How long to beat Hellraiser Revival?
Story ~8–10 hours. Speed ~5–6. Full collectibles/trophies ~15–18 on this wiki. Some roadmaps cite ~8–10 for a tight trophy route. Split the numbers.
Hellraiser Revival walkthrough: Prologue to Marlowe’s heart, 8–10h story, 15–18h collectibles. Labyrinth is one-way. Two endings. Verified Oct 2026.
Objective order, one-way Labyrinth, how long.
~8 min read
This Hellraiser Revival walkthrough is objective order plus a 100% caution: there is no chapter select and Labyrinth wings are mostly one-way. Story ~8–10h, speed ~5–6h, collectibles/trophies ~15–18h — split, not one number. Trophy roadmaps that cite ~8–10h for a focused 27-item run are a different band. Buy on Steam Verified October 9, 2026.
| Fact | Detail |
|---|---|
| Structure | Objectives menu — no traditional chapter select, no post-game free roam |
| Saves | 2 rotating autosaves + 8 manual slots per playthrough slot |
| Story | ~8–10 hours |
| Rush | ~5–6 hours |
| 100% / trophies (this wiki) | ~15–18 hours with exploration |
| Trophy-route cite | ~8–10h if you only take the 27 + misc trophies (PowerPyx band) |
| Missable | Everything not story-locked — walls close behind you |
| Mode | Single-player |
| Verified | October 9, 2026 |
Do not paste one number onto “how long to beat.” This Hellraiser Revival walkthrough splits the clock: a story push is about 8–10 hours, a rush that skips side lockers is about 5–6, and a collectible/trophy pass with exploration is about 15–18. Recaps that say ~11–12 hours sit in the middle. A trophy roadmap that says platinum in ~8–10 hours assumes you already know every pillar and do not wander.
| Goal | Hours | You will skip |
|---|---|---|
| Rush / story only | ~5–6 | Most lockers, optional trophies, extra maze rooms |
| Story, some extras | ~8–10 | Cleanup you forgot — there is no chapter select |
| 27 collectibles + 69 Steam achievements | ~15–18 (this wiki) | Nothing on the 27; notes still optional |
| Focused trophy route | ~8–10 (roadmap cite) | Lore documents, second looks at maps |
Trophy dump: difficulty does not change the list; easiest is legal. New Game+ is not listed. You cannot free-roam after the credits — cleanup is reload a manual save. Next: the objective names that actually print on the save file.
Matched by build plan, shared topics, and guide progression — not random related links.
Headings below match the Objectives menu (the only reliable “chapter” label). Higher-level objectives also print on the save file. Use this Hellraiser Revival walkthrough table as the spine; room-by-room 27 items sit on collectibles.

| Plan beat | Objective names you will see | 100% flag |
|---|---|---|
| Prologue | Find Sunny · Free Yourself · Unlock the Door | First box puzzle; chair escape |
| Ch1 Escape the Cult | Escape the Cult · Sneak Past Bruno · Outrun the Chatterer · VIP token | Keypads 0199/9901 and 9891; pistol + pistol ammo; first inventory upgrade |
| Ch2 Genesis / Charlotte | Take Back the Genesis Configuration · Escape Charlotte · Get to Safety · Find a Way Out of the Graveyard | First merchant shop (buy/sell trophies here or the tracker can stick); Telekinesis after sewers; shotgun; keypad 9606 |
| Ch3 Labyrinth | Free Sunny’s Soul · Exit the Labyrinth | Pain #1, Suffering #1–2 — easiest 100% deaths |
| Ch4 Charlotte heart | Hunt Charlotte · Open the Gate to Charlotte · Claim Charlotte’s Heart · Give Charlotte’s Heart to Sunny | SMG safe, Bruno fight, statue parts, then Pain #2 / Suffering #3 |
| Ch5 Sister of Mercy | Claim the Sister of Mercy’s Heart · Give the Sister of Mercy’s Heart to Sunny | AR from the merchant; sneak Sister; Hell Chains; Pain #3–4 / Suffering #4 |
| Ch6 Marlowe | Hunt Marlowe · Claim Marlowe’s Heart · Give Marlowe’s Heart to Sunny · Make Your Choice | Pain #5, Suffering #5, Bruno again, Marlowe arena |
If you leave a wing, assume it is gone. Eight manual slots are for pillar insurance, not for NG+ routing. Next: the opening beats that hide the first lockers.
Enter the Labyrinth through the wall, follow until a real room appears, then turn around into the dark hall. First box puzzle: move fire between pillars, then blocks. Escape the chair: nail, hook, stitches. Both hallway bodies feed the middle door. Skull nails: left, back, right, top for the Tongue Key.

