Collectibles: Pillars, Guns, Recipes & Keypads
The 27 trophy collectibles (5 Pain Pillars, 5 Suffering Pillars, 5 firearms, 12 crafting recipes) plus the keypad locks and the five-attachment SMG. Everything here is missable: the Labyrinth closes walls behind you and the real-world areas lock once you move on. Notes and documents are lore only and count for nothing.
All 10 Labyrinth Pillars
Pain Pillars raise your health, Suffering Pillars raise the Suffering meter. Each sits a little off the main path inside a Labyrinth section that seals behind you, so look for side turns.
| Pillar | Where (objective) | Exact location |
|---|---|---|
| Pain #1 | Free Sunny's Soul (Labyrinth) | Past the first corridor with the swinging diamond blade, turn right at the junction with the bloody hole in the wall. Cross the room with four more diamonds in a row; the Pillar is on the far side. |
| Pain #2 | Give Charlotte's Heart to Sunny (Labyrinth) | Go through the pair of spikes jutting from the left and right walls, turn left to the dead end (this spins the Pillar's area round), then walk back through the spikes and turn right: the path now leads to it. |
| Pain #3 | Exit the Labyrinth (after the Sister takes the box) | After the ladder, in the room with moving staircases, line up the two Labyrinth cubes on the left with the platforms beside them, then fire the pillar in the room. Follow the new path past it to the Pillar. |
| Pain #4 | Give the Sister of Mercy's Heart to Sunny | On the main path as you enter the Labyrinth straight after the Sister of Mercy fight. The all-Pain trophy may pop here. |
| Pain #5 | Reclaim the Genesis Configuration from Bruno | Use the painted door and flip the wall tiles until the picture is complete; the Pillar is behind the door. |
| Suffering #1 | Free Sunny's Soul (Labyrinth) | After running past the spiked walls under the lowering ceiling, turn left at the junction lit red from the wall. The Pillar is ahead, in the area where traps circle the track anticlockwise. |
| Suffering #2 | Free Sunny's Soul (Labyrinth) | In the stretch with the Leviathan in the distance and the Chatterer flickering around you, stop when arches come into view and turn around: it's behind you. If you reach the arch with two blue flames and gold trim, you've gone too far. |
| Suffering #3 | Give Charlotte's Heart to Sunny (Labyrinth) | Right on your path, just after the save point at the start of this Labyrinth. |
| Suffering #4 | Exit the Labyrinth (after the Sister takes the box) | In the room where you rotate octagonal sections to form paths, it's on the third section. Rotate the second and third sections to reach it before leaving. |
| Suffering #5 | Hunt Marlowe (Leviathan-beam field) | Near the front of the open area with the sweeping Leviathan beam, take the central flame and shoot it at the block to the right. Raise that block in the side area to reveal the Pillar, then fire back at the pillar to open the way out. No checkpoint here, so manual save first. |
All 5 firearms
| Gun | Where |
|---|---|
| Pistol | Automatic: after you pick up the flashlight and reset the power to open the metal door (Outrun the Chatterer). |
| Shotgun | On a body right beside you after you drop into the graveyard and fix your foot (Find a Way Out of the Graveyard). |
| SMG | The large disc safe on the mansion's upper floor (Find a Statue's Missing Part). From the starting position spin Left, Top, Top, Top, Top. The safe also has an Inventory Capacity Upgrade. |
| Revolver | Zora's second shop for 300 coins, once you have the Statue's Head. |
| Assault Rifle | Zora's third shop for 450 coins (Hunt Marlowe). Store it if you're short of space, since you need it with AP Rounds for Trickshot. |
