Halloween: The Game All Items and Weapons Explained
Every civilian item and weapon in Halloween: The Game explained: rare relics, consumables, throwables, knives, blinding tools, firearms, keys and repair kits.
What items and weapons can Civilians use in Halloween: The Game?
Civilians carry three inventory slots plus one equipped weapon, so every pickup is a trade. Items fall into six groups: rare relics, consumables, throwables, small knives and light sources, objective tools, and melee or ranged weapons. Michael Myers cannot be killed by these tools; they exist to stun him, blind him, break his grabs, and open exits.
Last verified: September 12, 2026.
The multiplayer overview covers the 1v4 structure these items exist inside, and the escape guide covers what each extraction route demands. This page is the inventory half of that picture: every object a survivor can pick up, what it actually does, and whether it deserves one of your three slots.
Which rare special items are worth taking?
Three relics sit above everything else in the loot table, and all of them are worth dropping a weapon for. The Ancient Amulet cancels one kill outright, the Brass Lantern denies Michael Myers his shadow teleport, and the Fragile Hourglass is a grenade with no friendly-fire warning.
| Item | Type | Where to find | What it does |
|---|---|---|---|
| Ancient Amulet | Relic (defensive) | Rare spawn; not shown in the footage | Absorbs one damage instance for free, then shatters. While you hold it, Myers can neither grab nor strike you - a hard counter to Reality Tear. Holders glow orange, so Myers can identify them at range. Any damage consumes it, including damage from a teammate. |
| Brass Lantern | Relic (light) | Rare spawn; not shown in the footage | Once activated it floods a wide radius with green light that the game counts as a real light source. Myers cannot reappear next to you with Shape Phase and has to arrive from far away instead. |
| Fragile Hourglass | Relic (throwable) | Rare spawn; behaviour still unclear | Detonates like a grenade when thrown and deals heavy damage to Myers. It can also instantly kill a teammate standing in the blast. |
As a counter-play, Myers players can see the orange glow on an amulet carrier and break the charm with a single hit or a thrown object. Lantern light also has a second use: an invisible Myers standing inside any lit area still renders on your minimap as a black arrow, the same marker your own squad members get.
Throw the hourglass onto a Myers who is already downed or about to go down - that is the only situation where its damage is worth the slot.
What do the consumables actually do?
Consumables trade a slot for a temporary buff or a heal. Pops and joints change how the run plays immediately; beer is mostly dead weight; sprays and medkits matter only once Myers has already hurt you. Healing is niche because most civilians die to a grab, not to damage over time.
| Consumable | Effect while active | Trade-off | Verdict from the playthrough |
|---|---|---|---|
| Pops | Cuts stamina drain, so an athletic civilian can sprint almost indefinitely | One slot | Best consumable in the game; always take one if you have space |
| Joint | Grants the high status: noise pings carry much farther, revealing civilians you need to help and a nearby moving Myers | Consumed on use | Smoke it the moment you pick it up rather than banking it |
| Beer Can | Grants the drunk status; fear builds more slowly | Warped screen, clumsy movement | Skip it - some civilians and tarot cards are the exception |
| Beer Bottle | Same drunk status, plus it works as a ranged throwable | Shatters on impact | Throw it, then ignore the broken shard |
| Healing Spray | Partially restores health; can also be applied to a teammate | One slot | Enough healing for most matches |
| Medkit (First-Aid) | Restores almost all health | Long use animation | Situational; only worth it if you fight Myers head-on |

