Prologue, Challenge 6: kill or drive away every orderly before you escape
Save Crystal Gaming reads the objective as They want you to kill or drive away every orderly before you escape.
Every guide then adds a rule about what “drive away” is worth, and no two guides add the same rule. That argument is worth settling before you start, because it decides whether a run that lost one orderly is still alive — the other five prologue challenges have nothing like it.
Three guides, three rules
Escapes are finetwo channels, one with it on camera
JROID loses an orderly on screen, the run continues, and the escaped man still counts toward his total of twelve. Jacob Fox scares groups off deliberately as a shortcut.
At most one may escapeone channel, and he contradicts it
He opens with the rule, then says his own first clear had an orderly get away. His route is built to let nobody flee, which is good advice for a different reason: it keeps the count honest.
You must kill every oneone channel
The strictest reading, and one player in the subreddit agrees after passing only on an all-kills run. Nothing on screen supports it over the other two, and the challenge text itself offers the alternative.
Players in the subreddit land in the same three camps, including one who counted twelve scared-off orderlies across several attempts and never passed, and another who passed only once everyone was killed. If you want one run instead of an experiment, kill everyone you can reach and let the ones who bolt go.
Twelve, and where the last ones hide
There are 12 orderlys alto together.
Two creators run an on-screen counter to twelve, which is the number to sweep to. What makes the count hard is that 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. Nobody can say what triggers it — the creator who films it says so outright.
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. One is behind the starting gate, which Michael cannot climb — and a second account says there are two back there.
Sweep forward, then double back to the opening area before you cut the power at the gate. The most common “it did not pop” story in the subreddit ends with someone finding a man still standing where the level began.
Three routes that clear it
These are genuinely different plans, not the same plan retold. Pick by what keeps going wrong for you.
| Route | How it works | Pick it when |
|---|---|---|
| Counted sweepSave Crystal Gaming · about ten minutes | A fixed order with an on-screen counter, engineered 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 parkDaRicanKid · slow, deliberate | Scare 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. Bodies get dragged out of sight so the next man never reacts. | Players who keep losing runs to a chain reaction of panic. |
| Loose sweepJacob Fox, JROID · fastest | No 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. | Anyone who accepts that fled orderlies count. |
The four ways runs are lost
- Killing where someone can see. Two creators build their whole route around this — one walks victims behind a building, the other drags every body out of sight.
- Rushing. Run at an orderly and he bolts; run down the final path and you miss the man walking toward you entirely.
- Pushing forward too early. One route insists that advancing at the start moves the guards down the right-hand path up toward you, and then there is not enough time to clear everyone.
- Not finishing the chapter. Two channels state it plainly: clear the area and then escape. Quitting or restarting after the last kill throws the run away. Before Patch 1.0.2 this challenge could also fail to track on a clean run — that fix is in the patch notes.
Do not try to combine it with Challenge 5
Challenge 5 wants the prologue finished without alerting a single orderly; this one wants the place emptied. Two creators run them as separate attempts and recommend doing the loud one first, because it teaches you where everyone stands for the quiet one.
Watch a counted run
Twelve kills with a counter on screen
Halloween: The Game - Prologue Challenge 6 Guide (Eliminating EVERY Orderly)
Save Crystal Gaming
The counter is the useful part. Watching someone else reach twelve tells you which of your own attempts stalled at nine and where the missing three were standing.
For the run where an orderly escapes and it completes anyway, JROID’s prologue walkthrough is the evidence this page leans on.
Questions people arrive with
How many orderlies are there in the prologue?
Twelve. Three channels give that number and two of them keep a visible counter that ends on twelve. One hedges with about a dozen, and the same channel says 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?
The strongest evidence says yes. One run has an orderly escape on screen, counts him toward the twelve anyway, and completes the challenge. Two other creators state the opposite, and one of them then mentions passing a run where someone got away.
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. One creator insists only kills count. If you are unsure, the safe play is to kill 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. Two channels run them as separate attempts, and no source claims to have combined them.
Why did the challenge not complete after my last kill?
Three reasons recur. 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.
Keep going
All six prologue challenges
The telephone pole, the railing throw, the terrify, and the alert-nobody run.
Chapter 2, Challenge 6
The next wall most players hit, and the on-screen word that decides it.
Challenge tracker
Keep your own record of all 36 — the game's own tracking is the reason this site has one.
Sources: Save Crystal Gaming — Prologue Challenge 6 · DaRicanKid — Prologue Challenge 6 · Jacob Fox — Prologue Challenge 6 uncut · JROID — Prologue all challenges · EquippedGamer — every Michael story challenge · Bryce Games — 100% challenge guide · r/TheHalloweenGame — prologue Challenge 6 thread