Clive Barker's Hellraiser: Revival
Before you startHigh missable risk
- Difficulty
- Starting on hardest is not required. Start on Easy for the collection run. None of the 69 achievements requires a difficulty tier, so stacking does not apply. Easy or Normal also keeps the final-autosave ending route available.
Difficulty details
Easy allows the collection route. The graveyard stealth challenge, one-way pillars and full firearm upgrade need planning; several Steam-only combat challenges add work.
- Missables
- High missable risk; the count is not settled.
Missable details
Keep saves before leaving areas and shop visits; reaching the finale does not reopen prior objectives.
- Co-op
- No co-op requirement recorded.
Online details
Single-player list; no competitive match or co-op partner is required.
- Save planning
- Review the recorded save or replay precautions before advancing.
Read precautions
Keep saves before leaving areas and shop visits; reaching the finale does not reopen prior objectives.
Unofficial guide. Locations are not verified in game. Details
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Unofficial Clive Barker's Hellraiser: Revival 100% achievement guide: how to unlock all 69 achievements, plus all 27 collectibles with step-by-step directions and landmarks. Tick them off as you play.
Story objectives
Escape the Cult — Free Yourself and Outrun the Chatterer
Point of no return: Finish these checks before leaving the cult compound; returning to its rooms requires an earlier save.
- Bandage. After you free yourself from the chair, open the Crafting menu. Bandage is already unlocked; there is no recipe pickup or purchase. Gather materials as you explore and make one when the menu shows you have enough.
- Pistol. During Outrun the Chatterer, take the flashlight and restore the power that opens the metal door. The story gives you the Pistol at this point. Check that it is in your inventory before continuing.
- Pistol Ammo. Take the flashlight, restore power and open the metal door during the escape from the cult compound. Receiving the Pistol also unlocks Pistol Ammo in the Crafting menu.
Get to Safety — Zora’s first shop
Point of no return: Keep a save at this shop before leaving the sewer; do not spend all your coins on consumables before purchasing the recipes.
- Medkit. After meeting the first Unworthy and crossing the sewer, climb the next ladder to Zora. Open her shop and buy the Medkit recipe for 200 coins. Check the Crafting menu after the purchase. Watch out: Keep a save at this shop before leaving the sewer; do not spend all your coins on consumables before purchasing the recipes.
- Lockpick. Climb from the sewer to the first Zora shop. Buy the Lockpick recipe for 120 coins, then check that Lockpick appears among your crafting options. Watch out: Keep a save at this shop before leaving the sewer; do not spend all your coins on consumables before purchasing the recipes.
- Basic Repair Kit. At the shop reached by climbing the ladder out of the sewer, speak to Zora and purchase Basic Repair Kit for 120 coins. Keep track of crafting one for Artificer. Watch out: Keep a save at this shop before leaving the sewer; do not spend all your coins on consumables before purchasing the recipes.
Find a Way Out of the Graveyard
Point of no return: The church exit ends the graveyard sequence; take the weapon and finish the stealth challenge before using that exit.
- Shotgun. After dropping into the graveyard and straightening your injured foot, search the body immediately beside the landing spot and take the Shotgun. Save at the church on the left before entering the patrol routes. Watch out: The church exit ends the graveyard sequence; take the weapon and finish the stealth challenge before using that exit.
Free Sunny’s Soul — first pillar hunt
Point of no return: Labyrinth walls close behind you. Activate each pillar before continuing past its trap section; there is no chapter select.
- Pain Pillar #1. Pass the first corridor containing a diamond-shaped trap that moves back and forth while spinning. At the next junction, look for the bloodied hole in the wall and turn right. Cross the room with four more moving diamond traps to reach the pillar on the far side, then use its health-increase interaction. Watch out: Labyrinth walls close behind you. Activate each pillar before continuing past its trap section; there is no chapter select.
- Suffering Pillar #1. Run through the corridor with spiked walls while the ceiling descends. At the following junction, take the left branch toward the red light on the wall. Pass the traps moving counterclockwise around their track and activate the suffering pillar ahead. Watch out: Labyrinth walls close behind you. Activate each pillar before continuing past its trap section; there is no chapter select.
