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Clive Barker's Hellraiser: Revival

Hellraiser Revival Guides & Progress Tracker

Pick the objective on your screen. See what is still uncrafted, unopened, or easy to leave behind. Puzzle answers stay closed until you ask for the next hint.

Released
8 October 2026
Platforms
PS5, Xbox Series X|S, Switch 2, Steam
Play
Single-player, first person
Checked
14 Oct 2026

Where you are now

50 showing · 0 urgent

Match the Objectives menu, not a chapter number. The game does not use traditional chapters, and a published walkthrough says you cannot freely return once an area closes. Recipe obtained and crafted once are separate ticks.

Librarian 0/12 Artificer 0/12 Guns 0/5 Pain 0/5 Suffering 0/5 Keypads 0/10 · Codebreaker needs 5

PowerPyx reports that PlayStation 5 stops advancing What're Ya Buyin? and What're Ya Sellin? after the first shop. Comments on that guide, through 13 October 2026, describe both failures and later recoveries. This site has not reproduced the bug, and it does not have a sourced report for Xbox, Steam, or Switch 2.

  1. Crafting recipe

    Bandage

    Before you leave Already in the crafting list from the start. Finding it is not the same as making one.

    3 Cloth + 1 Chemicals. Not a shop purchase.

    Graded hints

  2. Crafting recipe

    Pistol ammo

    Before you leave Added when the pistol is picked up, after the flashlight and the power reset.

    3 Scraps + 2 Gunpowder.

  3. Crafting recipe

    Medkit

    At this shop Zora's first shop, after the ladder.

    200 coins. 2 Cloth + 4 Herbs + 1 Chemicals.

  4. Crafting recipe

    Lockpick

    At this shop Same first counter as the medkit.

    120 coins. 3 Scraps + 3 Coils.

  5. Crafting recipe

    Basic repair kit

    At this shop Same first counter. Buy it even if your current weapon is healthy.

    120 coins. 1 Scraps + 1 Cloth + 2 Coils.

  6. Crafting recipe

    Advanced repair kit

    Before you leave Zora's second shop, as Open the Gate to Charlotte begins.

    180 coins. 2 Scraps + 1 Cloth + 1 Chemicals + 2 Coils.

  7. Crafting recipe

    Ammo pack, 12-gauge

    Before you leave Same second counter, before you enter the mansion.

    220 coins. 3 Scraps + 1 Cloth + 3 Gunpowder + 1 Chemicals.

  8. Crafting recipe

    Ammo pack, 9mm

    Before you leave Returns to the second shop only after you leave with the Statue's Hand.

    140 coins. 2 Scraps + 3 Gunpowder + 2 Coils.

  9. Crafting recipe

    Bear trap

    Before you leave Second shop again, after the tongue comes up from the well. Easy to walk past because the counter looked finished.

    120 coins. 3 Scraps + 2 Coils. The trophy guide calls the crafted item less worth repeating.

    Graded hints

  10. Crafting recipe

    Fuel can

    Before you leave Sold with the bear trap after the tongue. The trophy list also calls this a fuel canister.

    180 coins. 2 Scraps + 3 Chemicals.

    Graded hints

  11. Crafting recipe

    Ammo pack, .357

    Before you leave Zora's third shop, at the start of the first Hunt Marlowe visit.

    180 coins. 2 Scraps + 4 Gunpowder + 1 Chemicals.

  12. Crafting recipe

    Ammo pack, 7.62

    Before you leave Third shop, after you return from the labyrinth. Last of the 12 recipes in the published route.

    200 coins. 4 Scraps + 4 Gunpowder.

  13. Firearm

    Pistol

    Before you leave Story pickup after the flashlight and the power reset that opens the metal door.

    Comes with the pistol ammo recipe.

  14. Firearm

    Shotgun

    Before you leave On a body beside you after you fall into the graveyard and fix your foot.

    Missable if you run for the church without looking down.

    Graded hints

  15. Firearm

    SMG

    Before you leave Upper floor of the mansion, inside the large disc safe.

    The safe puzzle is separate from the gun. Open the safe before you leave the floor.

    Graded hints

  16. Firearm

    Revolver

    Before you leave Zora's second shop after you bring back the Statue's Head.

    300 coins. It is a purchase, not a floor pickup.

  17. Firearm

    Assault rifle

    Before you leave Zora's third shop. The guide says you can buy it now and leave it in storage.

    450 coins. Later used in the published method for the penetration trophy.

  18. Pain Pillar

    Pain Pillar 1

    Before you leave After the first sliding diamond hazard, turn right at the intersection with a bloody opening. The artifact is past a row of the same hazards.

    Health increase. The trophy wants it activated.

