroom. Kill her, and that is the third body the challenge needs.
Cornering a highlighted woman in a bedroom inside one of the village houses
The third resident, cornered in an upstairs bedroom of the house past the silo. Image: Gun Interactive

Why residents get away

Residents behave nothing like the bikers. They are quick to run the moment they see you, several of them carry weapons, and a stab during a grab can break the hold and hand them an escape. If you engage one near their own house, they will get inside and lock the door, and that target is effectively lost for the run.

The fix is approach, not force. Stay in Shape Jump until you are close, cut off the route to a doorway, and open the encounter with a grab or a weapon swing rather than walking at them from across a lawn.


Confirming the challenge completed

The third kill triggers an on-screen notification reading “CHALLENGE 6 COMPLETE”, with the challenge text “Kill three Residents in the chapter.” shown alongside it. If the popup does not appear, one of your kills was a biker or another non-resident target, and you need a fourth body before finishing the chapter.

Once the notification fires, you are free to head to the mechanic marker. Follow the red noise pings to the marked location, approach him, and the cutscene closes out The Road to Haddonfield with Challenge 6 already banked. If you missed it, the chapter can be replayed from the start, and a dedicated run purely for residents takes a fraction of the time a full challenge sweep does.