All 12 crafting recipes
The game doesn't track what you've crafted, so tick them off here. Materials are random and finite.
| Recipe | Source · price (coins) | Materials |
|---|---|---|
| Bandage | Automatic from the start | 3 Cloth + 1 Chemicals |
| Pistol Ammo | Automatic with the Pistol | 3 Scraps + 2 Gunpowder |
| Medkit | Shop 1 · 200 | 2 Cloth + 4 Herbs + 1 Chemicals |
| Lockpick | Shop 1 · 120 | 3 Scraps + 3 Coils |
| Basic Repair Kit | Shop 1 · 120 | 1 Scraps + 1 Cloth + 2 Coils |
| Advanced Repair Kit | Shop 2 · 180 | 2 Scraps + 1 Cloth + 1 Chemicals + 2 Coils |
| Shotgun Ammo (12-Gauge) | Shop 2 · 220 | 3 Scraps + 1 Cloth + 3 Gunpowder + 1 Chemicals |
| SMG Ammo (9mm) | Shop 2 after the Statue's Hand · 140 | 2 Scraps + 3 Gunpowder + 2 Coils |
| Bear Trap | Shop 2 after the Statue's Tongue · 120 | 3 Scraps + 2 Coils |
| Fuel Can | Shop 2 after the Statue's Tongue · 180 | 2 Scraps + 3 Chemicals |
| Revolver Ammo (.357) | Shop 3 · 180 | 2 Scraps + 4 Gunpowder + 1 Chemicals |
| Assault Rifle Ammo (7.62) | Shop 3 after Exit the Labyrinth · 200 | 4 Scraps + 4 Gunpowder |
All 9 keypad codes
Five are needed for Codebreaker. Every code comes from a clue in the same area, so if one doesn't match your game, read the clue.
| Code | Objective | Where & clue |
|---|---|---|
| 0199 or 9901 | Sneak Past Bruno | Cabinet in the hallway straight after sneaking past Bruno. Clue: the plaques beside two paintings in that hallway. Players have needed both orders, so try the other if one fails. |
| 9891 | Outrun the Chatterer | Cabinet just past the bookshelf room with two enemies. Clue: the number tattooed on the back of the body in the nearby bathtub. |
| 9606 | Graveyard | Safe in the house in the cemetery's south-east corner. Holds the Pistol's Oversized Magazine Release. |
| 1966 | Mansion, upper floor | Cabinet in the south-east room. Clue: the date on the back of a painting, plus 300 (the note left of the cabinet explains). |
| 1952 | Enter the Voyeur Room | Around the corner from the table with the Voyeur Ticket; the clue is in pictures around the area. Holds the SMG Laser Pointer. This is usually your 5th code. |
| 1923 | Get to Marlowe | Room immediately right after the puzzle-box door; clue in a picture in the next room. Holds Revolver Hollowpoint Rounds. |
| 1362 | Use the Elevator | Dead end south of the fourth shop; the digits are on statues in the next area, but the room opens now. Holds the AR Heavy Lower Handguard and an Inventory Capacity Upgrade. |
| 8571 | Reclaim the Genesis Configuration from Bruno | Cabinet in the room that appears after the spinning trap sweeps across; digits from the two TVs. Holds Revolver Overpressure Ammunition. |
| 2342 | Hunt Marlowe | Cabinet in the room with the ladder up; the digits are on the walls facing away from it. A storage chest is in the next area if your bag is full. |
The five-attachment SMG
For Lord of War. The SMG is the gun with five attachments you can actually collect, most of them free.
| Attachment | Where |
|---|---|
| Supersonic Bullets | Zora's second shop, 300 coins, after the Statue's Hand |
| Linear Compensator | Free: the lockpick cabinet in the south-west room at the bottom of the well (Find the Statue's Tongue) |
| Drum Magazine or Laser Pointer | Drum Mag: second shop, 250 coins, after the Statue's Tongue. Laser Pointer: free, in the 1952 keypad cabinet |
| Skeletonized Bolt Carrier | Free: in a suitcase behind the bar on the lower floor of the waterfall room (Get to Marlowe) |
| Heavy Foregrip | Zora's shop after the blob enemy in Get to Marlowe. Fitting it is usually the moment Lord of War pops |