- Suffering Pillar #2. Proceed through the Labyrinth stretch with distant Leviathan views and repeated Chatterer appearances. As arches first appear on the route ahead, face back the way you came and activate the pillar behind you. Do this before reaching the arch decorated with gold and a pair of blue flames; that arch is beyond the pickup. Watch out: Labyrinth walls close behind you. Activate each pillar before continuing past its trap section; there is no chapter select.
Open the Gate to Charlotte — second Zora shop
Point of no return: Buy these recipes before moving beyond the mansion and park objectives; keep a save at the second shop.
- Advanced Repair Kit. When Open the Gate to Charlotte becomes your objective, visit Zora’s second shop. Purchase Advanced Repair Kit for 180 coins and check the new crafting option before searching for statue pieces. Watch out: Buy these recipes before moving beyond the mansion and park objectives; keep a save at the second shop.
- Ammo Pack 12-Gauge. At the second Zora shop during Open the Gate to Charlotte, buy Ammo Pack 12-Gauge for 220 coins. This is the Shotgun ammunition recipe; owning the Shotgun alone does not unlock it. Watch out: Buy these recipes before moving beyond the mansion and park objectives; keep a save at the second shop.
Find a Statue’s Missing Part — mansion
Point of no return: Open the upper-floor safe before completing the mansion escape and leaving the area.
- SMG. Go upstairs in the mansion and approach the large safe with rotating discs. Arrange the gold markings into four central sections, keeping the left, right and bottom slots connected to the middle. With the discs still in their original positions, turn Left once and turn Top four times. Take the SMG from the opened safe. Watch out: Open the upper-floor safe before completing the mansion escape and leaving the area.
Find a Way to Exit the Mansion — Statue’s Hand
Point of no return: Return to the second Zora shop after collecting the Statue’s Hand, before advancing through the remaining statue gates.
- Ammo Pack 9mm. Collect the Statue’s Hand in the mansion and leave using the Security Card at the front door. Return to Zora’s second shop and buy Ammo Pack 9mm for 140 coins. This recipe produces SMG ammunition. Watch out: Return to the second Zora shop after collecting the Statue’s Hand, before advancing through the remaining statue gates.
Complete the Second Statue — Statue’s Head
Point of no return: Visit the second shop after bringing back the Statue’s Head and before moving beyond the statue-piece area.
- Revolver. Once you have recovered the Statue’s Head in the swamp, revisit the second shop run by Zora. Pay 300 coins for the Revolver. Keep it available for the scoped-kill challenge after its scope is on sale. Watch out: Visit the second shop after bringing back the Statue’s Head and before moving beyond the statue-piece area.
Complete the Final Statue — Statue’s Tongue
Point of no return: Buy both recipes before finishing the statue gates and leaving for Charlotte.
- Bear Trap. Recover the Statue’s Tongue in the underground area beneath the well. Return to Zora’s second shop and buy the Bear Trap recipe for 120 coins. Craft one for Artificer as materials permit. Watch out: Buy both recipes before finishing the statue gates and leaving for Charlotte.
- Fuel Can. After obtaining the Statue’s Tongue from below the well, revisit Zora’s second shop. Purchase the Fuel Can recipe for 180 coins, then record when you craft one for Artificer. Watch out: Buy both recipes before finishing the statue gates and leaving for Charlotte.
Give Charlotte’s Heart to Sunny
Point of no return: Activate both pillars before leaving this Labyrinth visit; closing passages prevent ordinary backtracking.
- Suffering Pillar #3. After defeating Charlotte, enter the Labyrinth for Give Charlotte’s Heart to Sunny. Continue along the main route beyond the save point and activate the suffering pillar standing in your path. Watch out: Activate both pillars before leaving this Labyrinth visit; closing passages prevent ordinary backtracking.