Stack counts are visible on the slot itself, which is why nine sprays cost you nothing extra while a single medkit does. If Myers is hitting rather than grabbing, you are in the injured state - and an injured civilian runs slow enough to be caught on foot.
Which throwable items hurt, and which waste a slot?
Rubble items exist for one job: interrupt a grab or stagger Myers from range. They carry no status effects, so the only real differences are damage, breakage, and whether you get the object back. Lawn darts win the category on all three counts.
| Throwable | Behaviour on hit | Reusable? | Notes |
|---|---|---|---|
| Brick | Highest damage of the rubble group, especially on a headshot (author’s experience) | Yes | The preferred opener from range |
| Rock | Standard rubble damage | Yes | Found loose on the map and inside drawers |
| Baseball | Standard rubble damage | Yes | No special effect |
| Mug | Standard rubble damage | No - breaks on use | Single-shot |
| Broken Bottle | Becomes a small-knife-tier melee weapon once the bottle shatters | - | Rated the weakest weapon in the game; throw the bottle and move on |
| Lawn Darts | Darts stick into Myers, then drop nearby to be reclaimed | Yes | Up to three stack in one slot; Myers can also pick them up and throw them back |
A tarot card that raises damage dealt with rubble items turns a dart-stacking civilian into a permanent ranged harasser. The practical use is defensive: cancel a grab happening to a teammate across the street, or stagger Myers long enough to break line of sight.
How do small knives and light sources counter Michael Myers?
Two item families counter Myers directly instead of chipping at him. Small knives break a grab the instant it lands, and light sources blind him until he cannot act. Together they are the reason an unarmed civilian survives a Reality Tear.
| Item | Category | What it buys you |
|---|---|---|
| Pocket Knife / Butterfly Knife / Ice Pick | Grab escape | Consumed when Myers grabs you: the survivor stabs him in the eye and breaks out faster. One in inventory effectively removes the grab as a kill option. |
| Flashlight | Blinding | Held by every police officer. Limited battery, shown as a fill bar on the slot. Point it at Myers to blind him gradually; while blind he cannot act and moves noticeably slower. Recharge with flashlight batteries - or just grab a fresh torch, since a spare battery costs a slot too. |
| Firecrackers | Blinding / decoy | Thrown, detonates in a small explosion that blinds and can stun. The noise carries far, so it doubles as a fake “someone is opening an exit” ping. |
| Road Flares | Blinding | Works like a stationary flashlight - Myers has to look at it. Carry one, or activate it first and drop it to carve out a safe pocket of light. |
| Flare Gun | Blinding + damage | Fires like a pistol, deals heavy damage and can blind long enough for an extended stun. Rated the strongest defensive item a civilian can hold. |

Which keys, fuses and tools open the exits?
Objective items never deal damage, but they are the only way the match ends. Each exit wants a different combination of keys, cutters, fuses and repair parts, and most of them can be bypassed with a good enough tool. The HUD states the exact requirement the moment you find the exit.
| Item | Opens / fixes | Can it be skipped? |
|---|---|---|
| Escape Key (yellow marker) | Any keyed exit, such as the storm cellar bunker or the gates on the sides of the map | Yes - cut the lock with pliers or bolt cutters |
| Sedan Keys (yellow marker) | Starts the repaired car escape | No equivalent; the car needs this specific key |
| Lock Box Code | Locked stashes and weapon lockers scattered across the map | Yes - break the lock with pliers |
| Fuse | Powers the electricity of the gated escape, which takes time to restore | No substitute; it is the rarest pickup in the run |
| Bolt Cutters / Pliers | Padlocks on gates and cellars, plus locked stashes | - |
| Gas Can | Fills the sedan tank | - |
| Repair Kit | The sedan engine, any drivable car Myers wrecks, and cut phone lines or fuse boxes | - |

Two details are easy to miss. First, keys are throwable: equip the sedan keys and use the Toss prompt to land them at a teammate’s feet instead of walking them across the map. Second, restoring power with a repair kit is not only about lights - if the radio used to call Dr. Loomis is inside a darkened house, that radio is dead until the block has power again.

How do the three firearms compare?
Three firearms share the map, each found with its own ammunition already loaded. None of them kill Myers, but a clean headshot downs him, and a downed Myers is the only window a team gets to heal, reposition, or finish an objective.
| Firearm | Ammo shown | Damage behaviour | Where it spawns |
|---|---|---|---|
| .357 Magnum | 6 rounds | Heavy damage on a headshot; the most common gun in the match | Carried by most police officers; Dr. Sam Loomis starts with one |
| Shotgun | 4 shells | Described as underwhelming - body hits barely register | Rarer than the Magnum |
| Rifle | Not shown in the footage | Highest damage per shot of any weapon; a good headshot is usually an instant down | Rare |

