Civilian tips: what to do at every stage of a match
The game throws you into Haddonfield with no civilian tutorial. Your job is not to escape: it is to get the town out before Michael kills it, and to leave last. Here is the match in three phases, then the questions new civilians ask most. The civilian objectives guide covers what the match is about. What follows is what to actually do.
Gold, blue, green: reading the map
Open the full map at spawn. Townsfolk show as coloured areas over the buildings they are in, and the top of the screen tracks who is alive, dead or out.
Gold: Special targets
Three a match. Hide them first.
Blue: Residents
The rest of the town. Worth more since 1.0.3.
Green: Players
You and your teammates.
Michael hunts the gold ones because from Bloodthirst 1 he sees any special target who isn’t hidden, as a beam over their position while he is in Shape Jump. Patch 1.0.3 lowered what a special target is worth to him and raised what every resident is worth, saved or killed, so don’t write off the blues once the gold ones are safe. Challenges that say townsfolk mean the blue residents only; special targets don’t count toward them.
The first two minutes: find the gold, hide it
Michael can't see special targets until he reaches Bloodthirst 1, which usually takes one stalked kill. You can see them on your map from the moment you spawn. That head start is the whole early game.
Open the map before you move
Gold areas are special targets, blue areas are residents. Run to the nearest gold. With a group, split up so each of you takes a different one, and check the house you spawned next to on the way out.
Talk, then send them to hide
Hold interact, hit the two skill checks, then pick Hide. A hidden target drops off your map and loses the gold glow Michael looks for, so watch which way they go. You will need to find them again later.
Keep special targets out of the phone queue
Every second a special target spends on the phone or trailing behind you is a second Michael can spot them. Hide the gold ones straight away and let blue residents make the calls.
Close the doors behind them
A resident walking to a hiding spot leaves every door on the way open. Michael checks the one open door first. Shut them and he has to search the whole house, and often he won't bother.
Lights on, and leave when they go out
Switch on every lamp in a house you are searching, so Michael can't Shape Jump into the room. He can still slip into a closet or a parked car in a lit area, so don't treat light as a wall. When the power cuts out, stop looting and go.
Fire the flare gun into the sky
A flare fired straight up fills the first police badge on the spot. It only works on the first badge, and Michael sees it fill, so do it at the very start while he is still looking for his first kill.
Locked house? Take the window
Diving through glass costs health, but a civilian with Capability 7 or more loses only the part that regenerates. Laurie, Bob, Rachel, Marcus and Thomas can go window to window without spending a med kit.
Bring a starting item. The pocket knife unlocks as one when Lynda van der Klok reaches level 10, and the flare gun is another. Which civilians have the Capability for window dives is on the stats page.
Talking to townsfolk: every command
Talk to someone once and after that you can order them from the command wheel: hold Z on PC, L1 on PlayStation or LB on Xbox. The wheel reaches a few metres, through walls, and orders everyone nearby at once.
| Command | What it does | Use it for |
|---|---|---|
| Talk | Hold interact and hit two skill checks to convince them of the danger. After that they take orders, face to face or from the wheel. | First contact with anyone you find. |
| Calm | Settles a resident or special target who is scared or terrified. | Before giving orders to someone who is panicking. |
| Hide | They climb into a hiding spot nearby and drop off the map. The gold glow goes out for Michael too. | Special targets, the moment you reach them. |
| Follow | They trail you, carry a large item for you, and come out of a hiding spot if they are in one. | Moving someone to a better hiding spot, or walking them to an exit. |
| Call the police | They make the call themselves, and it adds to the badge meter. | Blue residents early on, while there is no exit yet. |
| Escape | They run for an exit you have discovered. | Only once an exit is open. Pair it with Follow for anyone hiding. |
Tapping the wheel button instead of holding it pings whatever you are looking at. More on that below.
