← All guides Just DroppedHorrorFirst-PersonActionPS5
Clive Barker's Hellraiser: Revival
Pinhead is back, voiced by Doug Bradley, in a first-person horror game made with Clive Barker. Our review, the platinum roadmap, a missable-order walkthrough and all 45 trophies explained in depth, from the bugged shop trophies to every Labyrinth Pillar.
The Review
A faithful, gruesome return to the Labyrinth
When Aiden Lynch's girlfriend, Sunny, is pulled through an impossible gateway by the Genesis Configuration, he follows her into a cult's compound, a BDSM nightclub that fronts for Cenobite worshippers, and the Labyrinth itself. Hellraiser: Revival is a first-person survival-horror game in the vein of modern first-person Resident Evil, with tight inventory, a merchant (Zora), crafting from scavenged materials and breakable melee weapons. Doug Bradley returns as Pinhead, and the story was shaped with Clive Barker himself. It shows: this is closer to The Hellbound Heart and the first two films than to the slasher sequels.
The puzzle box is the star. You use it to carry fire between sconces, slide Labyrinth blocks, throw objects with Telekinesis and, later, tear whole rooms apart with Hellchains. The Labyrinth sections, with their impossible geometry and the teleporting Chatterer chases, are genuinely tense and the best thing here. The gore is extreme, even by series standards, but it serves themes of control and consent that the game handles more thoughtfully than you'd expect.
The weak spot is combat: enemies soak hits, guns feel light, and the sewer and woodland stretches drag. Critics are split (around 69–74 on Metacritic depending on platform), and we land in the middle: a short, faithful, often brilliant Hellraiser game held back by ordinary fighting. For trophy hunters it's a breezy 4/10 platinum. The only real threats are the two bugged shop trophies and the lack of Chapter Select.
Platinum Roadmap
The road to To Hell and Back
One playthrough, 8–10 hours, no difficulty or online trophies. Everything that isn't story is missable, so the order matters more than the skill.
1Play on the easiest difficulty and follow a missable-order route. There's no Chapter Select, and every area locks behind you. Our walkthrough lists every Pillar, keypad, gun, recipe and miscellaneous trophy in the order you reach them. 2Shop trophies at the FIRST shop (about an hour in). Both are bugged on PS5 if left for later. Save next to Zora, then sell, buy, Buyback and sell again until both pop.
3Save at the graveyard church for A Quiet Place, the hardest trophy. Don't pick up bottles or stones, and leave the bear trap alone.
4Use your 8 manual saves as checkpoints: before each Labyrinth (10 Pillars), before the docks bottles, before the Leviathan-beam field (no checkpoint there). Farm Hellchains kills by reloading the autosave.
5Finish, then reload the final autosave for the second ending.
Trophy Guides
In-depth guides
All 45 trophies, explained in depth, with verified grades (1P/3G/9S/32B) and the real trophy art, plus a full missable-order walkthrough.
πΊοΈ
Missable-Order Walkthrough
Every missable trophy, collectible, keypad and Pillar in story order, so one playthrough is enough.
π¦
Story & the Labyrinth
The prologue, all three Chatterer chases, the Labyrinth puzzles and the two Genesis Configuration powers.
βοΈ
Bosses & Endings
Bruno (twice), Charlotte, the Sister of Mercy and Marlowe, with tactics for each fight, plus both endings from one save.
ποΈ
Collectibles: Pillars, Guns, Recipes & Keypads
All 10 Labyrinth Pillars, 5 firearms, 12 crafting recipes, 9 keypad codes and the full SMG build for Lord of War.
π©Έ
Missable & Combat Trophies
The bugged shop trophies, A Quiet Place, the docks bottles, Hellchains farming, beheadings and the Trickshot.
Every Trophy
All 45 trophies β explained in depth

To Hell and Back
Details
Unlock the other 44 trophies. It's a single playthrough of about 8–10 hours, fully offline, with no difficulty trophies, so play on the easiest setting. The catch is that there's no Chapter Select: 20 trophies are missable, so follow the walkthrough order and keep your 8 manual save slots spread through the run. Tip: Do the two shop trophies at the first shop (they're bugged otherwise), save before the graveyard for A Quiet Place, and reload the final autosave to get the second ending.
