Halloween: The Game Maps Guide
Learn the four launch locations as dynamic spaces for residents, items, light, pressure, and changing escape opportunities.
The four Haddonfield maps
All four maps support the same wider sandbox: NPC residents, lootable containers, hiding places, telephones, light and power interactions, vehicles, and possible escape routes. Their layouts change how quickly each side can move between those systems.
| Map | Official identity | First landmarks to learn |
|---|---|---|
| Haddonfield Town Center | Commercial and cultural downtown hub | Nichols Hardware, A-Side Music Store, Hill Garden Center, Patty's Pub |
| Haddonfield Heights | Quiet family neighborhood tied to the 1963 murders | Myers house, Strode house, Lampkin Lane, water tower |
| Orange Grove Estates | Upscale suburb with large multi-story homes and open streets | Doyle house, Wallace house, playground, detached garages |
| East Haddonfield | Rural outskirts and agricultural hub | Rabbit in Red Lounge, Phelps Garage, Midwest Feed Company, farmland |
Haddonfield Town Center
Town Center is the town's commercial core. Official location material names Nichols Hardware, A-Side Music Store, Hill Garden Center, and Patty's Pub. Compared with a uniform residential block, storefronts and public spaces create a more recognizable sequence of landmarks.
For Civilians, name the business you are near rather than saying “downtown.” Move discoveries between teammates using those anchor points. Check interiors carefully, but do not assume a telephone, container, or key item will occupy the same spot in every match.
For Michael, commercial landmarks help predict where searches may cluster. Approach from darkness and use sight breaks rather than walking directly down a watched street. Pressure the productive area, not every sound cue.
Haddonfield Heights
Haddonfield Heights contains the iconic Myers house and Strode house, with Lampkin Lane and a large water tower helping orient the neighborhood. The official description emphasizes modest single-family homes and its connection to the events of 1963.
For Civilians, learn which yards and streets connect the landmark houses. A familiar film location is an orientation tool, not a guaranteed objective. Houses can offer temporary cover, but doors and indoor darkness can also give Michael an approach.
For Michael, use the neighborhood's houses, fences, and changing light to break line of sight before Shape Jump. The Myers house may attract curious players; treat that as a tendency, not a spawn rule.
Orange Grove Estates
Orange Grove Estates is an upscale suburb with large multi-story houses, detached garages, balconies, a playground, and the Doyle and Wallace residences. Official developer commentary highlights the relationship between expansive streets, open sightlines, and complex interiors.
For Civilians, vertical houses offer several entry and exit choices, but upper floors can become traps if Michael controls the stairs or light. Open streets can support bicycles and repaired vehicles, while also exposing movement to distant observation. Decide where you will exit a house before beginning a noisy task.
For Michael, watch the transition between bright open streets and dark interiors. Multiple doors and windows create options for both sides. Use information to choose the correct entry instead of checking every room while another objective advances.
East Haddonfield
East Haddonfield sits on the rural outskirts. Official landmarks include the Rabbit in Red Lounge, Phelps Garage, Midwest Feed Company, and surrounding farmland. It is described as a rustic change from the more conventional neighborhoods.
For Civilians, use the large named businesses to prevent the team from losing orientation across open rural space. Phelps Garage is an automotive landmark, but that does not prove a vehicle component or escape will always spawn there. Keep discoveries separate from assumptions.
For Michael, long exterior movement can reveal your route, while buildings and darkness offer sudden angle changes. Track where players move between landmark clusters and use Shape Jump only when entry and exit conditions are valid.
How to learn each map
Build a landmark loop
In the first matches, identify three major landmarks and the safest connections between them. Add nearby power, telephone, resident, or container discoveries as temporary match information rather than permanent map facts.
Read light and sightlines
Light affects Michael's ability to enter and exit Shape Jump, so both sides should notice streetlamps, windows, powered interiors, and dark approach lanes. Civilians can use light for temporary safety; Michael can shut off lights or cut power.
Communicate with names and direction
“At Nichols Hardware, moving toward Patty's Pub” is useful. “Over here” is not. Name the floor when inside a large Orange Grove house and use the water tower or major businesses to establish direction.
Track changes without memorizing fiction
Key item and escape locations change between matches. Record categories—open street, multi-story interior, rural gap, commercial cluster—rather than publishing a guaranteed spawn list.
| What to memorize | What to re-check every match |
|---|---|
| Named landmarks and broad connections | Key item and loot locations |
| Dark approaches and exposed streets | Which lights or power sources are active |
| Multi-story versus single-story risks | Resident and telephone opportunities |
| Areas that are easy to describe to teammates | Which escape routes are available |
Map strategy for both sides
Civilians should distribute searches without becoming isolated, communicate items immediately, and choose an escape chain from current evidence. Michael should locate productive clusters, manipulate darkness, pressure phone access and objectives, and abandon low-value chases.
The map is not only geometry. NPC residents, police progress, item chains, noise, and death-return systems can change which area matters. Reassess after every major sound or disappearance.
Common map mistakes
- Treating a famous film location as a guaranteed objective.
- Calling out “house” on a map filled with houses.
- Entering an upper floor without knowing another exit.
- Crossing a bright open street with a critical item and no support.
- Assuming the route from a previous match will work again.
- Learning container positions while ignoring power, telephones, light, and resident paths.
Map questions
How many multiplayer maps are in Halloween: The Game at launch?
Four: Haddonfield Town Center, Haddonfield Heights, Orange Grove Estates, and East Haddonfield.
Which map has the Myers house?
The official locations guide places the Myers house and Strode house in Haddonfield Heights.
Which map has the Doyle and Wallace houses?
Both iconic residences are in Orange Grove Estates.
Are escape and item spawns fixed?
No. Official multiplayer material says the locations of key items and possible escapes change between matches.
Which map contains Phelps Garage?
Phelps Garage is an East Haddonfield landmark, along with the Rabbit in Red Lounge and Midwest Feed Company.
Related guides
Sources
- The Locations of Halloween: The Game — official four-map list, identities, and landmarks.
- Multiplayer Gameplay Overview — official dynamic items, escapes, residents, light, telephones, and noise rules.
- Welcome to Orange Grove Estates — official interior, street, sightline, and landmark details.
- Play Halloween at PAX East 2026 — official Haddonfield Heights environment details.