What weapons does Hellraiser Revival have?
Melee (knife, machete, bat, pipe, plank, saw, Deluxe Nailer) plus five firearms (pistol, shotgun, SMG, revolver, AR). Damage numbers Unverified.
Hellraiser Revival combat is three layers: melee with durability, guns with scarce ammo, and Genesis powers. Armored enemies resist blades — switch to blunt, a gun, or the box. You go down in a couple of hits. Damage tables stay Unverified; there is no calculator on this wiki. Buy on Steam Verified October 9, 2026.
| Layer | Verified note |
|---|---|
| Melee | Light, heavy, block, dodge, sprint, dismember; durability; repair kits; knife does not break on stealth |
| Guns | Pistol, shotgun, SMG, revolver, AR — five in the 27; attachments at Zora or in the world |
| Box | Telekinesis / Pyrokinesis / Hell Chains spend Suffering — Genesis Configuration |
| Armor | Blades bounce conceptually — blunt / guns / box |
| Ammo | Extremely limited; craft packs; headshots pop |
| Verified | October 9, 2026 |
Recaps mix Resident Evil packing, Condemned-style melee, and a Bioshock-like box in the off hand. This Hellraiser Revival combat page is the spend order, not a frame-data sheet.

| Layer | Pay with | Win condition |
|---|---|---|
| Stealth knife | Position | One-hit cultist, no durability |
| Blade melee | Durability | Flesh, beheads, Portable Guillotine |
| Blunt melee | Durability | Armor, some trophy beheads (nail bat dump) |
| Guns | Ammo tiles on the grid | Boss windows, exploding Unworthy, Trickshot |
| Box | Suffering | Executes, fire stuns, chain packs |
| Sprint / slide / dodge | Stamina of the chase | Chatterer / Charlotte — not a DPS race |
Cenobites are survival events. Cultists and Unworthy are the fights. If a recap shows Indiana Jones sliding, that is Chatterer, not a reason to empty the shotgun. Next: why the bat dies.
Matched by build plan, shared topics, and guide progression — not random related links.
Always, except stealth knife kills. Recaps: weapons break super fast. Basic Repair Kit (shop 1) and Advanced Repair Kit (shop 2) are pack tax. Fully repair a blade before Portable Guillotine (three beheads, same weapon).
| Tool | Keep it for | Sell it when |
|---|---|---|
| Knife | Wetwork / stealth | Never — it is the free layer |
| Machete / blade | Unworthy heads after a blue flash | It is at 1 durability and you have no kit |
| Bat / pipe / plank | Armored cultists | You found a better blunt and the grid is full |
| Saw | Dismember / gore utility | Durability is gone |
| Deluxe Nailer | If you own Deluxe — stats Unverified | You need the tiles more than the skin |
| Repair kits | Pre-boss and pre-Guillotine | You already have two and need a lockpick |
Unworthy take more damage than cultists. Blue flash = Genesis execute. Behead with a blade after softening with bullets if you are trophy hunting. Next: the five guns.
Ammo is extremely limited. Craft pistol ammo as soon as you have the recipe. Shotgun is the boss chunker (Charlotte, Bruno, Marlowe’s open mouth). AR with AP rounds is the Trickshot tool. Do not treat SMG as a spray hose.

| Gun | Spend on | Craft / shop flag |
|---|---|---|
| Pistol | Softening, bottles at the dock (9 shots, then reload the save) | Ammo recipe with the gun |
| Shotgun | Boss heads, Bruno basement, Marlowe’s revealed body | 12-gauge recipe shop 2 |
| SMG | Mid-range packs after ignite; Lord of War attachment mule | 9mm recipe after Statue’s Hand |
| Revolver | Marlowe’s back bodies / precision | .357 recipe shop 3; 300 coin gun |
| Assault Rifle | Trickshot (AP rounds, two lined cultists or two blue-flash Unworthy) | 450 coins shop 3; 7.62 recipe after maze |
Buy what the collectibles dump names when you pass that Zora. Hair Trigger, Dragon Breath, AP Rounds are real product names. Percent buffs stay Unverified. Next: armor.
Blades waste durability. Recaps: blunt vs sharp have different use cases; dodge is limited. Blunt, gun, or Telekinesis props. The van-key room even names an armoured zombie on the path.
| If they look… | Open with | Finish with |
|---|---|---|
| Padded / helmet cultist | Bat or pipe | Box throw if Suffering is high |
| Unworthy, no plate | Knife stealth or blade | Genesis execute on blue |
| Exploding Unworthy | Distance gun | Do not stand in the pop |
| Bruno (human grab boss) | Room throwables, then shotgun | Scalpel loot after |
| Blob / sewer late | You can ignore trash and path to the blob | AR / shotgun |
Limited dodge plus two-hit fragility is why this Hellraiser Revival combat loop feels tight. Block when you must; leave when it is Chatterer. Next: stealth as ammo.
When a cultist is split and you still need Wetwork or ammo. Crouch, backstab, knife. Graveyard A Quiet Place forbids throws and detection — bushes show a crossed-out eye. Sister of Mercy sneak is bottles, not chains.

Recaps call cultist AI weak and the game still hard because ammo and durability are the real bosses. Next: the mistake table.
Scan before Charlotte’s arena or Marlowe’s backs.
| Mistake | Fix |
|---|---|
| No repair kit in the pack | Buy Basic Repair at shop 1; craft one |
| SMG spray in hour one | Knife and execute |
| Hell Chains on one enemy | Save for packs / Sister grabs / Marlowe stun |
| Standing still in Chatterer | Sprint the empty path |
| All melee sold before Marlowe | Dump actually says you can sell melee for Marlowe — keep shotgun shells instead |
| Invented DPS wiki numbers | Use this Hellraiser Revival combat table, not a calculator |
Hearts want shotgun ammo, fire, and a full Suffering bar. Route: bosses.
Next: take the three heart hunts with a stocked pack on Hellraiser Revival bosses. Box verbs: Genesis Configuration.
Melee (knife, machete, bat, pipe, plank, saw, Deluxe Nailer) plus five firearms (pistol, shotgun, SMG, revolver, AR). Damage numbers Unverified.
Yes — durability. Stealth knife kills are the exception. Repair kits at Zora.
Yes. Craft packs. Headshot when you fire.
October 9, 2026
Matched by build plan, shared topics, and guide progression — not random related links.