Mid-match: calls, items and exits
Special targets are tucked away. Now build the things that get them out: police presence, escape items, and a route Michael isn't standing on.
Fill the three badges
Every call to dispatch, yours or a resident's, pushes the meter at the top right. Each full badge sends more police into town, and more police means more chances for a dead teammate to come back as a cop. What finally brings the wagon is covered on the escapes page.
Spread calls across phones
The same phone gets harder each time it is used, worse when two players hammer it close together. Move on to the next house's phone instead of waiting at one.
Personality makes a call land
Two skill checks decide whether a call is unconvincing, convincing or very convincing. Hitting them well matters most, and a high Personality pushes a shaky call up a grade. Alexis's Smooth Talker widens the perfect zone.
Tap the wheel button to ping items
Tap (don't hold) the command wheel button and nearby items get a red circle on your map and screen. The range is generous, so pinging as you run turns up gas cans, keys and knives you would have walked past. It does not work on exits.
Escape items stay on the map
Once you have seen a key item it stays marked for the rest of the match. You don't need to carry everything: leave spare bolt cutters or keys at the exit they open, where the next player will find them.
Let a follower carry the big item
You get one large slot. A resident following you can hold a second big item, such as a gas can while you keep the axe.
Keep a repair kit
Michael breaks phones, phone lines, CB radios and power boxes. A repair kit puts them back, and a broken phone stays broken until someone brings one.
Search hiding spots for items
Climbing into a closet, car or dumpster lets you rummage for a random item with a short minigame. Guns and knives turn up this way more often than you'd expect.
What each exit takes to open, where they spawn and what brings the police wagon are on the escapes page. What every item does is on the items page.
Stalk markers, and how to lose one
You only see it once you notice him
Michael can stalk you up to tier 3 before the marker ever appears, so a marker that seems to jump straight to 3 was building the whole time. At tier 3 he can come out of Shape Jump much closer to you, and his grabs hold far better, as the grabs page shows.
Stay out of his sight long enough
A marker drops away if you evade him for long enough, which is also what a whole set of Progressive Challenges counts. Some civilians shed it faster: Jennifer Aarons’s Ghost, Lynda’s Fade to Black while hiding, and Thomas Armitage’s Running Back, which lowers your tier every time you hit him.
Stand in light and watch the minimap
Whenever Michael passes through light, even in Shape Jump, he shows as a small arrow on your minimap. A switched-on flashlight carries that light with you, so you can track him while a marker is on you.
A hiding spot is a marked spot
Closets, cars, dumpsters and sheds are hiding spots and show on the minimap. Crouching in a bush does not count as one. Climbing out and stumbling Michael as he comes for you is its own challenge.
Late match: getting them out
An exit is open. This is where most of the score is made or lost, and where most civilians get it backwards by leaving first.
You must have found the exit yourself
A resident will only take an Escape order for an exit you personally discovered. If a teammate opened it and you never saw it, go and look before you start sending people.
Follow, then Escape
Hold the wheel button near anyone who has been convinced. Escape on its own leaves a hiding resident sitting in the closet; Follow first pulls them out, then Escape sends them. It works from a few metres away, through walls, and on several residents at once.
Walk special targets to the door
A special target out of hiding glows for Michael again. On a long run, go with them, and if he shows up, get between them and him. Knocking him down while they run is the best trade in the game, even if it costs you.
Opening an exit with a follower behind you
Residents following you will shove you straight through the gate or cellar the moment it opens. Tell them to wait or hide first if you aren't leaving yet.
Check your hidden targets once police arrive
Patrolling police NPCs open hiding spots and let residents out. When police presence is high, go back and check on the gold ones before Michael finds them wandering.
Armed residents fight instead of fleeing
Hand a resident a weapon and they will swing at Michael, which can knock him off a grabbed teammate. Some players find armed residents then stand their ground and die where an unarmed one would have run.
