What decides whether you finish Revival at 100% is not your aim. It is your coins and your saves. There is no chapter select, no New Game+ and no free roam: the Labyrinth seals behind you, and whatever you walk past stays walked past. Ten of the twelve recipes, two of the five guns and half the attachments are bought from Zora, coins are finite, and the game never tells you which items you have already crafted. So this guide puts every pillar, lock and pickup on the objective where it happens, keeps every code and puzzle answer sealed until you open the box, and before each likely point of no return shows a LAST CHANCE list of what you have not ticked yet. The story is yours to find, and the guide will not tell you who pays for it. Every tick saves on this device as you go.
Hellraiser: Revival is rated M (Mature 17+) by the ESRB for blood and gore, intense violence, nudity, strong language, strong sexual content and use of drugs. Steam lists nudity or sexual content, frequent violence or gore and general mature content, and the developer's own description adds torture, mutilation, and themes of suicide, domestic abuse and addiction. The game shows its own content warning before you play.
Streaming or recording it? Saber's official FAQ says streams and videos are allowed and encouraged, but asks creators to:
- set an 18+ age restriction with the platform's own tools,
- add a sexual themes label wherever the platform has one,
- and know that editing out the explicit scenes may not be enough. There is no streamer mode.
On Twitch that means the content classification labels for sexual themes, violent and graphic depictions, drugs and profanity (the mature-rated game label applies by itself). On YouTube, "made for kids: no" is not an age restriction: age-restrict the video itself. In October 2026 a creator lost a whole channel over a Revival video that had black bars but no age restriction.
Save, then spend. Make a manual save before every ⛓️ LAST CHANCE on The Descent. At Zora's first shop, run the buy-and-sell loop for three achievements, then reload. Buy recipes before anything you could craft, and craft one of everything the first time you can. In the graveyard, touch nothing. Fill one gun's five attachment slots (the Pistol is the cheapest). Both endings come from one autosave.
Every achievement works on the easiest difficulty, and difficulty mostly changes how you save, not what you can earn. If you want the 69 with the least pain, play on Easy or Normal, where the game autosaves, and keep your manual saves for the gates this guide marks.
Light. Systems, places, bosses, and puzzle answers kept sealed until you open them. The objective names are the game's own menu text. No story beats, and no ending is described.
- There is no going back. No chapter select, no New Game+, no free roam after the story. Areas close behind you, and the Labyrinth seals itself. Only your own manual saves can take you back.
- Saves: 8 manual slots and 2 rotating autosaves per playthrough. You save at wall orifices (F on PC). One stretch, the Leviathan's beam room, has no checkpoints at all.
- Zora is the economy. She sells recipes, two guns, attachments and supplies, and she buys treasure and spare items. Coins are finite and cannot be farmed, and not everything is affordable. Her stock grows as you go: unbought items are reported to still be on sale at her fourth shop.
- Crafting: recipes are bought or found; materials (Scraps, Cloth, Chemicals, Gunpowder, Coils, Herbs) come from containers at random. Ammo recipes are named by calibre: Ammo Pack .45 ACP crafts Pistol Ammo. The game does not record which items you have crafted, which is why the Workbench does.
- The Genesis Configuration solves Labyrinth puzzles and gives you three powers: Telekinesis (as you leave the sewer), Pyrokinesis (during Open the Gate to Charlotte) and Hellchains (after the third Chatterer chase, and it needs a full Suffering meter).
- Pillars: five Pain Pillars raise your health; five Suffering Pillars raise your Suffering meter. All ten sit in the Labyrinth runs, and none can be revisited.
- Unworthy flash blue when they are ready to finish: banish them, behead them with a blade, or use the moment for a thrown stone.
- Locks: numpad locks need a code (the clue is always nearby; any five earn Codebreaker). Basic locks need a Lockpick, which you craft once you buy the recipe.
- Difficulty: Easy, Normal, Hard and Hellraiser (from guide sites). Hard drops autosaves; Hellraiser spends a Save Token on every save and can only be picked at the start.
Pistol Ammo, Bandages and Medkits sit on Zora's shelf next to their recipes. Every coin spent on a box of ammo is a coin you do not have for a recipe, and the recipes are the achievements. Buy the recipe, then craft.