- Pain Pillar #2. Continue until you cross between the spikes extending from the two facing walls. At the junction beyond them, take the left branch to its dead end; the section holding the pain pillar turns into a new position ahead. Go back between the spikes and choose the right branch this time. The aligned route now reaches the pillar, where you can activate the health increase. Watch out: Activate both pillars before leaving this Labyrinth visit; closing passages prevent ordinary backtracking.
Hunt Marlowe — third Zora shop
Point of no return: Buy the weapon and recipe before progressing through the Voyeur Room and Sister of Mercy sequence.
- Assault Rifle. During Hunt Marlowe, visit Zora’s third shop and purchase the Assault Rifle for 450 coins. You can put it into the shop’s storage chest if inventory space is tight. Take it back out for Trickshot once you can buy AP Rounds. Watch out: Buy the weapon and recipe before progressing through the Voyeur Room and Sister of Mercy sequence.
- Ammo Pack .357. At the third Zora shop during Hunt Marlowe, buy Ammo Pack .357 for 180 coins. Confirm the Revolver ammunition recipe appears in the Crafting menu before continuing to the Voyeur Room. Watch out: Buy the weapon and recipe before progressing through the Voyeur Room and Sister of Mercy sequence.
Exit the Labyrinth — recover the Configuration
Point of no return: Finish both optional pillar paths before continuing out of this Labyrinth visit.
- Suffering Pillar #4. Reach the room with octagonal sections that rotate to form paths. The suffering pillar stands on the third section. Rotate both the second and third sections until they connect a route to it, cross over and activate the pillar before leaving the room. Watch out: Finish both optional pillar paths before continuing out of this Labyrinth visit.
- Pain Pillar #3. Climb the ladder into the room with shifting staircases. On the left, move both Labyrinth Cubes until they sit level with the platforms on either side. Transfer fire to the pillar beside the moving staircases to open the route. Follow that path around the pillar to the pain artifact and activate it. Watch out: Finish both optional pillar paths before continuing out of this Labyrinth visit.
Get to Marlowe — return to the third shop
Point of no return: Purchase this recipe before leaving the third-shop area; later crafting still depends on the materials you have saved.
- Ammo Pack 7.62. After returning from the Labyrinth with Hellchains unlocked, revisit Zora’s third shop. Buy Ammo Pack 7.62 for 200 coins. This is the Assault Rifle ammunition recipe and the last of the twelve recipes on the acquisition route. Watch out: Purchase this recipe before leaving the third-shop area; later crafting still depends on the materials you have saved.
Give The Sister of Mercy’s Heart to Sunny
Point of no return: Use the pillar before continuing through the Labyrinth; its position is on this particular return after the boss fight.
- Pain Pillar #4. Defeat the Sister of Mercy and enter the Labyrinth for Give The Sister of Mercy’s Heart to Sunny. Activate the pain pillar directly on the main path as you enter. Watch out: Use the pillar before continuing through the Labyrinth; its position is on this particular return after the boss fight.
Hunt Marlowe — Leviathan’s beam
Point of no return: The beam chamber has no intermediate checkpoint on the described route. Activate the pillar and reopen the exit before leaving.
- Suffering Pillar #5. Enter the open chamber swept by Leviathan’s beam and work toward the front, where fire burns in the middle. Take that flame with the Configuration and send it to the right-hand block. Walk into the side passage, lift the block and activate the exposed suffering pillar. Bring the flame back to the central pillar afterward so the exit opens again. Watch out: The beam chamber has no intermediate checkpoint on the described route. Activate the pillar and reopen the exit before leaving.
Reclaim the Genesis Configuration from Bruno
Point of no return: Solve the painted door and activate the pillar before using the elevator to continue the final hunt.
- Pain Pillar #5. During Reclaim the Genesis Configuration from Bruno, find the painted door after the room with the travelling spinning trap. Interact with the door and flip the panels in the wall until they complete the picture. Open the door and activate the pain pillar beyond it before continuing to the elevator. Watch out: Solve the painted door and activate the pillar before using the elevator to continue the final hunt.
Achievements
69 achievements. 2 can be missed for good: they are marked Missable.
