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Prologue · Smith’s Grove

Prologue, Challenge 6: kill or drive away every orderly before you escape

The task: They want you to kill or drive away every orderly before you escape. Finding them is the easy part. What decides a run is what “drive away” is worth, because that tells you whether a run that lost one orderly is still alive. None of the other five prologue challenges has a question like it.

Twelve, and where the last ones hide

There are 12 orderlys alto together. Keep a count as you go and sweep to twelve. The count is hard because they are not all on the path in front of you.

They arrive in reaction

Taking the first man out brings two more to check on him. Let them come to you, then pick them off one at a time.

One is under the bridge

Easy to walk past. Pull him away from the man above before doing anything, or you trade one kill for a witness.

Some are back at the start

After you move on, more turn up near the opening area. At least one is behind the starting gate, which Michael cannot climb, and there can be two back there.

Sweep forward, then double back to the opening area before you cut the power at the gate. When the challenge does not pop, the missing man is usually still standing where the level began.

Three routes that clear it

These are different plans, not the same plan retold. Pick by what keeps going wrong for you.

RouteHow it worksPick it when
Counted sweepabout ten minutesA fixed order with a running count, built so nobody flees: take the first man at the railing, let the pair that come to check on him pass, and work forward one at a time.First clear, or any run where you have lost count before.
Glitch and parkslow, deliberateScare the orderly walking up the path so he freezes in place with his flashlight, clear everyone else at leisure, then come back and collect him. Drag bodies out of sight so the next man never reacts.Runs that keep collapsing into a chain reaction of panic.
Loose sweepfastestNo fixed order. Kill or scare interchangeably, use the man behind the ambulance as a lure, and clear a group by killing one in front of the others so the rest scatter.When you are happy to let fled orderlies count.

The four ways runs are lost

  1. Killing where someone can see. The cleanest routes are built around avoiding it: walk victims behind a building, or drag every body out of sight.
  2. Rushing. Run at an orderly and he bolts; run down the final path and you miss the man walking toward you entirely.
  3. Pushing forward too early. Advancing at the start moves the guards on the right-hand path up toward you, and then there is not enough time to clear everyone.
  4. Not finishing the chapter. Clear the area, then escape. Quitting or restarting after the last kill throws the run away.

A fifth used to be out of your hands: a clean sweep could vanish if the game crashed on the results screen, and the prologue was one of the two chapters where that happened most.

“Based on community feedback, these issues most commonly occur when reaching the AAR screen on the Prologue and Ch 3 and our team is actively working to identify the causes of these crashes.”
IllFonic

Patch 1.0.4 fixed crashes after completing a story mission. If the chapter still restarts instead of saving, read the story-mode saving note.

Do not try to combine it with Challenge 5

Challenge 5 wants the prologue finished without alerting a single orderly; Challenge 6 wants the place emptied. Run them as separate attempts and do the loud one first, because it teaches you where everyone stands for the quiet one.

Watch a counted run

Twelve kills, counted one by one

Halloween: The Game - Prologue Challenge 6 Guide (Eliminating EVERY Orderly)

Save Crystal Gaming

Watch it for the count. Seeing a full run reach twelve tells you which of your own attempts stalled at nine and where the missing three were standing.

Common questions

How many orderlies are there in the prologue?

Twelve. Some do not always spawn, so treat twelve as the number to aim for rather than a guarantee.

Does it still count if an orderly escapes?

Usually, yes. Runs complete with an orderly escaping on screen, and the escaped man still counts toward the twelve. It is not perfectly consistent, so the safe play is to kill everyone you can reach and only let the ones who bolt go.

Does scaring an orderly count as driving him away?

By the challenge's own wording it should, and the fastest route relies on it: killing one in front of a group scares the rest off. If a scare-heavy run keeps failing, switch to killing everyone you can reach.

Can you do Challenge 5 and Challenge 6 in the same run?

No. Challenge 5 wants nobody alerted and Challenge 6 wants the area cleared. Run them as separate attempts.

Why did the challenge not complete after my last kill?

Three reasons come up again and again. Someone is still alive behind the starting gate or down the steps to the right; you finished the sweep but quit or restarted instead of escaping, which voids the run; or the completion registered without the pop-up appearing.

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