Three achievements count coins at Zora: spend 666, sell 999 and, on Steam, spend 1,337. On PS5 the counter is reported to freeze after the first shop. Make a manual save, sell everything, buy, sell again, repeat until they pop, then reload the save to get your coins back.
A Quiet Place wants the whole graveyard crossed unseen with nothing picked up or thrown, bottles and stones included. Players report the bear trap by the shed breaks it too. Save in the church first and keep that save.
Artificer wants every one of the 12 items crafted once, materials are random, and the final shop is the last chance before materials stop. Craft each new recipe once as soon as you can afford the materials, and tick it on the Workbench.
After the Sister of Mercy, the beam room has no checkpoints: dying sends you to your last manual save. Save before you go in. On Steam, dying to the gaze is even an achievement, though some players report it does not unlock.
| Threat | Answer |
|---|---|
| Cultists | Stealth first: the knife from behind, unseen. Ten clean stealth kills with no alert is Wetwork. |
| Unworthy | Shoot until they flash blue, then finish them: banish, behead with a blade, or kill with a thrown stone. |
| Armoured ghouls | Fire. On Steam, killing one without breaking any armour is Breacher. |
| The Chatterer | Three chases. Never fight: take whichever path it is not on, and solve the room on the move. |
| Charlotte 🔗 | Run first, burn her later. In the arena, break the boxes for ammo before the adds arrive. |
| Bruno 🔗 | Burn him, throw what you can, then the Shotgun. Twice. |
| Sister of Mercy 🔗 | Sneak past her once (being caught ends it). In her fight, ranged guns, dodge the knives, Hellchains when the room turns red. |
| Marlowe 🔗 | The bodies on his back first, then Hellchains, then the Shotgun on the real body. |
Eight manual slots is enough if you rotate them on purpose. The game does not name slots; this is our plan, matched to the LAST CHANCE gates. Never overwrite the only save from before something you still need.
| Slot | Save here | Why |
|---|---|---|
| 1 | Zora's first shop, before the loop | The 666 / 999 / 1,337 coin achievements; reload after |
| 2 | The church, before the graveyard run | A Quiet Place |
| 3 | Before the docks range (Find the Statue's Tongue) | Red Dead Damnation, before you pull the boat |
| 4 | Before going down the well | The surface closes |
| 5 | Before the south gate to Charlotte | Last visit to the second shop |
| 6 | Before the Leviathan's beam room | No checkpoints inside |
| 7 | Zora's fourth shop, before the elevator | The last relaxed shop |
| 8 | The final shop, before Marlowe | Buy, craft and sell before the end |
- Ladder fall-through on the way up to Zora's first shop (Get to Safety): stand back from the ladder before you use it. A second one is reported in a late sewer room.
- Bruno's banish prompt sometimes does nothing while he glows. Reload the last save.
- No Life in the Void, Only Death is reported not to unlock for some players.
- Lord of War may not pop with five attachments fitted: take one off and refit it.
- The Pain Pillar achievement may unlock early, the map is blank or wrong in parts of Hunt Marlowe, and one shop door may stick (its storage box is still reachable through the gap).
Every pillar, numpad lock, inventory expansion and Hellchains mark, then every coin Zora will ask you for. These are the same ticks as on The Descent, so tick wherever you are.
Numpad codes are sealed: read the clue first, and open the box only if you are stuck. Any five opened earn Codebreaker; the earliest fifth is the snake room cabinet. Nine locks are in every guide, and a tenth (the sewer lever room locker) comes from two sources only. Basic locks are different: they take a Lockpick.
Everything Zora sells that counts toward an achievement, by shop, with a verdict. Coins are finite and you cannot buy it all. Must covers all ten recipes (Librarian and Artificer), the Revolver and the Assault Rifle (Guns, Lots of Guns), the cheapest Lord of War plan (three Pistol attachments) and the Revolver Scope (I Spy, on Steam). Prices are from the published guides and Gibs's own screenshots of the first shop.
