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Halloween: The Game Guides: Multiplayer, Solo & Escape

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.

9/12/2026 Halloween Game Tips Editorial Last verified: 9/12/2026 15 min read
Halloween The Game civilian sprinting toward the sedan escape with a Pick-Axe equipped while the exit gate objectives list a Fuse and Bolt Cutters

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.

ItemTypeWhere to findWhat it does
Ancient AmuletRelic (defensive)Rare spawn; not shown in the footageAbsorbs 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 LanternRelic (light)Rare spawn; not shown in the footageOnce 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 HourglassRelic (throwable)Rare spawn; behaviour still unclearDetonates 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.

ConsumableEffect while activeTrade-offVerdict from the playthrough
PopsCuts stamina drain, so an athletic civilian can sprint almost indefinitelyOne slotBest consumable in the game; always take one if you have space
JointGrants the high status: noise pings carry much farther, revealing civilians you need to help and a nearby moving MyersConsumed on useSmoke it the moment you pick it up rather than banking it
Beer CanGrants the drunk status; fear builds more slowlyWarped screen, clumsy movementSkip it - some civilians and tarot cards are the exception
Beer BottleSame drunk status, plus it works as a ranged throwableShatters on impactThrow it, then ignore the broken shard
Healing SprayPartially restores health; can also be applied to a teammateOne slotEnough healing for most matches
Medkit (First-Aid)Restores almost all healthLong use animationSituational; only worth it if you fight Myers head-on

Inventory bar holding a brick, nine healing sprays and three First-Aid boxes beside an equipped fire poker

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.

ThrowableBehaviour on hitReusable?Notes
BrickHighest damage of the rubble group, especially on a headshot (author’s experience)YesThe preferred opener from range
RockStandard rubble damageYesFound loose on the map and inside drawers
BaseballStandard rubble damageYesNo special effect
MugStandard rubble damageNo - breaks on useSingle-shot
Broken BottleBecomes a small-knife-tier melee weapon once the bottle shatters-Rated the weakest weapon in the game; throw the bottle and move on
Lawn DartsDarts stick into Myers, then drop nearby to be reclaimedYesUp 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.

ItemCategoryWhat it buys you
Pocket Knife / Butterfly Knife / Ice PickGrab escapeConsumed 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.
FlashlightBlindingHeld 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.
FirecrackersBlinding / decoyThrown, 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 FlaresBlindingWorks 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 GunBlinding + damageFires like a pistol, deals heavy damage and can blind long enough for an extended stun. Rated the strongest defensive item a civilian can hold.

Picked Up Flashlight message beside a bathroom counter while the storm cellar and exit gate objectives ask for bolt cutters and a fuse

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.

ItemOpens / fixesCan it be skipped?
Escape Key (yellow marker)Any keyed exit, such as the storm cellar bunker or the gates on the sides of the mapYes - cut the lock with pliers or bolt cutters
Sedan Keys (yellow marker)Starts the repaired car escapeNo equivalent; the car needs this specific key
Lock Box CodeLocked stashes and weapon lockers scattered across the mapYes - break the lock with pliers
FusePowers the electricity of the gated escape, which takes time to restoreNo substitute; it is the rarest pickup in the run
Bolt Cutters / PliersPadlocks on gates and cellars, plus locked stashes-
Gas CanFills the sedan tank-
Repair KitThe sedan engine, any drivable car Myers wrecks, and cut phone lines or fuse boxes-

A glowing cyan Lock Box Code inside an opened office drawer with the interact prompt and a Discovered Lock Box Code banner

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.

Sedan Keys equipped with a Toss prompt so a civilian can throw the car keys to a teammate

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.

FirearmAmmo shownDamage behaviourWhere it spawns
.357 Magnum6 roundsHeavy damage on a headshot; the most common gun in the matchCarried by most police officers; Dr. Sam Loomis starts with one
Shotgun4 shellsDescribed as underwhelming - body hits barely registerRarer than the Magnum
RifleNot shown in the footageHighest damage per shot of any weapon; a good headshot is usually an instant downRare

Halloween The Game inventory bar showing a 357 Magnum selected with a 0/0 ammo readout beside a key, a Lock Box Code and a wrench

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.

TierWeaponWhy it lands there
TopSledgehammerThe 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.
TopFire AxeInsane 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.
TopRakeBehaves 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.
SituationalPick-AxePicked 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.
SituationalButcher KnifeThe only short blade that can be thrown, and a headshot lands it well.
SituationalPliers, Gas CanAttack in a pinch, but their real value is cutting locks and fuelling the sedan.
AvoidKitchen Knife, Fire Poker, Broken Bottle, Police Baton, Pipe WrenchShort weapons with no throw. The secondary attack is a strong hit, but Myers overpowers all of them.

Picked Up Pick-Axe notification on the right of the screen as a Haddonfield civilian carries the long-handled tool down a driveway

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.

Michael Myers lifting a Haddonfield civilian by the throat beside a parked car while a Discovered Bolt Cutters banner 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


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