  19. Pain Pillar

    Pain Pillar 2

    Before you leave Past the paired wall spikes, the dead-end on the left shows the pillar room rotate. Go back through the spikes and take the new right-hand path.

    Health increase. The path changes after you look at the dead end.

  20. Pain Pillar

    Pain Pillar 3

    Before you leave Moving-stair room after the ladder. Shift the two cubes level with their platforms, move the fire, and follow the new path around.

    Health increase.

  21. Pain Pillar

    Pain Pillar 4

    Before you leave On the main path as you enter the labyrinth after the Sister.

    A published note says the full Pain trophy can pop early at this pillar. Activate it anyway.

  22. Pain Pillar

    Pain Pillar 5

    Before you leave Behind the painted door. The door opens when the wall spots complete the picture.

    Health increase. Last Pain artifact in the published route.

    Graded hints

  23. Suffering Pillar

    Suffering Pillar 1

    Before you leave After the lowering roof and the spike walls, turn left where red light comes out of the wall.

    Raises the Genesis meter, not health.

  24. Suffering Pillar

    Suffering Pillar 2

    Before you leave Where the Leviathan is visible and the Chatterer keeps appearing, turn around just before the gold arch with two blue flames.

    If you can see that arch, you have walked past it.

  25. Suffering Pillar

    Suffering Pillar 3

    Before you leave On the path immediately after the save point when you re-enter the labyrinth with Charlotte's heart.

    Easy to treat as scenery.

  26. Suffering Pillar

    Suffering Pillar 4

    Before you leave Octagon room. The artifact is on the third section, so the second and third sections have to be turned before you exit.

    Do this before you solve the room 'forward'.

  27. Suffering Pillar

    Suffering Pillar 5

    Before you leave Open beam room. Move the central flame onto the right-hand block, raise that block, then bring the flame back to the pillar to open the exit.

    The guide says a death in the beam returns you to the manual save. There is no checkpoint in the room.

    Graded hints

  28. Keypad

    Red hallway cupboard

    Before you leave Hallway cabinet immediately after you slip past Bruno.

    Reported codes disagree: 0199 and 9901. Try both before you leave.

    Graded hints

    Graded hints

  29. Keypad

    Medical room locker

    Before you leave Cabinet just after the bookshelf room with two enemies, beside a tub.

    Reported code 9891.

    Graded hints

  30. Keypad

    Graveyard house safe

    Before you leave Safe in the southeast cemetery house. A second write-up places it in Sean's kitchen, under a vinyl print.

    Reported code 9606. Both write-ups agree on the code and disagree on the room label.

    Graded hints

  31. Keypad

    Music room cupboard

    Before you leave Southeastern room on the mansion's top floor.

    Reported code 1966, from a date on a painting plus 300.

    Graded hints

  32. Keypad

    Snake room cupboard

    Before you leave Around the corner from the table that holds the voyeur ticket.

    Reported code 1952. The clue is pictures in the area; the arithmetic was not published.

    Graded hints

  33. Keypad

    Private bathroom cupboard

    Before you leave First room on the right after the puzzle-box door.

    Reported code 1923. The clue picture is in the next room.

    Graded hints

  34. Keypad

    Factory blue door

    Before you leave Dead end south of the fourth shop. The clue statues are in a later room, and the lock can be opened before you reach them.

    Reported code 1362.

    Graded hints

  35. Keypad

    Laundry room locker

    Before you leave Cabinet in the room that appears after the spinning trap crosses.

    Reported code 8571, taken from two TVs.

    Graded hints

  36. Keypad

    Break room locker

    Before you leave Same room as the ladder you climb next. Digits are on the walls facing away from the cabinet.

    Reported code 2342.

    Graded hints

  37. Keypad

    Sewer lever-room locker

    Before you leave Upstairs in the room whose bridge needs a lever. Listed by GamesRadar and absent from the PowerPyx collectible text reviewed here.

    Single-source code 1512. Codebreaker does not need this tenth lock.

    Graded hints

  38. Trophy action

    Wetwork

    Stealth-kill 10 cultists with the knife. The first floors are enough if you clear them, and later rooms still count.

    The knife does not break. Ordinary melee does.

  39. Trophy action

    What're Ya Buyin?

    At this shop Spend 666 or more coins at Zora. The published guide says PlayStation 5 tracking can freeze after the first shop.

    Manual save at the point left of the counter. Buy, sell, reload, repeat. Comments disagree about whether buyback counts.

  40. Trophy action

    What're Ya Sellin?

    At this shop Earn 999 or more coins from sales. Reported alongside the spend trophy, with the same first-shop warning.

    Do both before you leave the first counter.

  41. Trophy action

    Portable Guillotine

    Before you leave Behead 3 Unworthy with the same unbroken blade. The first zombie rooms are the published window.

    A comment says a blunt weapon also popped it. The guide itself specifies a blade and a blue-flash headshot.