Story & the Labyrinth 17 trophies
The 17 story trophies that track Aiden's descent: the prologue in the Labyrinth, the cult's compound, the three Chatterer chases, the Field of Souls and the two Genesis Configuration powers, Telekinesis and Hellchains. None of these can be missed.

What's in the Box?!
Details
Bronze β Use the Genesis Configuration. Story. At the end of that first Labyrinth section you're prompted to use the
Genesis Configuration to carry fire from one pillar to another, then shift some blocks to reach the exit. The trophy pops the first time you use the box.
Tip: This is the tutorial for the puzzle mechanics you'll use all game: drawing and shooting fire, and moving Labyrinth blocks at a distance.
Full guide → 
Puzzle Me This
Details
Bronze β Complete 3 Labyrinth puzzles. Story. Count three Labyrinth puzzles. It pops on your second long Labyrinth visit (
Free Sunny's Soul) after the traversal puzzle where you spin the tube you're walking on while traps rotate around it.
Tip: This Labyrinth also holds Pain Pillar #1 and Suffering Pillars #1 and #2, all missable. See the Collectibles page.
Full guide → 
Not Leaving Us so Soon, Are You?
Details
Bronze β Escape the Labyrinth. Story. Pops when you finish the first Labyrinth section and reach the bed beneath the
Leviathan, at the end of the prologue.
Tip: Unlocks together with The Box. You Opened it. We Came.
Full guide → 
The Box. You Opened it. We Came
Details
Bronze β Complete the prologue. Story. Awarded at the end of the cutscene that follows reaching the
Leviathan, which closes the prologue. The route there: step through the wall into the
Labyrinth while searching for Sunny, use the
Genesis Configuration for the first time to carry fire from one pillar to another, shift the blocks to reach the exit, and walk to the bed beneath the Leviathan. The two trophies before it (first Labyrinth entry and first use of the box) pop on the same short stretch, so the prologue gives you three story trophies in a row.
Tip: Can't be missed. There are no Pillars or other collectibles in the prologue, so you can play it blind.
Full guide → 
A Waste of Good Suffering
Details
Bronze β Escape confinement. Story. You wake up strapped to a chair in the cult's compound. Look down at your arms and interact with the
nail in your hand, then the
hook in your arm, then the
stitches in your other arm. The trophy pops as you leave the room.
Tip: From here on, pick up every coin you see: you can't buy everything from Zora and there's no way to farm money.
Full guide → 
No Time for Argument
Details
Bronze β Escape from the Chatterer. Story. The first
Chatterer chase starts right after the save point in the hallway, when you try the door. The Chatterer teleports beside and in front of you; keep taking the corridors where it
isn't standing until you're out.
Tip: Chases don't use combat. Sliding under the low blocks keeps your speed up.
Full guide → 
Only Nightmares Last Forever!
Details
Bronze β Escape from Charlotte. Story. After you retake the Genesis Configuration in the VIP area,
Charlotte chases you through the halls. Same rule as the Chatterer: run down the path opposite to where you see her.
Tip: Pops at the end of the Scarlet Church section when you get away.
Full guide → 
With Great Power
Details
Bronze β Unlock the Telekinesis power. Story. Unlocks when you leave the sewer for the woods and gain
Telekinesis: grab objects in the world and throw them at enemies while you have
Suffering (the blue bar, bottom left).
Tip: Suffering refills when you damage enemies or finish staggered Unworthy with the Genesis Configuration, so finishers are free power.
Full guide → 
Run, Aidan, Run!
Details
Bronze β Escape from the Chatterer, again. Story. The second Chatterer chase, on the way out of the Free Sunny's Soul Labyrinth. This time you also move blocks with the Genesis Configuration, and mid-chase you're pulled into a jail cell for a short fight before it resumes. In the final pillared room, push one block down, then slide the other into the left wall to hit the button that opens the exit.
Tip: Unlocks together with Welcome to Oblivion.
Full guide → 
Demons to Some, Angels to Others...
Details
Bronze β Talk to a Cenobite. Story. Awarded after the cutscene that follows your escape from the graveyard, when you speak with a Cenobite.
