Guide

All 4 Maps in Halloween: The Game

Four districts, one nightmare. Each launch map explained — landmarks, layouts, and where The Shape thrives.

Halloween: The Game launches with four distinct multiplayer maps, each built outward from the landmarks of the 1978 film. Whether you are hunting as Michael or escaping as a resident, your knowledge of these streets decides how far you get. Here is a full walkthrough of all four launch districts.

Haddonfield Town Center

The bustling financial and cultural hub of the town, Haddonfield Town Center is where residents shop, drink, and settle their business. It is dense with storefronts and interiors, and it is the map where Michael completes his transformation into The Boogeyman.

Key landmarks include Nichols Hardware, stocked with axes, first-aid kits and tools along with the Halloween masks that hauntingly foreshadow the night. Nearby sit Patty's Pub, a casual spot with pool and a jukebox open late, the A-Side Music Store selling vinyl and instruments, and the Hill Garden Center for the horticulturally minded.

Add in the post office and Margie's Auto Repair among the storefronts, and you have a tight, interior-heavy district. Because so much action happens under cover, this map rewards sharp audio awareness — footsteps behind a counter are as dangerous as ones on the street.

Haddonfield Heights

Haddonfield Heights carries the neighborhood's darkest history: this is ground zero for the 1963 tragedy, and fifteen years later the nightmare comes home. It is a residential area of single-family homes wrapped in suburbia's quiet horror.

The most iconic landmark is the Strode house, home to Laurie Strode and the film's final girl. Follow Lampkin Lane and you reach the abandoned, local-legend-haunted Myers house, a destination neither side easily forgets. A tall water tower looms over the district.

Play here is a mix of street running and house-to-house searching. The survivor team has plenty of cover to work with, but so does The Shape — moving between the suburban homes without checking your flanks puts you exactly where he wants you.

Orange Grove Estates

An upper-middle-class community, Orange Grove Estates replaces tight storefronts with sprawling, multi-story homes. Independent garages, balconies and a community park give every street a distinct vertical pressure — and a drop from a second-floor balcony is an easy way to end a round.

The district's most important houses are the Wallace house, where the resident often babysits, and the Doyle house across the street, where Laurie herself frequently cared for children. Both are multi-entrance structures you will want to lock down or clear carefully.

Fences and hedges crisscross the map and create natural choke points, while the broad open spaces favor Michael's long-range stalking. Don't let the wide lawns lull you — the open ground is exactly where he likes to line up a threat.

East Haddonfield

The newest of the launch maps, East Haddonfield is the rural, working edge of town — a gritter, more agricultural district than the suburban maps that precede it. It is also Michael's first stop after escaping Smith's Grove, which gives the whole area a grim, inevitable weight.

Landmarks include the Midwest Feed Company headquarters, the Rabbit in Red Lounge, a motorcycle-bar hangout, and Phelps Garage for vehicle repairs. Everything here sits against open farmland, uneven fencing and scattered buildings with more alternate paths than the tidy suburbs.

The wide fields make escape lines hard to read and routes harder to predict, for both sides. Expect spread-out sight lines, plenty of farmland cover, and a slower, more deliberate kind of chase where patience beats panic.

Map Mechanics to Know

Regardless of which district you draw, a few rules are constant. Escape routes and key item spawns reshuffle every round, so never assume the bridge you used last game will be open this time. Scavenging containers across the map is what keeps your options alive.

Because Michael leans on darkness, every map's lighting matters. Practice reading each district's dark pockets — the storefronts without working bulbs, the unlit backyards, the lamp-light gaps — because those are the lanes where The Shape will come from.

Finally, learn which map you are on before you commit to a plan. Town Center rewards tight cover play, Heights punishes unlocked houses, Orange Grove punishes careless open crossers, and East Haddonfield punishes tunnel vision. Match your strategy to the district and the night belongs to you.

Make the maps yours

Knowing the maps is only half the fight. Understand how Michael moves through them, and every street becomes a weapon you control instead of a trap.

Read the Michael Myers Guide