Escape last
Your own escape is worth little next to the townsfolk you get out, and a teammate using the cellar early takes a space a resident needed. Several challenges only count an escape after you have saved residents. Surviving until the timer ends counts too.
When a teammate takes your resident
Credit for a save goes to one player, not the team, so some players shove you out of a conversation or give your resident a fresh order at the exit to take the points. You can’t stop it outright, but you can make it harder.
- Walk your own residents to the exit with Follow instead of sending them off alone. The escort challenges count exactly that.
- If you need a talk or escort challenge, say so on voice. Plenty of players will leave that resident to you.
- For big challenge counts, a private match with friends counts too and nobody competes for residents.
When Michael goes down
A stun
He stumbles or is blinded, then recovers on his own
Shoves, firecrackers, a flashlight to the face, a flare gun, a thrown item. This is what the stun challenges count. Right after one he is briefly protected from another, so use the opening to run or free someone instead of trying to chain them.
A knock-down
He hits the floor and stays there for a moment
Enough damage from melee or a gun, or a bike ridden straight into him. Only a downed Michael can be cuffed, and the final hit that downs him is what the knock-down challenges count.
- Don’t stand over him. From the floor he can execute anyone close enough, and the range is longer than it looks.
- When he gets up, Patch 1.0.3 gives him a short buff: no staggers, more damage, faster swings and more damage resistance, then faster healing and daze resistance. Players time it at about 30 seconds. Scatter, heal, and set up the next fight after it runs out.
- While he is down is the moment to send residents to an open exit. With Reality Tear he can vanish from the floor, so don’t count on him staying put.
After you die: cops, Loomis and the arrest
1. You can leave
Quitting after you die keeps your XP and challenge progress. It is only added once the match you left finishes, which is why it looks lost at first.
2. Or stay for the spectator minigames
Each round fills a meter and offers cards: a perk for the civilian you are watching, XP, or a way back in. The perk cards genuinely help the players still alive, so stay at least until your teammates are out.
3. Coming back as a cop
The cop card only shows up while police reinforcements are available, which the top of the screen tells you, and it is luck: players often need three to five rounds, sometimes more. Calling the police while you are alive is what keeps officers on the map for you to replace. Some players find the card does nothing when picked and drops them back into the minigames.
4. Coming back as Loomis
A living civilian has to use the CB radio after someone has died or escaped. The Loomis slot usually goes to the first player out, though not every time. Michael can break the radio, and repairing it takes two repair kits.
5. Playing the officer
Cops and Loomis can’t talk to townsfolk, but the command wheel still works on anyone already convinced, so you can send residents to an exit. Your other job is the arrest.
6. Detaining Michael
Stay close to him until the handcuff meter fills. Then he has to be knocked down, you take the prompt, and you win a run of fast skill checks to end the match. More officers fill it faster; one officer against a Michael who knows the game almost never manages it. Whether a Fragile Hourglass still buys you the time is covered below.
Where experienced civilians disagree
Hide a special target in their house, or move them outside first?
Both have a cost. Hidden indoors, Detection Pulse lights up the whole house but Michael still has to search it closet by closet. Hidden in a car or dumpster outside, the pulse shows him their exact outline if he is close, but he is less likely to think of looking there. Houses with several closets favour staying inside; a lone house with one closet near the map edge favours a dumpster somewhere else.
Who gets the credit when two players handle the same resident?
The save isn't shared, which is why teammates fight over residents. Players disagree on the rule: some find the credit goes to whoever gave the last Escape order, others that the first person to talk to them still gets it and the second player only gets an assist. If you need a talk or escort challenge, say so on voice. Most players will let you have it.
Coming back as Loomis: stay and fight, or take the exit?
Some players see Loomis's job as detaining Michael and getting the last residents out. Others point out that Loomis is worth a lot to Michael's score if he dies, so when nobody else is left or no cops are around, escaping takes those points away from him.
Does the Fragile Hourglass still keep Michael on the floor?