The Further Regions of Experience
BronzeFull guideCollapse Activate a Labyrinth pillar artifact.

The Further Regions of Experience
BronzeFull guideCollapseHow to earn it
Activate your first Labyrinth Pillar artifact, Pain or Suffering. The first one is Pain Pillar #1 in the Free Sunny's Soul Labyrinth (exact spot in the table above). Pillars are artifacts tucked just off the main path in the Labyrinth sections: Pain Pillars raise your maximum health and Suffering Pillars raise the Suffering meter behind Telekinesis and Hellchains. The first one most players reach is Pain #1: past the first corridor with the swinging diamond blade, turn right at the junction with the bloody hole in the wall and cross the room with four more diamonds in a row.
Tip
Missable only in theory: you'll get it with the first Pillar on the full set. Each Labyrinth seals behind you, so treat every Pillar as a one-time chance.

Codebreaker
BronzeFull guideCollapse Unlock 5 numpad locks.

Codebreaker
BronzeFull guideCollapseHow to earn it
Open 5 numpad locks. There are 9 in the game, all with a 4-digit code hidden in a nearby clue, and each one is missable once you leave its area. All nine codes are in the table above.
Tip
The first five come by the Voyeur Room (1952), so you'll normally have it before the late game.

Guns, Lots of Guns
BronzeFull guideCollapse Acquire all firearms.

Guns, Lots of Guns
BronzeFull guideCollapseHow to earn it
Own all 5 firearms: Pistol (automatic), Shotgun (on a body where you land in the graveyard), SMG (the mansion's disc safe), Revolver (300 coins at the second shop) and Assault Rifle (450 coins at the third shop).
Tip
Budget for the Revolver and Assault Rifle. You need the Assault Rifle anyway, for Trickshot.

Lord of War
SilverFull guideCollapse Fully upgrade a firearm.

Lord of War
SilverFull guideCollapseHow to earn it
Fill all 5 attachment slots on one gun. Not every gun has five attachments available, so use the SMG: most of its parts are free pickups. The full build is Supersonic Bullets, Linear Compensator, Skeletonized Bolt Carrier, Heavy Foregrip, plus Drum Magazine or Laser Pointer (see the table above for where each one is).
Tip
It doesn't always pop the moment the fifth slot fills. If not, remove the Drum Magazine or Laser Pointer and refit it, or swap one for the other.

Librarian
BronzeFull guideCollapse Collect every crafting recipe.

Librarian
BronzeFull guideCollapseHow to earn it
Own all 12 crafting recipes. Two are automatic (Bandage, Pistol Ammo); the other ten are bought from Zora at shops one, two and three as they appear. The last one, Assault Rifle Ammo, is at the third shop after the Exit the Labyrinth section.
Tip
Recipes cost 120–220 coins each. Prioritise them over upgrades you don't need, because money is finite.

Artificer
SilverFull guideCollapse Craft every craftable item.

Artificer
SilverFull guideCollapseHow to earn it
Craft each of the 12 items at least once. The game does not track which ones you've made, so keep your own checklist. Materials are random and finite (they don't respawn and can't be bought).
Tip
Silver. Make one of each as soon as you can, and don't waste materials making extra Bear Traps or Fuel Cans, the costly ones you'll rarely need. The final shop before Marlowe is your last chance.

There Are No Limits
BronzeFull guideCollapse Find and activate every pain pillar artifact.

There Are No Limits
BronzeFull guideCollapseHow to earn it
Activate all 5 Pain Pillars. Each raises your maximum health. They sit just off the main path inside the Labyrinth sections, which seal behind you, so you get exactly one chance at each. Exact locations are in the table above.
Tip
The trophy can pop early, at Pain Pillar #4, but grab #5 anyway since it's free health.

Pain And Pleasure, Indivisible
BronzeFull guideCollapse Find and activate every suffering pillar artifact.

Pain And Pleasure, Indivisible
BronzeFull guideCollapseHow to earn it
Activate all 5 Suffering Pillars. Each raises your maximum Suffering, the meter behind Telekinesis and Hellchains. Same rules as the Pain Pillars: one chance each, inside the Labyrinth. See the table above.
Tip
The last one (#5) is in the Leviathan-beam field, which has no checkpoint. Save before it, because dying in the beam sends you back to your manual save.
More Hellraiser: Revival guides
Review & Platinum Roadmap
Our review, the roadmap and all 45 trophies on one page.
Missable-Order Walkthrough
Every missable trophy, collectible, keypad and Pillar in story order, so one playthrough is enough.
Story & the Labyrinth
The prologue, all three Chatterer chases, the Labyrinth puzzles and the two Genesis Configuration powers.
Bosses & Endings
Bruno (twice), Charlotte, the Sister of Mercy and Marlowe, with tactics for each fight, plus both endings from one save.
Missable & Combat Trophies
The bugged shop trophies, A Quiet Place, the docks bottles, Hellchains farming, beheadings and the Trickshot.