Halloween: The Game — All 14 Collectibles, 5 Missable
Halloween: The Game has 14 story collectibles. Five are permanently missable in a single run, and chapter-select retention is still unconfirmed.
Image: IllFonic
Halloween: The Game’s story campaign holds 14 collectibles, all of them recordings, and five of them can be permanently lost in a single run. Grabbing all 14 unlocks Collector, one of the game’s two Gold trophies, which sits on the path to the The Shape Platinum trophy.
The second question — whether chapter select preserves collectible progress or makes you sweep an entire clean run — does not have a confirmed answer yet, and this page is not going to pretend otherwise. Here is what is actually established.
The 14 collectibles, chapter by chapter
The campaign runs as a Prologue plus five numbered chapters — six playable sections in total. The tapes are distributed unevenly across them.
| Section | Name | Collectibles |
|---|---|---|
| Prologue | Escape From Smith’s Grove | 2 |
| Chapter One | The Road To Haddonfield | 2 |
| Chapter Two | Main Street | 2 |
| Chapter Three | Returning Home | 2 |
| Chapter Four | The Babysitters | 3 |
| Chapter Five | Into The Shadows | 3 |
| Total | 14 |
Of the 14, eleven are numbered Loomis Logs (#1 through #11). The remaining three are personal recordings with names rather than numbers: Sheriff Brackett’s Recording, Laurie’s Recording and Nurse Chambers’s Recording.
One thing that trips people up when tracking a checklist: the Loomis Log numbers do not follow chapter order. Log #9 sits in Chapter 2, while Log #7 is one of Chapter 4’s tapes. If you are ticking off numbers expecting them to climb as you progress, you will think you have missed something you have not.
A note on scope, because this matters more here than on most collectible guides: the publicly verifiable record establishes the per-chapter split, the names, and the specific conditions under which tapes are lost. It does not — in anything we can stand behind — give a confirmed room-by-room position for each of the 14. What follows is the part that actually decides whether you get the trophy.
The five missable collectibles
These are the ones that can be gone for good inside a run. Three separate failure conditions, all documented.
| Missable | Where | What kills it |
|---|---|---|
| Both Prologue tapes | Escape From Smith’s Grove | Passing through the gate. “Once you pass through it and start the sneak to the van, the earlier part of the map is sealed off for good.” |
| Loomis Log #9 | Chapter Two, Main Street | Letting Tanya escape. “If she escapes, the level fails and you lose the tape along with it.” |
| Loomis Log #7 | Chapter Four, The Babysitters | Timing — this is one of two timing-dependent tapes in the chapter |
| Sheriff Brackett’s Recording | Chapter Four, The Babysitters | Timing — the second of the pair |
Two practical reads on that table.
The Prologue is the strictest section in the game and it is the first thing you play. The gate is a one-way seal, not a checkpoint you can walk back through. Both of the Prologue’s tapes have to be in hand before you commit to the van sneak.
Chapter 2’s tape is tied to a fail state, not a door. Tanya escaping does not merely close off the tape — it fails the level. That is a cleaner failure in one sense, because you will know immediately that something went wrong rather than finishing the chapter and finding a gap in the list.
Chapter 4’s pair is the vaguest of the three. The two tapes are described as timing-dependent, and that is the extent of what is documented. Chapter Four is also the longest section by recorded playtime — one player’s stopwatch run clocked it at 35:05 on Normal — and it is structured as a sequence of named-target hunts (Annie, Bob, Lynda and Laurie). A long chapter with timed pickups is exactly where a first-time player loses tapes without noticing.
What about the other nine?
Honest answer: their missable status is not established. No source we can verify says the other nine tapes — two in Chapter 1, Chapter 2’s second tape, two in Chapter 3, Chapter 4’s third tape and all three in Chapter 5 — are safe to pick up at any point. It says nothing about them either way. Do not read “not listed as missable” as “confirmed permanent.” If you are chasing Collector, treat every tape as though it might be gated until someone publishes a test.
Does chapter select preserve collectible progress?
This is genuinely unresolved, and it is the single most consequential gap for anyone going for the Platinum.
Here is what is on the record:
- Chapter select exists and works for challenge cleanup. Missed challenges “can be cleaned up on a replay,” and you can return to a chapter “without redoing the earlier chapters.” That is a secondary report, published September 7, 2026, and it is specifically about the game’s 36 optional challenges.