Loose coins in drawers and on bodies, treasure from each boss (Bruno's Scalpel, Charlotte's Crown, the Sister of Mercy's Whip, Bruno's Mask: sell them all), spare melee weapons and anything you will not use. Nobody has published sell values or a total for the whole game yet.
Five guns (two are bought), one of them filled to five attachments, every recipe owned and every item crafted once, and the 29 achievements you can miss on Steam.
The Pistol, done by objective 19 for 490 coins: Hair Trigger (150) and Extended Magazine (180) at the first shop, Heavy Grain Bullets (160) at the second, plus the Oversized Magazine Release (graveyard house safe) and 45 Super Rounds (the campground) for free. Check first: no source lists the slot types, and if two of those share a slot the Pistol cannot reach five. Look at the Pistol's slot names at Zora's first shop. The fallback is the SMG or the Assault Rifle, each with six attachments. If the achievement does not pop with five fitted, take one off and refit it.
Two ticks per recipe: Own (Librarian wants all 12) and Made (Artificer wants each item crafted once). The game tracks the first and not the second. Materials are as listed on the recipe cards; the crafted names of four ammo packs are still to be confirmed in game.
Steam has 69. These 29 can be missed: each sits on the objective where it opens, and the ones that stay open to the end appear on the final LAST CHANCE.
The other 40: story, or hard to miss
| Achievement | How |
|---|---|
| We Have Such Sights to Show You | Story: enter the Labyrinth for the first time |
| What's in the Box?! | Story: first Genesis Configuration puzzle |
| Not Leaving Us so Soon, Are You? | Story: the end of the prologue |
| The Box. You Opened it. We Came | Story: complete the prologue |
| A Waste of Good Suffering | Story: escape the chair |
| Finders, Keepers | Pick up coins |
| With My Own Two Hands | Craft anything |
| Knives Out | Kill an enemy with a knife |
| No Time for Argument | Story: escape the first Chatterer chase |
| Silent, but Deadly | Kill an enemy with a stealth takedown |
| Excessive Use of Force | Break a melee weapon in a fight |
| Bullet Time | Kill an enemy with a firearm |
| A Little to the Left, a Little to the Right | Open a basic lock with a lockpick |
| Not Even IP | Story: get into the club's VIP lounge |
| Just a Flesh Wound | Heal up to full health |
| Only Nightmares Last Forever! | Story: escape Charlotte at the church |
| Handyman | Repair a melee weapon |
| Oh Snap | Break a lockpick |
| What's Your Pleasure, Sir? | Buy anything from Zora |
| Power to the People | Fit any firearm attachment |
| With Great Power | Story: unlock Telekinesis |
| A Bigger Stick! | Reinforce a melee weapon |
| Burn? Oh, Such a Limited Imagination! | Story: shoot the lantern as you leave the graveyard |
| Demons to Some, Angels to Others... | Story: after the graveyard |
| Puzzle Me This | Complete 3 Labyrinth puzzles |
| Run, Aidan, Run! | Story: escape the second Chatterer chase |
| Welcome to Oblivion | Story: reach the Field of Souls |
| Puts More Flesh on My Bones | Story: after the first Labyrinth |
| Every Drop of Blood You Spill... | Story: leave the first Labyrinth |
| Come to Daddy | Story: beat Bruno in the mansion |
| Armed and Dangerous | Fill every firearm equip slot |
| Pyromaniac | Story: unlock Pyrokinesis (Steam only) |
| Heart on Fire | Story: beat Charlotte |
| So Much for the Cat and Mouse Shtick | Story: sneak past the Sister of Mercy |
| I Can Do This All Day | Story: escape the third Chatterer chase |
| Unlimited Power! | Story: unlock Hellchains |
| No Mercy | Story: beat the Sister of Mercy |
| Come Here, Damn You, I Want to Touch You | Story: beat Bruno a second time |
| Go to Hell! | Story: beat Marlowe |
| Tear Your Soul Apart | Story: complete the final Labyrinth |
Make Your Choice ends the game, with one ending for each answer. The final autosave sits right before the choice: take one ending, load that autosave from the main menu, and take the other. Both achievements come from one run. A first run takes most people 8 to 12 hours, and all 69 achievements on Easy or Normal about 10 to 14. What either ending means, you can find out for yourself.