Tip: If you're going for A Quiet Place, that trophy pops just before this, as you place the statue key on the church door.
Full guide → 
Welcome to Oblivion
Details
Bronze β Reach the Field of Souls. Story. Pops as you finish the second Chatterer chase and arrive in the
Field of Souls.
Tip: Run to the pillar, then rotate and shift the Genesis Configuration until it fits the slot.
Full guide → 
Every Drop of Blood You Spill...
Details
Silver β Resurrect Sunny. Story. After the second Chatterer chase drops you into the
Field of Souls (Welcome to Oblivion), run to Sunny's pillar and rotate and shift the Genesis Configuration until it fits the slot. The trophy unlocks as you leave the Labyrinth and Sunny is brought back. This closes the
Free Sunny's Soul Labyrinth, which also holds
Pain Pillar #1 and
Suffering Pillars #1 and #2. That Labyrinth seals behind you, so make sure you have all three before you use the pillar.
Tip: Silver. Can't be missed, but the three Pillars in the same section can. Check the Collectibles page before you finish it.
Full guide → 
Puts More Flesh on My Bones
Details
Bronze β Begin the hunt for the hearts. Story. Awarded after the next cutscene, when you're back in control in the apartment and the hunt for the three
hearts (Charlotte, the Sister of Mercy, Marlowe) begins.
Tip: Next stop is Zora's second shop. The Pistol's Heavy Grain Bullets (160 coins) are a worthwhile buy here.
Full guide → 
We Have Such Sights to Show You
Details
Bronze β Enter the Labyrinth. Story. It unlocks in the opening minutes, the moment you step through the wall into the
Labyrinth for the first time while searching for Sunny.
Tip: The opening maze loops back on itself a few times by design. When you reach a space that looks like a normal room, turn around and head back into the dark corridor to move on.
Full guide → 
I Can Do This All Day
Details
Silver β Escape from the Chatterer, yet again. Story. The third and last Chatterer chase, after going down through the club in the Exit the Labyrinth section. Lower the block over the spinning blades to cross, and in the hallway of paintings go through the door and interact with the items on the table
three times to return to the chase.
Tip: Silver. Unlocks together with Unlimited Power!
Full guide → 
So Much for the Cat and Mouse Shtick
Details
Bronze β Sneak past Sister of Mercy. Story. In Get the Genesis Configuration Back, the
Sister of Mercy throws the Genesis Configuration through a wall high above. Sneak around her, climb the stairs to the top of the room and go through the hole into the Labyrinth.
Tip: Throw bottles across the room to pull her away. If you go around the
left of the lower area first, there's an Inventory Capacity Upgrade on the back of a chair with a body in it.
Full guide → 
Unlimited Power!
Details
Bronze β Unlock the Hellchains power. Story. Pops right after the third chase, when Aiden gains
Hellchains: with a full Suffering bar, hold the shoulder buttons to hook every basic enemy in range and rip them apart.
Tip: The room you're in is the best place for In the Land of the Pig, the Butcher is King (69 Hellchain kills). See the Missables page.
Full guide → Bosses & Endings 9 trophies
Five boss fights and the final choice. The fights are tough on resources rather than reflexes: bring Shotgun ammo and use fire wherever the arena offers it. Both endings come from the same final autosave.

Burn? Oh, Such a Limited Imagination!
Details
Bronze β Set Charlotte on fire. Story. At the graveyard's exit, shoot the
lantern in the church to set Charlotte alight and get away.
Tip: This is the escape, not the fight. You actually defeat Charlotte later for Heart on Fire.
Full guide → 
Come to Daddy
Details
Silver β Defeat Bruno. Story. Your first fight with
Bruno, in the mansion basement (reached through the chained door north-west of the mansion; the Bolt Cutters are in the shed to the south). He's a huge, armoured brute who mostly chases you round the small room trying to grab you. Keep moving, use the
throwable objects in the room first, then switch to the
Shotgun, which does the most boss damage.
Tip: Expect to burn most of your ammo and melee weapons here. Afterwards pick up
Bruno's Scalpel from the floor: it's a Treasure item you can sell to Zora.