| Beat | Do this | Missable |
|---|---|---|
| Bruno sneak | Crouch the loop; grab keycard when he walks the center; back-left door | Keypad 0199 or 9901 in the next hall (painting plaques) |
| First Chatterer | After the hallway save, run empty corridors — do not DPS | Story chase; trophy pops on escape |
| Knife | Stealth Wetwork on split cultists; knife does not break on stealth | Ten stealth kills — start here |
| Keypad 9891 | After the bookshelf room; number tattooed on the tub body | Cabinet loot |
| Pistol | After flashlight + power restore, metal door | Firearm 1/5 + pistol ammo recipe |
| Statue room | East security office: inventory upgrade + Leviathan Tip | Duckie puzzle on the diamond statue |
| VIP | Three fetch items for the girl in white; Bunny Toy opens north | No 27 items |
After you try to leave with the box, glass door → coat on the chair. Escape Charlotte by taking the opposite hall. Unworthy appear in Get to Safety: damage until blue flash, Genesis execute. Behead three with one repaired blade if you want Portable Guillotine. Next: why the maze after Sunny’s soul is the 100% killer.
Almost always. Walls close. Pain Pillars raise health; Suffering Pillars raise the Genesis meter. This Hellraiser Revival walkthrough will not pretend you can return from Field of Souls to grab Pain #1.

| Pillar | When (objective) | Where (verified dump) |
|---|---|---|
| Pain #1 | Free Sunny’s Soul | After spinning diamonds, right at the bloody hole; four more diamonds, artifact beyond |
| Suffering #1 | Same visit | After spike walls + descending roof, left at the red wall light; counterclockwise traps |
| Suffering #2 | Leviathan in the distance, Chatterer pops | At the arches, turn around immediately — blue-flame gold arch means you went too far |
| Suffering #3 | After Charlotte’s heart | On the path after the save |
| Pain #2 | Same visit | Past left/right wall spikes; peek left dead-end, then back through spikes and right |
| Suffering #4 / Pain #3 | After sneaking Sister, in the maze | Octagon paths (3rd section); then moving stairs + Labyrinth cubes + fire pillar |
| Pain #4 | After Sister heart | Main path as you re-enter |
| Suffering #5 / Pain #5 | Late Marlowe hunt | Leviathan beam + fire-to-block; painted door picture flip |
On the way out of Free Sunny’s Soul you chase again and shove blocks with the box. Mid-chase jail beat is scripted. Field of Souls: reshape the cube to the slot. Exiting resurrects Sunny’s plot and starts the heart hunts. Full room text stays on collectibles. Next: the heart chapters without HP fanfic.
Charlotte Strauss, Sister of Mercy, Colin Marlowe — in that order — then give each heart to Sunny. Bruno is a grab-chase human boss (mansion, then again late), not a heart. Chatterer is never a heart.
| Heart | Prep | Fight note (verified dump) |
|---|---|---|
| Charlotte | Statue hand/head/tongue gates, SMG from gold-disc safe (Left, Top×4), shotgun ammo | Arena + cop cars for ammo; fire from torches/explosives stuns ~10s; shotgun to the head; half HP she climbs a cliff — shoot the explosive she holds |
| Sister of Mercy | Sneak her to reclaim the box first; Hell Chains unlocked after the third Chatterer | Ranged; dodge knife volleys; at 2/3 and 1/3 HP she charges a grab — damage then Hell Chains prompt |
| Marlowe | Pain #5 / Suffering #5 done; AR + AP rounds if you still need Trickshot | Final heart — do not invent phase charts beyond “defeat Marlowe” |
Bolt cutters in the south shed open the northwest chain. Bruno in the basement eats ammo — shotgun first, pick up Bruno’s Scalpel to sell. Mansion keypad 1966 (painting date + 300). Sacrifice room statues match the painting (spear up, human face, scales level). Security card in the bedroom book opens the front door. Next: endings, spoiler-gated.
Trophy dumps list two story trophies, not a third secret fork. After the ritual, Make Your Choice: follow the Cenobites through the hole in the wall, or stay until the wall closes. Reload the final autosave from the main menu to take the other fork. Collectibles do not change this dump.
| Trophy | Action (dump) |
|---|---|
| Experience Beyond Limits | Walk through the hole after the Cenobites (accept the offer) |
| Human After All | Stay in the room until the wall closes (deny the offer) |
| Cleanup | Main menu → reload final autosave → opposite choice |
| 27 collectibles? | Not listed as an ending flag — still grab them; they are missable |
| Pinhead as a final HP bar? | No — bargain / Doug Bradley |
| Chapter select an ending? | No — autosave at the choice only |
If the autosave already committed you, the opposite trophy needs that reload. This Hellraiser Revival walkthrough will not add a third secret ending without a dump.
Next: mark every missable on the Hellraiser Revival collectibles list before the next Labyrinth wall. Heart tactics sit on bosses.
Story ~8–10 hours. Speed ~5–6. Full collectibles/trophies ~15–18 on this wiki. Some roadmaps cite ~8–10 for a tight trophy route. Split the numbers.
Trophy dumps list two. Follow the Cenobites through the hole (accept) or wait until the wall closes (deny). Reload the final autosave for the other trophy. This wiki does not add a third ending.
Yes as intent: 27 collectibles (5 firearms, 12 recipes, 5 Pain Pillars, 5 Suffering Pillars) plus 69 Steam achievements. Pillars are missable.
No. Objectives menu only. Reload a manual save to clean up.
October 9, 2026
Matched by build plan, shared topics, and guide progression — not random related links.