Tier List

Halloween: The Game Items Tier List

Pre-launch loot projections: keys and rare relics over highlight-reel swings — details still vague on purpose.

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Items Tier List

This item list is a pre-launch projection. IllFonic has shown household weapons, distractions, keys for escape routes, beer and alcohol, marijuana that highlights Michael Myers, and a rare trio — locket, hourglass, lantern — that is supposed to affect The Shape more than a kitchen drawer. They have also said mysterious items are intentionally vague until launch. This page ranks what those objects are for, not a loot table with percentages we do not have.

Pair it with the Civilian Tier List so Eric Dunn’s hardware identity actually means something, and with the Tier List Hub so you remember none of these letters are patch notes. How to spend the items in a living neighborhood is Survive as a Civilian. Where the drawers sit is Maps.

S — match-deciders if you find them

Keys and escape tools. Official multiplayer language puts weapons, distractions, and key items in lootable containers, and those keys unlock randomized escape routes. Escapes make noise. Myers hears that noise. Projection: keys are still S because a four-stack that never opens an exit is four people waiting to become special targets. Bolt cutters and car-repair kits shown in overview footage sit in this bucket. One civilian should be a looter. If nobody on your Heroes of Haddonfield squad is Eric or Jennifer by role, assign the job anyway.

Mysterious relics: locket, hourglass, lantern. Developer Q&A footage showed those three and said they hit Myers harder than normal household items, and that they are rare. The studio is being vague on purpose so launch still has discoveries. Projection: S as a class, not as three fully explained widgets. Do not write a fake tooltip. If you find one, it is probably more important than a second beer. If you do not find one, you still have to win with keys and police.

A — everyday tools that actually change a street

Household weapons. Hands-on previews put a pickaxe (and similar yard tools) in civilian hands and confirmed you can knock Myers down. He gets back up. You cannot kill the boogeyman. Projection: weapons are A because a knockdown is time for a phone, an escort, or a Shape Jump deny — and they are not S because swinging at The Shape as your plan is how squads wipe. Police guns outclass the drawer. Your knife is a pause. Their shotgun is the detention setup that Dr. Loomis wants.

Marijuana. Steam’s mature-content text states players can smoke marijuana from inventory. Preview coverage says it highlights Myers’ pings across the map. Australia refused classification over a controlled substance, which IllFonic said was not the kills. Projection: A as information. Seeing The Shape is how you keep Shape Jump honest. It is not a win button, and it is not a moral essay. It is a highlight tool with a rating-board paper trail.

Phones, as a system. Phones are map objects more than pocket loot, but they belong on an item conversation because landlines are how police arrive and because Myers can cut copper separately from power. Projection: A. A civilian with a weapon and no call is fighting the sandbox with one hand. Pair phones with the looter job, not with the person already chasing a highlight.

B — useful, easy to treat as a joke

Beer and alcohol. Inventory fantasy, film flavor, Bob-and-Lynda energy. Projection: B until someone proves a real combat or social buff in a patch. Drink it for the bit. Do not skip a key because the fridge was louder.

Distractions. Official container language includes them. Overview chatter points at throwables and noise toys in the same family as other IllFonic sandboxes. Projection: B because a distraction only works if Myers is looking and your squad is doing something else. A firecracker thrown at a wall while all four of you stand in the yard is not an item. It is a dinner bell.

Flashlights and light as inventory. Light is the Shape Jump counter. Whether a specific flashlight is a slot item or a world object, the job is the same: deny darkness, watch line of sight, make Reality Tear expensive. Projection: B as portable light, A as a habit. The letter is lower than weapons because we have more confirmation for knockdown tools than for a named torch stat.

C — flavor until a patch says otherwise

Random household clutter. Drawers will be full of objects that exist so Haddonfield feels like a town. Projection: C. If it does not open an exit, stagger Myers, highlight Myers, or help a neighbor, pocket it last.

Deluxe cosmetics. Inmate Myers, Final Girl Laurie, Richard, and Alexis are not items you loot on the street. They are store and edition extras. See Editions. They do not belong on this chart except as a reminder that paying more does not spawn a lantern in your inventory.

Loot routes, not shopping lists

Night-one plan: looter hits hardware and kitchens first (keys, tools, a weapon), talker hits living rooms and neighbors (phones, NPC wrangling), film face escorts, swing player holds the knockdown tool and does not wander. Marijuana is a pickup if you see it, not a detour that skips the key. Relics are a steal if they spawn, not a five-minute search pattern we cannot document yet.

Myers should read this list backwards. Cut phones. Kill lights. Patrol the noisy escape the keys just opened. Special targets still pay. Bloodthirst still wants stalking, not a race to the relic spawn you saw in a Q&A thumbnail. Play as Michael is the kit page; this list is why civilians keep walking into garages.

Story mode will teach you where objects live in film houses — Phelps’ garage, kitchens, the hardware aisle — without proving 1v4 spawn tables. Use Story Mode as geography homework, Getting Started as the first-night checklist, the Players Hub as the roster, and the Release Schedule as the date these letters die.

Pocket the key before the souvenir. The lantern can wait two rooms if the padlock is already on your route. The beer can wait forever. Haddonfield rewards the civilian who leaves a house with a plan, not the one who leaves with a better anecdote about what was in the fridge.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What are the mysterious items?

Developer Q&A showed a locket, an hourglass, and a lantern. They are rare, they affect Myers more than household items, and IllFonic is staying vague on purpose until launch. This list does not invent their tooltips.

Does marijuana really show Myers?

Preview coverage and the Steam mature-content text support marijuana as an inventory item that highlights Myers. It is also the controlled-substance issue behind Australia's refused classification. Treat the highlight as the projected job.

Can household weapons kill Myers?

No. They can knock him down. Detention needs police, damage, and a human Loomis or deputy. Weapons buy time, not a kill screen.

Why are keys ranked above weapons?

Escapes and randomized routes are how civilians leave. A knockdown you never spend on a key or a phone is just a pause in someone else's death.

Is this loot table from live patches?

No. It is a pre-launch projection from trailers, store text, and developer talks. Spawn rates and exact relic effects are intentionally incomplete.

Does Digital Deluxe start me with better items?

No. Deluxe adds civilians and cosmetics (Inmate Myers, Richard, Alexis, Final Girl Laurie). It does not publish a better kitchen drawer.