Full guide → 
Heart on Fire
Details
Silver β Defeat Charlotte. Story.
Charlotte is fought in a big arena (Claim Charlotte's Heart). Before the fight starts, break every box for ammo; the two
police car trunks hold more. Set her on fire with the arena's explosives, or by drawing flame from the torches and shooting it at her. Fire stuns her for about
10 seconds: run in and Shotgun her
in the head. At half health she leaps onto the cliff and throws exploding enemies down. Shoot one
while she's holding it to knock her back into the arena, then repeat the fire-and-Shotgun loop.
Tip: When the police arrive, ignore the adds and let them do the shooting. Grab
Charlotte's Crown from her body to sell.
Full guide → 
No Mercy
Details
Silver β Defeat the Sister of Mercy. Story. The
Sister of Mercy flies around the room, so this is a ranged fight. When she throws knives, stop shooting and dodge until the volley ends. At
2/3 and
1/3 health the room turns red and, after about 10 seconds, she charges across to grab you. Hit her a few times as she comes, she drops to the ground, and you're prompted to finish the phase with
Hellchains.
Tip: Silver. Take the
Sister of Mercy's Whip from her body to sell. Pain Pillar #4 is on the main path right after this fight.
Full guide → 
Come Here, Damn You, I Want to Touch You
Details
Gold β Defeat Bruno, again. Story.
Bruno again, near the end (Find and Use the Missing Bell). Same patterns as before but you're far better armed.
Set him on fire, then Shotgun him point-blank. At half health he smashes through a wall into the previous room; follow him and finish the job.
Tip: Gold. He steals the Genesis Configuration afterwards, but few enemies stand between you and getting it back. Pick up his
mask later to sell. The shop door can bug here; the storage box is still reachable through the gap.
Full guide → 
Go to Hell!
Details
Gold β Defeat Marlowe. Story. The final boss,
Marlowe, is easier than the others. Shoot the
three bodies on his back (Revolver, SMG or Assault Rifle) to stun him, then use
Hellchains to pull open the monster's "mouth" and expose his real body. Unload the Shotgun into it. At half health the fight moves to the other side of the arena: repeat, then walk up and finish him with the Genesis Configuration.
Tip: Gold. The last shop sits right before this fight and you can't gather materials or kill anything else after it, so sell your melee weapons (you won't need them) and stock Shotgun ammo.
Full guide → 
Tear Your Soul Apart
Details
Gold β Complete the Ritual of Rebirth. Story. After giving Marlowe's heart to Sunny you're dropped into the last Labyrinth, the
Ritual of Rebirth. Run for the red gate, avoiding the platform tiles that crumble, and use the Labyrinth blocks to keep moving.
Tip: Gold. Next comes the ending choice.
Full guide → 
Experience Beyond Limits
Details
Silver β Finish the story by accepting the Cenobites' offer. Missable. Ending A. Back in the apartment,
follow the Cenobites through the hole in the wall to accept their offer.
Tip: Both endings from one run: after the credits, load the
final autosave. It puts you just before the last scene, so you can pick the other option.
Full guide → 
Human After All
Details
Silver β Finish the story by denying the Cenobites' offer. Missable. Ending B. In the apartment,
stay in the room and wait until the hole in the wall closes, refusing the Cenobites' offer.
Tip: Do whichever ending you want first, then reload the final autosave for this one.
Full guide → Collectibles: Pillars, Guns, Recipes & Keypads 8 trophies
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.

The Further Regions of Experience
Details
Bronze β Activate a Labyrinth pillar artifact. Missable. Activate your first
Labyrinth Pillar artifact, Pain or Suffering. 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.
Full guide → 
Codebreaker
Details
Bronze β Unlock 5 numpad locks. Missable. 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.
Tip: The first five come by the Voyeur Room (1952), so you'll normally have it before the late game.
Full guide → 
Guns, Lots of Guns
Details
Bronze β Acquire all firearms. Missable. 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.
Full guide → 
Lord of War
Details
Silver β Fully upgrade a firearm. Missable. 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.
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.
Full guide → 
Librarian
Details
Bronze β Collect every crafting recipe. Missable. 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.