- Chapter select is described as the post-game cleanup route for collectibles as well — there is no documented new-game-plus, so replaying chapters is the only mechanism anyone has named.
- No source states whether collectible progress accumulates across separate replays. Whether a tape grabbed in run one and a tape grabbed in run two both stick to the same Collector counter is simply not addressed anywhere published as of September 9, 2026.
That distinction is the whole risk. “You can replay Chapter 4” and “tapes you already have stay logged while you replay Chapter 4” are two different claims, and only the first one is documented. If the game tracks collectibles per-run rather than per-save, the Collector trophy requires a single clean sweep — and nobody has published a test either way.
There is one adjacent data point worth knowing about. Early Access Hotfix 1, on September 5, included “Fixes to several challenges that were not tracking properly.” IllFonic named challenges, not collectibles, and said nothing about whether progress lost before the hotfix was back-credited. So there was a live tracking bug in this game’s optional-content systems during Advance Access, and its scope and its retroactive handling both remain unstated.
The safe approach until someone confirms it
Given the above, the low-risk plan is the one that does not depend on the unknown:
- Sweep the Prologue’s two tapes before touching the gate. This is the only hard seal that is documented, and it is unavoidable.
- Do not let Tanya escape in Chapter 2. Log #9 and the level go together.
- Slow down in Chapter 4. Two timing-dependent tapes in the longest chapter, with four named targets to work through.
- Assume you may need a clean single run. The campaign is short — one player’s per-chapter times total roughly 2 hours 10 minutes of pure chapter time on Normal, with about 3.5 hours as a realistic first playthrough including menus and deaths. A dedicated collectible run is a cheap insurance policy against a retention system nobody has verified.
You will be replaying chapters regardless. The 36 challenges break down to exactly six per section, and several within a single section are mutually exclusive by design — the Prologue asks you both to complete it without alerting orderlies and to execute three orderlies. Chapter select exists precisely because those cannot coexist in one attempt.
What Collector is actually worth
The game ships with 51 trophies: 1 Platinum, 2 Gold, 10 Silver and 38 Bronze. Collector is one of the two Golds; the other is Purely and Simply Evil, which requires eliminating 250 residents as Michael. The Platinum is The Shape.
Beyond the trophy, IllFonic states first-party that single-player challenges and collectibles unlock exclusive cosmetics for multiplayer mode and reveal new executions and lore. The tapes are not a closed loop inside the campaign — they feed the multiplayer side you are presumably also playing.
Two caveats on the trophy list generally. Three hidden trophies were still undiscovered as of September 3, 2026, per TheGamer’s guide, so no complete list exists yet. And no trophy is confirmed unobtainable or bugged by any source we could verify — forum claims to the contrary have not been checked against a readable source, so treat them as unverified.
For the rest of the campaign, our companions cover what the solo mode actually is and how bots and cross-play work, and the Australia classification story explains the one mechanic that got the game refused classification outright.
Frequently asked questions
How many collectibles are in Halloween: The Game?
Fourteen, all of them recordings. Eleven are numbered Loomis Logs (#1-#11) and three are personal recordings — Sheriff Brackett's, Laurie's and Nurse Chambers's. They are split 2 in the Prologue, 2 each in Chapters 1, 2 and 3, and 3 each in Chapters 4 and 5.
Which collectibles are missable in Halloween: The Game?
Five are documented as missable: both Prologue tapes, which are sealed off once you pass the gate and start the sneak to the van; Loomis Log #9 in Chapter 2, which is lost if Tanya escapes and the level fails; and Chapter 4's two timing-dependent tapes, Loomis Log #7 and Sheriff Brackett's Recording. The missable status of the other nine is not addressed by any source we could verify.
Does chapter select keep your collectible progress?
Unconfirmed. Chapter select is documented as working for challenge cleanup — you can return to a chapter without redoing earlier ones — but no source published so far states whether tapes collected across separate replays all count toward the Collector trophy. Treat it as an open question, not a safety net.
What is the Collector trophy in Halloween: The Game?
Collector is one of the game's two Gold trophies and fires once all story-mode recordings are retrieved, meaning all 14. The other Gold is Purely and Simply Evil, and the Platinum is The Shape, so Collector sits on the Platinum path.
Do collectibles unlock anything besides the trophy?
Yes. IllFonic states that single-player challenges and collectibles unlock exclusive cosmetics for multiplayer mode and reveal new executions and lore, so the tapes feed back into the multiplayer side.