Gaming

Halloween: The Game Items and Weapons: What Each One Does

A breakdown of every consumable, key, tool, throwable, and weapon you can pick up across Haddonfield and how to use it.

A breakdown of every consumable, key, tool, throwable, and weapon you can pick up across Haddonfield and how to use it.

Surviving a night in Haddonfield comes down to what you are holding when Michael Myers steps into the room. In Halloween: The Game, you scavenge houses, garages, and sheds for objects that fall into a few clear jobs, from managing your Fear meter to unlocking an escape vehicle. Knowing what each pickup actually does saves you from staring at a full inventory while the Shape closes in.

Quick answer: No item kills Michael. Weapons and thrown objects stun or stagger him to buy time, keys and repair tools open escape routes, and consumables like Health Spray and Beer manage your health and Fear. Prioritize keys and escape gear, then keep a stun tool ready for grabs.

Image credit: IllFonic Publishing, Gun Interactive

Health and Fear consumables

These items keep you alive and keep your Fear under control. Beer trades vision and control for a lower Fear meter, so use it somewhere safe. The Joint is an information tool rather than a defensive one.

ItemWhat it does
BeerLowers Fear, but temporarily distorts your vision and controls. Best used in a safe spot.
JointLets you see what Michael sees, along with survivor and noise pings across the map.
Health SprayRestores health quickly. Works on yourself or a teammate.
Health KitFull heal with three uses. Healing takes time and you must stay still while using it.

Defensive tools and rare relics

This group is built to break Michael’s momentum. The Amulet is the standout because it defends you automatically when grabbed, with no button press needed. The Lantern and Hourglass double as both tracking tools and thrown stuns.

ItemWhat it does
AmuletWorks like a pocketknife without an input, giving you an automatic defense when Michael grabs you.
LanternHighlights Michael’s position when activated. Can be thrown afterward.
HourglassThrown to slow or stun Michael. Kept in your inventory, it highlights escape items within a ten-meter radius.
Butterfly KnifeThrown at Michael, or used defensively when he grabs you.
IcepickThrown at range, or used when grabbed.
Lawn DartA throwable weapon for hitting threats from a distance.
FirecrackerDisorients Michael and creates a distraction so you can reposition.
Road FlareProvides light when thrown and stuns Michael, opening an escape window.
Flare GunActs as a thrown light source or distraction and can stun Michael.
Image credit: IllFonic Publishing, Gun Interactive / MintSkull

Keys, repair tools, and escape gear

Escapes are the reason to loot at all, and most of them are gated behind a specific key or tool. Assign one squadmate to hunt these down early. The Police Car Keys are the odd one out, since they only drop after Michael kills a cop.

ItemWhat it does
FuseOpens gates and lets you progress through certain areas.
BoltcuttersCut locks and open certain chests.
Repair KitRepairs damaged cars, power boxes, CB radios, phones, and similar objects.
WrenchRepairs machinery and interacts with certain mechanical objects.
Padlock KeyOpens padlocked chests.
Gate KeyOpens gates.
Cellar KeyUnlocks and enters the cellar.
Sedan KeyUnlocks and starts the sedan for a vehicle escape.
Police Car KeysUnlocks and starts the police car. Drops after Michael kills a cop.
Gas CanRefuels a vehicle so it can be used to escape.

Note: A vehicle escape usually needs more than one piece. A Sedan run, for example, can require the Sedan Key, a Repair Kit, and a Gas Can before it will start.

Image credit: IllFonic Publishing, Gun Interactive

Distraction throwables

Small objects that make noise where you throw them. They pull Michael’s attention toward the sound and away from your position, which only helps if he is looking and your squad is actually using the opening.

ItemWhat it does
BaseballThrown to create a distraction or interact with the environment.
BrickThrown to draw attention away from your position.
PopThrown to create a distraction and pull attention off you.

Melee weapons

Melee weapons are close-range defense, not a kill plan. Each one stays in your hands and can be swung multiple times before it breaks, so treat every hit as a way to create distance rather than to take Michael down. The Axe and Pickaxe carry extra utility for certain interactions and heavy strikes.

WeaponWhat it does
Kitchen KnifeClose-range melee to defend against Michael.
PitchforkMelee weapon for fighting Michael at close range.
PickaxeMelee weapon used to defend yourself against Michael.
CleaverClose-range melee weapon.
AxeMelee weapon that can also handle certain environmental interactions.
HatchetMelee weapon for self-defense against Michael.
Baseball BatClose-range melee for fending off Michael.

Firearms

Guns let you hit Michael from a distance, which is safer than gambling on a melee swing inside his grab range. They still do not kill him, but they add pressure and can set up a detention play with police support.

FirearmWhat it does
RevolverAttacks Michael from a distance.
ShotgunPowerful close-range firearm against Michael.
Hunting RifleLong-range firearm for hitting Michael from farther away.
Image credit: IllFonic Publishing, Gun Interactive

How to use items effectively

Grabbing loot is only half the job. The way you distribute and spend it decides whether the night ends in an escape.

Loot with a purpose. Sweep kitchens and drawers for quick tools and throwables, then push toward garages and sheds for heavier gear. Staying in one building too long raises the chance Michael walks in on you.
Lock down an escape route first. Keys, the Fuse, Boltcutters, a Repair Kit, and a Gas Can matter more than a second weapon, because an escape you can never open leaves you waiting to become a target.
Keep a stun or grab counter ready. The Amulet, a throwable knife, or a Road Flare turns a fatal grab into a chance to run. Do not burn these on panic throws.
Arm the townsfolk. Handing a weapon to an NPC turns them into a distraction that pulls Michael off your route. The effect is temporary, so start moving toward the exit the moment they begin making noise.

Michael is designed to be unkillable, so the whole item system points in one direction. Every weapon buys seconds, every key opens a way out, and every distraction moves his attention somewhere you are not. Pocket the key before the souvenir, keep a defensive tool in hand, and spend the time your weapons earn on the escape rather than the fight.