Story (28)
We Have Such Sights to Show You
At the start of Find Sunny, pass through the opening in the wall into the Labyrinth. Entering this first Labyrinth visit unlocks the achievement.
- Follow the Labyrinth corridors as they loop. When you reach the section resembling a real room, turn back into the dark hallway to continue the prologue.
What's in the Box?!
During the prologue, use the Genesis Configuration when the Labyrinth prompts you to manipulate its fire and blocks.
- Near the end of the opening Labyrinth, transfer fire between the two pillars with the Configuration.
- Move the blocks as prompted to continue to the end of the area. This first use is the achievement trigger.
Not Leaving Us so Soon, Are You?
Complete the opening Labyrinth route and reach the bed beneath Leviathan. This ends the first visit and triggers the escape achievement.
The Box. You Opened it. We Came
Finish Find Sunny, including the Labyrinth’s first Configuration puzzle and the scene at the bed beneath Leviathan. The prologue achievement unlocks at the end of that scene.
A Waste of Good Suffering
At the start of Escape the Cult, free yourself from the chair and leave the confinement room.
- Look down at your restraints. Remove the nail from your hand, release the arm hook next, and deal with the stitches on your opposite arm last.
- After the restraints are removed, exit the room to finish the confinement milestone.
No Time for Argument
During Outrun the Chatterer, survive the first chase that starts when you try the door beyond the hallway save point.
- Run through the Labyrinth corridors. Whenever the Chatterer appears beside or ahead of you, continue along a passage that it is not blocking.
- Keep moving until you leave the chase area; escaping, rather than fighting, is the condition.
Not Even IP
In the club, obtain the VIP access item from the woman in white and use the north-side door to enter the VIP area.
- Go to the southeast room and speak to the woman in white on the bed. She asks you to bring three objects.
- Collect the requested objects from the floor in the southwest room, the table in the northwest room and the shelf in the northeast room.
- Deliver the three objects to the woman in white and complete her interaction. Take her access item to the room’s northern door and enter the VIP area.
Only Nightmares Last Forever!
During Escape Charlotte, survive the chase after recovering the Genesis Configuration in the Scarlet Church section.
- On the club route, backtrack through the glass door into the hallway. Pass its save point, examine the coat draped over a chair and use the next door.
- When Charlotte pursues you, run along the hallways and choose the route opposite her position until the chase ends.
With Great Power
Finish the sewer portion of Get to Safety and continue into the woods. Telekinesis unlocks as you progress out of the sewer, giving this story achievement.
Burn? Oh, Such a Limited Imagination!
At the end of the graveyard escape, shoot the lantern at the exit to burn Charlotte. This is a story event, separate from defeating her later.
Demons to Some, Angels to Others...
Leave the graveyard through the church exit and watch the following Cenobite encounter. The conversation during this story scene triggers the achievement.
Puzzle Me This
(Incomplete) Complete three Labyrinth puzzles during story progression. The third counted puzzle is the traversal section where you rotate the tube you walk along while its traps spin. Incomplete: The three counted puzzles are identified by progression, but the tube’s complete rotation and traversal sequence is not written here.
- Reach Free Sunny’s Soul and continue through its mandatory puzzle path, including the rotating-tube traversal.
- Finish that traversal and check the achievement before continuing into the later Chatterer chase.
Run, Aidan, Run!
Escape the second Chatterer chase on the way out of the Free Sunny’s Soul Labyrinth visit.
- Use unblocked routes to avoid the Chatterer and move the obstructing blocks with the Configuration.
- After the temporary jail-cell sequence returns you to the chase, reach the open room filled with pillars.
- Lower the block on one side, then move the other block toward the left wall to press the button and open the exit.
Welcome to Oblivion
Finish the second Chatterer chase and enter the Field of Souls. This milestone arrives with the escape from the Free Sunny’s Soul Labyrinth visit.
Puts More Flesh on My Bones
Resurrect Sunny and leave the Field of Souls. Watch the next scene and regain control in the apartment; this begins the hunt for the hearts and unlocks the achievement.
Every Drop of Blood You Spill...