Full guide → 
Artificer
Details
Silver β Craft every craftable item. Missable. 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.
Full guide → 
There Are No Limits
Details
Bronze β Find and activate every pain pillar artifact. Missable. 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.
Tip: The trophy can pop early, at Pain Pillar #4, but grab #5 anyway since it's free health.
Full guide → 
Pain And Pleasure, Indivisible
Details
Bronze β Find and activate every suffering pillar artifact. Missable. 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.
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.
Full guide → Missable & Combat Trophies 10 trophies
The ten trophies you have to do on purpose. Two of them, the shop trophies, are bugged and must be done at the very first shop or they may never unlock. The rest have one ideal spot each, listed below with a save-and-reload safety net.

What're Ya Buyin?
Details
Bronze β Spend 666+ coins in the shop. Missable. Spend
666 coins in total at Zora's shops. β οΈ
Bugged on PS5: the tracker can freeze for good after the first shop. So do it at the
first shop (about an hour in, Get to Safety):
manual save at the save point just left of the shop, sell everything you can, buy as much as you can, then rebuy your purchases from the
Buyback tab and sell them again. Repeat until both shop trophies pop.
Tip: If they don't pop, reload the manual save and repeat. Players report rebuys only counting from the main stock, so buy from Zora's regular stock, reload, and repeat. If you skip this, the trophy may stay locked until a patch.
Full guide → 
What're Ya Sellin?
Details
Bronze β Earn 999+ coins from sales. Missable. Earn
999 coins from sales in total. β οΈ
Bugged on PS5, same as What're Ya Buyin?. Do both together at the
first shop with the save-sell-buy-rebuy loop described there.
Tip: Treasure items exist only to be sold. If one shop trophy pops and the other freezes, reload the manual save; once it's stuck in a later save, only a patch will fix it.
Full guide → 
A Quiet Place
Details
Bronze β Escape the graveyard without throwing anything or being seen. Missable. The hardest trophy. Get through the
graveyard (Find a Way Out of the Graveyard)
without being seen and
without throwing anything. When you drop in,
don't pick up any bottles or stones;
manual save at the church save point. Part 1, out to the shack: hug the
east edge, let the Cultists walk out of the middle path, crawl under the wall into the empty eastern section and walk to the shack in the south-east. Save again there. Part 2, back with the statue key, with
Charlotte patrolling: stay crouched in bushes (a
crossed-out eye icon means you're hidden) and trail behind her. At the centre take the south path back the way you came; when she goes fully south, loop north-west and crawl under the tree. She doesn't enter the Cultist side, so walk to the church and place the key.
Tip: Players report it failing if you pick up or trigger the
bear trap by the shed, so leave it. If you were spotted on the way back, reloading the latest autosave right outside the church and then placing the key has been reported to award it anyway. The Shotgun, keypad 9606 and an Inventory Upgrade are also here.
Full guide → 
Sticks and Stones
Details
Bronze β Use a stone to kill an enemy. Missable. Kill an enemy with a
thrown stone. Stones only do a sliver of damage, so prepare the kill. Best spot:
Find the Statue's Tongue, after you learn to draw and shoot fire. Grab a stone near the mansion to the east and carry it. When you meet a
normal Unworthy (not an exploding one), drop the stone, shoot the zombie until it
flashes blue, pick the stone up and throw it to finish it.
Tip: Don't use stones in the graveyard if you're doing A Quiet Place. Drop the stone whenever you need to shoot exploders, then pick it back up.
Full guide → 
Red Dead Damnation
Details
Bronze β Shoot every bottle at the docks shooting range. Missable. Shoot all
9 bottles on the wooden frame standing in the water at the
docks, to the right of the boat you pull in by rope for a puzzle block (Find the Statue's Tongue). You need 9 bullets in one go: leaving to find ammo respawns every bottle.
Tip: Use the Pistol. Do it
before pulling the boat (that spawns enemies), and manual save first so you can reload and get the ammo back, since the bottles give nothing.