  42. Trophy action

    Electro-Shock Therapy

    Before you leave Die to electrified water. The walkthrough label on the same day was Hairraiser: Revival. Confirm the name on your trophy list.

    Manual save in the next room, then step back into the water.

  43. Trophy action

    A Quiet Place

    Before you leave Leave the graveyard without being seen and without throwing a distraction. Manual save in the church as soon as you can.

    First-week comments describe failed stealth runs and a reload at the gate. Not a settled method.

    Graded hints

  44. Trophy action

    Sticks and Stones

    Before you leave Kill one enemy with a stone. The park after fire-throwing is the published spot: carry a stone, drop it, shoot until the enemy flashes, then throw.

    Exploding enemies are the wrong target.

  45. Trophy action

    Red Dead Damnation

    Before you leave Shoot all 9 bottles on the wooden frame to the right of the dock boat. They reset if you leave for more ammo.

    Manual save first. The guide says the bottles give no loot, so you can reload afterward.

    Graded hints

  46. Trophy action

    In the Land of the Pig, the Butcher is King

    69 Hellchains kills. The tutorial room can be reloaded from the latest autosave. A later sewer also has a crowd.

    Hellchains spends a full Suffering meter.

  47. Trophy action

    Trickshot

    Kill 2 enemies with one shot. The guide's method is the assault rifle with AP rounds, on the cultists after the hobby horse or later in the sewer.

    A comment reported a shotgun kill. The guide author could not reproduce that.

  48. Trophy action

    Lord of War

    Fill all 5 attachment slots on one gun. The guide recommends the SMG: drum or laser, linear compensator, heavy foregrip, supersonic bullets, skeletonized bolt carrier.

    If it does not pop, the guide says to reseat the drum magazine or swap it for the laser. Later shops may still sell the missing piece. The last shop is immediately before the final fight.

  49. Trophy action

    Experience Beyond Limits

    One of the two ending trophies. The action is on the trophy page, behind a spoiler, for when you are in the final apartment.

    The guide says you can reload the final autosave and take the other branch.

  50. Trophy action

    Human After All

    The other ending trophy. Mark it only after it shows on your list.

    Same autosave reload as the paired ending.

01

Hellraiser Revival walkthrough, by the objective on your screen

The route is the in-game menu: Find Sunny, Get to Safety, Free Sunny's Soul, and three different visits that all say Hunt Marlowe. Open the objective list.

02

Puzzle solutions, one hint at a time

Keypad codes are locker puzzles, not redeem codes. Hint one says where to look. Hint three is the reported solution, with the source and the day-one disagreement on the first lock. Browse puzzles.

03

Collectibles and crafting recipes

Trophy hunting tracks 5 firearms, 12 recipes, 5 Pain pillars, and 5 Suffering pillars. Pillars count when activated. Notes are lore, not trophies. Open the full checklist.

04

Trophy guide for the missable set

Twenty non-story trophies can be left behind, including Artificer. Librarian only means the recipes are in your list. See the roadmap.

Before you buy or boot the demo

Saber’s FAQ confirms the 8 October 2026 release, a Steam demo, Deluxe extras, and no announced DLC. Store prices move; the June announcement is not a live price. Demo, editions, and PC requirements.

Questions players bring to a guide

What is Hellraiser Revival?
Clive Barker's Hellraiser: Revival is a single-player first-person action survival horror game from Saber Interactive. You play Aidan, using the Genesis Configuration puzzle box to reach Sunny in the Labyrinth. It released on 8 October 2026 for PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and Steam.
Does Hellraiser Revival have chapter select?
Published walkthroughs say no. PowerPyx organizes its route by the in-game Objectives menu and says that leaving an area can close it for good. This site uses those objective names. It does not invent chapter numbers. Keep manual saves. The trophy roadmap reports 2 rotating autosaves and 8 manual slots per playthrough slot.
What is the difference between Librarian and Artificer?
Librarian is all 12 crafting recipes obtained. Artificer is each of those 12 items crafted at least once. The game does not track the second list. Checking “recipe obtained” on this site never checks “crafted once” for you.
Are Hellraiser Revival codes redeem codes?
No. On this site, codes mean keypad, safe, and locker puzzles. There is no gift-code menu to enter. A Saber FAQ page describes separate saber.games account rewards, which are not keypad codes.
Which trophies are missable?
The PowerPyx roadmap counts 45 offline trophies and treats every non-story trophy as missable, 20 of them, because there is no chapter select. Two shop trophies are also reported as bugged on PlayStation 5 if you leave the first shop without them. This site has not confirmed that bug on other platforms.
Can this checklist read my console or Steam save?
No. Boxes stay in this browser. Export a backup if you clear site data or switch phones. Nothing is uploaded.