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Halloween: The Game exit, car, and CB radio locations

Use this Halloween: The Game guide to check community-reported exit gates, sedan cars, and CB radios by map with a fast sweep order and practical team callouts.

Verification

Last verified:
September 8, 2026
Build:
N/A
Evidence:
Community Spawn Locations and Exit spots maps; IllFonic multiplayer overview
Platform:
Platform not reported by the community sources
Match conditions:
Items and escapes may vary between matches. Confirm the live interaction before committing.
How we verify guides
On this page+

Use this page to choose the next block to check for an exit, sedan, or CB radio. Start at the nearest reported area, call out the exact landmark or house number, and rotate as soon as the live interaction is absent.

How to use the map reports

The community Spawn Locations guide marks sedan cars, cellars or exit gates, and CB radios on all four launch maps. The companion Exit spots guide adds reported gate areas. Read each marker as a first check, then let the current match decide the next move.

  1. Open the in-game map and choose the nearest reported outer edge for an exit check.
  2. On the way through the map, let one player inspect the closest sedan or radio cluster while others continue resident or container objectives.
  3. Call an object only after someone sees its live interaction. If it is missing, state the checked landmark and move to the next cluster.

A 30-second team scan

Split the first pass into an outer-edge check for gates and an interior check for sedan or radio clusters. Give each player a district, not a vague direction. A good report is “west boundary gate checked; moving to central building,” not “I looked over there.” This keeps the group from searching the same landmark four times.

Haddonfield Heights: north streets, home loops, and the water-tower end

For Heights, make a north-to-south pass rather than circling every house. The current community capture places reported objective markers around the Syracuse Avenue and La Mirada Way edge, the Lampkin Lane homes, the Victoria Way and Edgemont Street loop, and the McKinzie Lane water-tower end. The map also labels houses such as 705, 805, 803, 808, 800, 918, and 854, which are more useful callouts than “the house on the left.”

Start with the nearest north edge if you need an exit confirmation; cut through the central 808–800 area for interior checks; then finish at the southern water-tower/McKinzie side. Call the house number or landmark with the object state: “radio visible at 808,” “north gate checked,” or “sedan at water-tower side.” For role-specific Heights plans, see Haddonfield Heights.

Orange Grove Estates: use the boundary before the residential grid

Orange Grove's community capture spreads gate markers around the outer red boundary, while sedan and radio reports appear both around the residential blocks and near the central court. A practical sweep is Westridge Drive first, then the northern homes near 1514, 1510, and 1482; cross through the court; and leave the Orange Grove Avenue/Fletcher Way south and east edges for the final perimeter check. This gives a team a repeatable order even if an expected marker is missing.

Use a house number as the callout, then add the object and the return plan: “radio near 1520, usable, regrouping through the court.” That gives the team a destination, a confirmed task, and a way to protect the player carrying it.

Haddonfield Town Center: split the search at the rail line

Town Center's reported points span the northwest commercial blocks, the railway divide, the central homes, and the Mt. Sinclair Cemetery side. Begin on the side you spawned: the northwest pass can use 1086, 1007, and 1008 as anchors; the opposite pass can use the 951 and 901 area, the 902–908 homes, and the cemetery curve. This makes the rail line a natural split for the opening search.

Assign one player to the commercial or rail-side sweep and another to the residential/cemetery sweep, then rejoin at a confirmed resident or usable objective. If both sides come up empty, change the search target instead of re-running the same rail crossing.

East Haddonfield: name facilities and edges, not imagined addresses

East Haddonfield's community capture has fewer clear house-number anchors than the suburban maps. Use visible facilities, the central complex, the western and eastern outer edges, and the southern road as shared references. The report places markers across those areas rather than at one central point. Start with the nearest edge for a possible gate, cut through the central structures for radio checks, and use the outer road when looking for a sedan.

Because this map has fewer house-number anchors, callouts need to be concrete: “west boundary gate checked,” “radio visible in the central building,” or “sedan at south road.” Pair the call with whether it is usable and where Michael was last seen.

Exit requirements and phone calls

The Exit spots author reports that outskirt gates can require a fuse plus keys or a bolt cutter. At a live gate, read the interaction prompt first; then send the team for the exact missing item rather than searching every container for every possibility. The official multiplayer overview confirms that containers can hold key items for several possible escapes.

Phone calls work best as live information: name the phone only after a teammate sees it, then state the nearest landmark and whether the area is safe enough to use. The sources for this page do not map a complete phone set, so keep the team focused on the confirmed objective in front of it.

Before starting a long escape interaction, repeat the exact landmark, the required item, and the last known Michael direction. That gives every teammate a concrete choice: escort, continue searching, or draw pressure away.

The verification panel records the source date, platform and build information available for these reports, and the match-variation rule. The body stays focused on the next area to search and the call that helps your team act on it.

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