Gaming Guide

Halloween: The Game — Prologue Challenge 1 Guide

Exactly how to terrify an orderly into fleeing during the Smith's Grove escape, and how to make the progress stick.

Exactly how to terrify an orderly into fleeing during the Smith’s Grove escape, and how to make the progress stick.

The Prologue of Halloween: The Game drops you into Smith’s Grove as a heavily sedated Michael Myers, and the first of its six optional challenges asks you to do something the game never really pushes you toward: let a victim get away. Challenge 1 is completed by terrifying an orderly badly enough that he breaks loose and runs.

Quick answer: Walk up behind an orderly until the circular stalk indicator fills, press F to grab him, then deliberately fail the execution minigame and stand back while he sprints away. The challenge ticks once he has run far enough to count as escaped.


What Challenge 1 checks in the Smith’s Grove Prologue

The objective is worded as terrifying an orderly and causing him to flee, and the game only counts it when that orderly successfully removes himself from the grounds. A scare that ends with you catching him again does nothing. Neither does killing him.

Everything you need is already available at the very start of the chapter, during the “KILL OR TERRIFY THE ORDERLY” objective. Michael is sedated, so he cannot run yet — his stalking and grabbing tools are all you have, and they are enough.

MechanicHow it works
Passive StalkingGetting close to a victim builds Stalk automatically. When the circular indicator fills, the victim is marked and easier to grab.
Grabbing VictimsPressing F initiates a grab, handing you control of the victim’s movement.
ExecutionHolding LMB starts the weapon minigame, or you can carry the victim to a nearby environment execution.
Failing the grabMissing the timing window lets the victim break free — which is the whole point here.

How to make an orderly flee

Follow the yellow waypoint marker until you reach the pair of orderlies standing in the rain near the start of the chapter. Pick the one who is facing away from you and approach from directly behind.
Stay close and let Passive Stalking do the work. A white eye icon fills on the orderly’s back, and once that circle completes he is marked. Do not back off partway through, or the build resets your window.
Michael stalks an orderly in the rain with the KILL OR TERRIFY THE ORDERLY objective on screen
The “KILL OR TERRIFY THE ORDERLY” objective stays active while the stalk indicator fills on your marked target. Image: IllFonic
Press F to grab him. Michael takes hold of the orderly and a red exclamation mark appears above him, meaning you now control where he goes and how the encounter ends.
The GRABBING VICTIMS tutorial panel explaining that pressing F initiates a grab on a stalked victim
The GRABBING VICTIMS prompt confirms the input: F seizes a stalked victim and hands you control of their movement. Image: IllFonic
Deliberately fail the execution. Let the timing bar run out instead of pressing LMB in the green window, or mash the wrong inputs. The orderly panics, wrenches himself loose, and takes off.
Leave him alone. Do not follow, do not re-grab, and do not close the distance while he runs. He has to physically get clear of the area before the game registers him as having escaped, which can take a few extra seconds after the grab breaks.

If the grab happens to succeed and you kill him by accident, the challenge is not lost. Move to another orderly and repeat the sequence — there are plenty of them in the Prologue, and any one of them can be the target.


How to confirm the challenge registered

Two things tell you the encounter resolved correctly. The orderly disappears from the grounds under his own power rather than dropping, and the active mission updates from “KILL OR TERRIFY THE ORDERLY” to “FIND A WAY TO THE LOWER GATE.” If your objective text has changed and no body was left behind, the flee counted.

The Find a way to the lower gate objective displayed on screen after the first orderly encounter resolves
The objective switching to “Find a way to the lower gate” is your cue that the first encounter is done. Image: IllFonic

Note: the challenge tick can lag slightly behind the moment the grab breaks. Give it a beat before assuming it failed.


Why the flee sometimes does not count

There are only a handful of ways this goes wrong, and all of them are avoidable.

  • You chased the orderly down and grabbed him again before he cleared the area, so he never registered as escaped.
  • Your timing was accidentally correct, the execution landed, and the orderly died instead of fleeing.
  • Another orderly caught you in his flashlight beam. Standing in that beam blinds Michael and triggers an instant game over — the screen reads “MICHAEL WAS BLINDED” and offers Retry Chapter or Return to Main Menu.
  • You left Smith’s Grove or restarted before the chapter finished, which wipes the run’s challenge progress.

That last one matters more than the challenge itself. A checkmark appearing mid-run is not banked progress. You have to actually complete the Prologue for it to save, so once the orderly is gone, keep moving toward the lower gate and finish the escape.


Fold Challenge 1 into the all-orderlies run

The Prologue’s sixth challenge asks you to kill or drive away all 12 orderlies before escaping, and a fleeing orderly still counts as one who has been removed from Smith’s Grove. That makes the two objectives compatible on a single attempt — scare your first target off, then work through the rest of the grounds normally.

The one challenge that does not fit alongside it is the no-alert clear, which fails the moment an orderly spots you. Save that for its own quiet run and let this loud one handle the rest.

Michael’s sedation wears off as the story goes on and his abilities return, but the Prologue is deliberately stripped back. For this one challenge that limitation works in your favor: the whole thing comes down to a single missed button press and the discipline to stand still afterward.