I stand beneath the sodium glow of a streetlamp and hear the distant click of a train. You feel the map tighten around you the way a hallway narrows when the lights go out. In three runs, Michael will always slip away—your job is to decide which exit you give him.
I played multiple rounds so you don’t have to guess. I’ll tell you what I did, where the prompts pop, and the small choices that change the cutscenes you get. Think of this as a short field manual from someone who has counted the escapes with a stopwatch and a notepad.
Town corners smell like wet pavement. All Halloween: The Game endings and how to trigger them
There are three endings in Halloween: The Game—three different ways Michael escapes after a trail of bodies. Each ending is a short cutscene that answers the same question: which route did he take? You’ll need multiple playthroughs to see them all, and a sense for timing and map flow.
How many endings does Halloween: The Game have?
Short answer: three. Sewer, Railroad, and Cornfield. Each one is tied to map position and a simple prompt—so the endings are less about complex puzzles and more about choosing a path and hitting a timing window.
The first run teaches you what the map hides. How the Sewer ending plays out

How do you get the sewer ending?
This one is the easiest to stumble into. Head north on the map until you get a notification about a sewer escape. From there, go west then north to the fence line guarded by officers. Move left of the fence, pry open the cover, and the cutscene will play.
Watch the officers. If they catch sight of Michael, the flow changes. For my runs I kept him away from patrol paths and treated that notification like a single-use ticket.
You notice the railway a mile off when the town smells like cold iron. The Railroad ending explained

How do you get the railroad ending?
Save this for the final chapter. Keep to the left side of the map so Dr. Loomis never spots Michael. Move northwest until you get a prompt that starts a short timer—the train’s arrival. If you beat that timer and reach the red lights before it closes, the Railroad cutscene triggers.
Be wary: running late will remove the prompt from your save. I treated the timer like a strict checkpoint—move with purpose, don’t dawdle rescuing curiosities unless you want to replay the chapter.
On your third run you smell dust and corn. The Cornfield ending and what players report
How do you get the cornfield ending?
Players report this one appears if you push right early in the game. After you start, move toward the fields and watch for a pop-up that offers a field escape. I haven’t triggered it personally, so I lean on community threads—Reddit guides, Steam community posts, and YouTube clips are where the Cornfield runs get documented most often.
Practical tip: if you own the game on Steam for $29.99 (€28), use the Steam Guides and pinned videos to scan timestamps—Twitch clips also help you see exact movement patterns without guessing.
The more runs you do, the clearer the choices become. Short strategy notes for seeing all three
Play with intent. Each ending maps to a general quadrant and a small trigger: sewers in the north-west path after a westward detour, railroad via northwest timing in the final chapter, and the cornfield from right-side movement early on.
If you want a checklist: pick an ending per run, limit detours, use cover to avoid officers, and memorize where prompts spawn. Steam Guides, Moyens I/O write-ups, and YouTube tutorials will shave time off trial-and-error runs.
I treat the map like a house with all its doors locked. The timer in the Railroad scene is a shrieking alarm clock and it forgives no hesitation.
There are no “bad” endings—Michael always gets away—but the cutscenes offer different framing for the same escape. Which ending felt the most satisfying to you, and why?