Thrown on a downed Michael, it used to keep him on the floor long enough for an arrest. Some players find he now gets up seconds later anyway, so treat it as a bonus when you have one, not a plan.
Challenges these habits finish
Playing the objective is also how the civilian Progressive Challenges get done. How many of them each habit feeds, with the two smallest goals of each kind:
| Kind | Challenges | Smallest goals |
|---|---|---|
| TalkCalls to dispatch, skill checks, calming, convincing and commanding residents and special targets. | 34 | Dark Humor (Tanya Harrison, 10), Pep Talk (Lynda van der Klok, 10) |
| EvadeStay away from Michael until a stalk marker on you drops off. | 17 | Nerves of Steel (Rachel Callahan, 20), Fearless (Rachel Callahan, 20) |
| RescueKnock someone out of Michael's grasp, yourself or through an armed resident. | 12 | Cursed Artifact (Rachel Callahan, 20), Alley-Oop! (Richard Hawthorne, 20) |
| EscapeSurvive the night or escape, alone or after saving residents. | 21 | Unbreakable Bond (Eric Dunn, 4), The More The Merrier (Tanya Harrison, 4) |
Every goal for every civilian is on the Progressive Challenges page.
See it played
The flare badge, the wheel, lights and police, played out
Essential Civilian Tips I Wish I Knew Sooner | Halloween: The Game
SabiansLastWatch
Worth watching for the timing: the flare into the sky at the start, ordering a hidden resident from the wheel, and a police officer opening a car and letting a resident out.
It was recorded before the balance patches. Grabs, melee damage and scoring have changed since; the grabs page and patch notes have what’s different.
Questions new civilians ask
- Is there a civilian tutorial in Halloween: The Game?
- No. The story mode teaches Michael's side only, so civilians learn in live matches. The short version: hide the three special targets before Michael reaches Bloodthirst 1, fill the police badges and find an exit, then send everyone out before you leave yourself.
- What is the difference between residents and special targets?
- Special targets are the three gold townsfolk on your map; residents are the blue ones. Michael hunts special targets first because he can see unhidden ones from Bloodthirst 1. Since Patch 1.0.3 a special target is worth less to him than before and every resident, saved or killed, is worth more.
- How do you fill the police badges?
- Call dispatch from a phone, or tell a resident you have convinced to call. Each call adds to the meter at the top right, and each full badge sends more police. A flare gun fired into the sky fills the first badge instantly, but only the first.
- How do you come back as a cop or Loomis?
- After you die or escape, play the spectator minigames. A cop card can come up while police reinforcements are available, which the top of the screen shows; it is luck, and often takes several rounds. Loomis comes in when a living civilian uses the CB radio, and usually goes to the first player out.
- How do you detain Michael?
- Only a cop or Loomis can do it. Stay close to Michael until the handcuff meter fills, get him knocked down, then take the prompt and win a string of fast skill checks. Several officers together fill it faster; alone it almost never works against a good Michael.
- How do you find special targets late in the match?
- Remember where they were hidden, ask your team, and walk past likely houses spamming Follow me from the command wheel, which pulls convinced townsfolk out of hiding nearby. Smoking a joint shows their noise, and Laurie's Spatial Awareness highlights residents within 25 metres.
- Why did a teammate get the points for my resident?
- Save credit isn't shared, and another player giving the last order can take it. Walk your residents to the exit yourself when you can, and say on voice if you need one for a challenge.
Keep going
Michael tips
The other side: light, Bloodthirst, finishers, Blackout and the car.
Escapes and exits
What each exit needs, where it spawns, and what brings the wagon.
Grabs and struggling
Which Stalk tier lets you break free, and what saves you when it doesn't.
Civilian stats
What Capability, Athleticism, Personality and Resourcefulness actually do.
Laurie Strode
The safest first civilian: no stat below six.
Loadout Lab
Check which stats your squad is leaving weak.