The rifle is the skill weapon: it can hit a Myers who is stalking your squad from across the street, and it can break a grab mid-animation with a headshot. Up close it is nearly useless, so it rewards civilians who keep distance as a rule rather than as a plan.
Which melee weapons should Civilians pick up first?
Melee weapons are the biggest civilian category and the easiest to misjudge. Most of them lose a trade against Myers outright. Only three have effects beyond a damage number, and one of them is the single best item in the game.
| Tier | Weapon | Why it lands there |
|---|---|---|
| Top | Sledgehammer | The only weapon you can spam and actually overpower Myers with. Heavy damage, and the easiest way to reach a stun - a stunned Myers stands frozen, so continued swings convert the stun into a guaranteed down. When it finally breaks it leaves behind a brick you can still throw. |
| Top | Fire Axe | Insane damage, and it also smashes the wooden boards sealing exits and breaks doors to reach residents hiding inside. Striking Myers can snap the head off, leaving a hatchet that throws like a tomahawk for heavy headshot damage and near-guaranteed grab interrupts. |
| Top | Rake | Behaves like a spear: poke at close range, or throw it like a javelin. Ranged melee is the safest way to break a grab in progress. Warning - Myers can pick a dropped rake back up and throw it at you, exactly like the hatchet. |
| Situational | Pick-Axe | Picked up with the standard Picked Up Pick-Axe banner; a long-handled two-handed tool that fills the weapon slot when nothing better is around. |
| Situational | Butcher Knife | The only short blade that can be thrown, and a headshot lands it well. |
| Situational | Pliers, Gas Can | Attack in a pinch, but their real value is cutting locks and fuelling the sedan. |
| Avoid | Kitchen Knife, Fire Poker, Broken Bottle, Police Baton, Pipe Wrench | Short weapons with no throw. The secondary attack is a strong hit, but Myers overpowers all of them. |

The fire poker deserves one exception: it sits next to almost every fireplace inside houses, which makes it the best first thirty seconds of a match. Trade it the moment an axe, rake or hammer appears.

Frequently Asked Questions
Is there a damage stat shown for weapons?
No per-weapon damage number is displayed on screen during this playthrough. Rankings here come from what the footage demonstrates - hit reactions, stuns, downs - and from the item banners the HUD prints when something is picked up or dropped.
Can Civilians kill Michael Myers with a weapon?
No. Weapons and firearms down him temporarily or interrupt an action. Ending the match means escaping through one of the routes in the escape guide, or surviving until armed responders take him into custody.
Which three items should a beginner run?
A small knife for the grab escape, a flashlight or flare gun for blinding, and one healing spray. If you find an Ancient Amulet, drop all three and take it.
Do items carry over between matches?
No. Loot is picked up per match, though some starter loadouts come from character progression - levelling Linda to level 10 unlocks a pocket knife as a starting item, which is the single most useful unlock in the progression tree. See progression and customization for the full perk path.
Where do the best weapons spawn?
Fire axes were found on streets, usually near trees. Rakes and sledgehammers were not tied to a fixed spawn in this footage. Weapon lockers need a Lock Box Code or a pair of pliers, and the reviewer reported that none of the locked stashes held anything worth the trip.
Where these item facts come from
Item behaviour and the slot-economy advice above are taken from MintSkull’s item-by-item breakdown, with timestamps so you can check any single claim: the three-slot inventory rule at 0:00, the Ancient Amulet at 0:05, the lawn dart stack limit at 5:06, the small-knife grab escape at 6:07, the fuse sourcing at 9:39, the firearm comparison at 10:40, and the sledgehammer stun loop at 13:41.
Every screenshot on this page comes from a separate, un-narrated civilian playthrough by Matt343 (full video), chosen because it carries no creator overlay or facecam. In-game item names on this page - Lock Box Code, Gas Can, Bolt Cutters, Pick-Axe, Flashlight, .357 Magnum, Sedan Keys, Fuse - were read directly off that footage’s HUD banners and objective list, including the Picked Up Pick-Axe banner at 13:00 and the exit gate requirement list at 25:00.
All Items EXPLAINED In Halloween The Game! - MintSkull
Related Guides & Resources
- Escape Guide: All Routes and Survival Rules — Which tool each exit demands, and the three-person capacity rule.
- Multiplayer Overview & Launch Checklist — The 1v4 match structure items are balanced around.
- Michael Myers (The Shape) Profile — Reality Tear, Shape Phase and the powers this page’s items counter.
- Heroes of Haddonfield Civilian Roster — Starting stats, stamina traits and the level-10 pocket knife unlock.
- Haddonfield Heights Map Briefing — Residential blocks where keyed exits and storm cellars appear.
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