Full guide → 
In the Land of the Pig, the Butcher is King
Details
Bronze β Rip apart 69 enemies using Hellchains. Missable. Kill
69 enemies with Hellchains across the run. Hellchains need a full Suffering bar and instantly rip apart every basic enemy you hook. Farm it the moment you unlock the power after the third Chatterer chase: fight the room until your Suffering is full, Hellchain everything, then
reload the latest autosave (it puts you back in the same room, everyone alive) and repeat.
Tip: Kills carry over through reloads. The large zombie-filled sewer before Marlowe is a backup farm if you're short.
Full guide → 
Wetwork
Details
Bronze β Stealth kill 10 cultists without alerting anyone. Missable. Stealth-kill 10 Cultists without alerting anyone. You get the
knife in Outrun the Chatterer: crouch behind a Cultist and take them out silently in one hit. You can reach 10 in that first compound if you stealth every Cultist there, and there are plenty more later.
Tip: Stealth kill whenever you can anyway: it's one hit, uses no ammo and doesn't wear down your breakable melee weapons.
Full guide → 
Electro-Shock Therapy
Details
Bronze β Die from electric shock. Missable. Die from electric shock. Some areas have
electrified water on the floor that kills instantly. The first is in Get to Safety, past the first shop: reach the next save point in the following room, save, walk back into the water and die.
Tip: Reload afterwards and nothing is lost.
Full guide → 
Portable Guillotine
Details
Bronze β Behead 3 or more enemies with the same melee weapon. Missable. Behead 3 enemies with the same melee weapon before it breaks (broken weapons are discarded and can't be repaired). Shoot an
Unworthy (zombie) until it flashes blue, but instead of the Genesis finisher, hit it
in the head with a fully repaired
blade. Do it on the first two Unworthy you meet in Get to Safety, then one of the three in the sewer room.
Tip: Don't use that weapon for anything else until the third beheading. Players also report getting it with the nail bat.
Full guide → 
Trickshot
Details
Bronze β Kill 2 or more enemies with a single shot. Missable. Kill
2 enemies with one bullet. You need penetration: the
Assault Rifle with
AP Rounds (180 coins at the third shop). Best spot: in Get to Marlowe, once you pick up the
Hobby Horse and open the door, very weak zombified Cultists rush you: 2 at once, then about 8 in the bathroom they come from. Line two up and fire.
Tip: Backup: the big sewer before Marlowe. Get two Unworthy flashing blue, line them up, one AR shot. A Shotgun Slug Rounds upgrade (behind the candle altar near the carousel puzzle block) is also reported to work.
Full guide →
FAQ
Hellraiser: Revival platinum β quick answers
How long does the Hellraiser: Revival platinum take?
About 8–10 hours, all in one playthrough. The story alone is just under 9 hours, and the trophy extras fit along the way if you follow a missable-order route.
Is the Hellraiser: Revival platinum hard?
No, about 4/10. There are no difficulty trophies, so play on the easiest setting. The hardest trophy is A Quiet Place: escaping the graveyard without being seen or throwing anything.
Are there missable trophies?
Yes,
20 of 45. There's
no Chapter Select and no free roam after the story, and areas lock behind you, so every collectible, keypad and miscellaneous trophy is missable. The game gives you
8 manual save slots plus 2 autosaves, so keep saves spread out. Our
missable-order walkthrough lists everything in order.
Are What're Ya Buyin? and What're Ya Sellin? bugged?
Yes, on PS5 the tracker for both can freeze after the first shop. Do them there, about an hour in: manual save at the point next to Zora, sell everything, buy, rebuy from Buyback and sell again until both pop. If they don't, reload and repeat. Once they're stuck in a later save, only a patch can fix it.
Can I get both endings in one playthrough?
Yes. After the credits, load the final autosave. It drops you just before the last scene in the apartment, so you can make the other choice: follow the Cenobites through the wall (Experience Beyond Limits) or stay until it closes (Human After All).
Are there online trophies?
No. All 45 trophies are offline. The PS5 list also drops several achievements that exist on PC, such as dying to the Leviathan's gaze.
Where are all the keypad codes?
There are 9 numpad locks and you need 5 for Codebreaker. The codes we confirmed are 0199/9901, 9891, 9606, 1966, 1952, 1923, 1362, 8571 and 2342; where each one is, and its clue, is on our
collectibles page.