Halloween: The Game Prologue: all 6 challenges
Known in-game as Smith's Grove. 66.8% of Steam players have finished it.

If a chapter restarts instead of saving. Patch 1.0.4 fixed the crash after finishing a story chapter. If a chapter still ends on a black screen and loads again from the start, its challenges and XP were not saved and the next chapter stays locked. What to do if it happens.
Tick these off as you go on the challenge tracker, which keeps the record in your browser even when the game does not.
The prologue is the escape from Smith's Grove, and it is the game teaching you its verbs. Every one of its six challenges is about a different way of dealing with an orderly: scaring one, executing several, using two specific pieces of the environment, avoiding all of them, and finally clearing every one.
Two of the six are opposites. Challenge Five wants you to alert nobody, Challenge Six wants you to take down everyone in the area. Do not try to hold both in one run. Play the stealth attempt on its own, then go back and sweep.
Watch all 6 Prologue challenges done
Smith's Grove, every challenge
Halloween: The Game Prologue ALL CHALLENGES Guide Walkthrough! Escape From Smith's Grove
JROID
One run through the whole chapter, every challenge in order. It is the quickest way to see where each target and object actually is before you start.
Challenge 1Terrify an orderly into fleeing
Goal: Frighten an orderly badly enough that he runs.
Grab an orderly and time the follow-up input (left mouse, or the right controller button) to extend the grab. A long enough grab usually sends him running. If he does not flee, grab him again. There is no penalty for repeats.
Grab timing
Challenge 2Execute three orderlies
Goal: Grab and execute three of them.
Either a Context Execution or a bare-handed one counts. There is no requirement to vary the method, so pick whichever is fastest and repeat it three times.
Context Execution
Challenge 3Telephone pole execution
Goal: Execute an orderly using the telephone pole.
The pole is to the right of the power unit. Grab an orderly anywhere, walk him over, and trigger the execution there. The prompt only appears next to the pole.
Environmental executions
Challenge 4Throw one over the railing
Goal: Kill an orderly by throwing him.
Take the left-hand path from the power unit until you reach the railings. Carry a grabbed orderly to the edge and execute there; the throw is the execution at that spot.
Environmental executions
Challenge 5Alert nobody
Goal: Finish the chapter without alerting a single orderly.
Run this as its own attempt with no kills. Follow the route patiently and, once you reach the power box, do not linger: cut the power and pry the gate immediately. Expect to retry. The failure is usually one impatient moment near the box, not the route. If you reach the gate unseen and the challenge still does not register, play on to the final walk to the car, pause and restart at that point, then walk to the car. On Hard difficulty that restart is often what makes it pop.
Stealth routing
Challenge 6Clear the area
Goal: Kill or drive off every orderly before you escape.
There are twelve orderlies. Whether one escaping costs you the challenge is inconsistent: some runs complete with an orderly fleeing, others fail. Killing every one you can reach is safe either way. Grab only orderlies that are alone, because grabbing one next to another sends the other running, and lure them apart one at a time rather than rushing. More orderlies appear near the start after you have moved on, so sweep forward, double back to the opening area, and finish every one before you cut the power at the gate.
Full walkthrough for this challenge (twelve orderlies, three routes, and whether an escape costs you the run)
Story mode difficulty runs Normal, Hard, Boogeyman. No challenge asks for a particular setting. What each setting changes.
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