At the Field of Souls, reach Sunny’s pillar and use the Genesis Configuration to fit its slot. Leave the Labyrinth after the pillar interaction to trigger Sunny’s resurrection milestone.
- Follow the Field of Souls route to the pillar. Rotate and shift the Configuration until its shape fits the socket, then interact with the pillar.
- Continue through Exit the Labyrinth; the achievement arrives when you leave this visit.
Come to Daddy
During Find a Statue’s Missing Part, defeat Bruno in the mansion basement for the first time.
- Take the Bolt Cutters from the toolbox in the small shed south of the mansion. Use them on the chained door at the mansion’s northwest side.
- In Bruno’s room, keep out of his grabs while attacking. Use the throwable objects in the room, then your Shotgun as supplies allow.
- Continue damaging him while moving away from his approach until the first fight ends.
Pyromaniac
(Incomplete) Unlock the Configuration’s Pyrokinesis power during the statue-piece progression. This is the fire-moving ability gained before searching for the Statue’s Tongue. Incomplete: The power’s story condition is known, but the exact interaction that awards Pyrokinesis is not identified here.
Heart on Fire
Complete the statue gates and defeat Charlotte during Claim Charlotte’s Heart.
- Use the arena’s supply boxes and the two police-car trunks for ammunition. Ignite Charlotte with an explosive or by transferring fire from a torch.
- While the fire stuns her, approach and shoot her head with the Shotgun.
- At half health Charlotte climbs to the cliff and starts throwing explosive enemies. Hit one before she throws it to bring her back to the arena. Use fire and head shots again to finish the fight.
So Much for the Cat and Mouse Shtick
After the Sister of Mercy takes the Configuration, slip past her and enter the Labyrinth through the opening at the top of the room.
- Watch where she moves, then climb the stairs toward the wall opening where the box was thrown.
- You can throw bottles across the room to draw her away from your route. Pass through the upper wall opening to finish the sneak section.
I Can Do This All Day
Complete the third Chatterer chase after the Labyrinth visit with the octagonal platforms and moving staircases.
- Continue through the lower area and club into the final chase. In the spinning-blade room, lower the block to form a crossing.
- At the hallway with paintings, go through the door and interact with the objects on the table three times to return to the chase.
- Finish the escape sequence; the Hellchains unlock follows it.
Unlimited Power!
Finish the third Chatterer chase and reach the Hellchains tutorial. Receiving Hellchains at the end of this escape is the achievement trigger.
No Mercy
Defeat the Sister of Mercy during Claim the Sister of Mercy’s Heart.
- Attack with ranged weapons while she flies. When she begins throwing knives, stop firing and dodge until the volley ends.
- At the red phases around two-thirds and one-third health, she eventually rushes toward you to grab you. Shoot her during the approach until she falls.
- Use Hellchains when the prompt appears, then continue the fight until she is defeated.
Come Here, Damn You, I Want to Touch You
Defeat Bruno in the later bell-area encounter; the earlier mansion fight does not satisfy this second victory.
- Ignite Bruno and use the Shotgun at close range while avoiding his attacks.
- At half health he moves through a hole in the wall. Follow him back to the preceding room and finish the fight.
- Continue with Reclaim the Genesis Configuration from Bruno afterward.
Go to Hell!
After the final Zora shop, defeat Marlowe at the end of the hunt.
- Shoot the three bodies attached to his back with the Revolver, SMG or Assault Rifle. Destroying them stuns him.
- Use Hellchains to open the monster’s mouth and expose Marlowe’s body. Approach and fire the Shotgun into the exposed body.
- At half health, move into the next part of the arena and repeat the back-body and exposed-body sequence. Finally, use the Configuration when the interaction becomes available.
Tear Your Soul Apart
After giving Marlowe’s heart to Sunny, complete the final Labyrinth sequence during Return to Sunny to finish the Ritual of Rebirth.
- From Marlowe’s arena, take the Labyrinth entrance back to the apartment and deliver the last heart.
- In the following Labyrinth, head toward the red gate. Avoid the collapsing patches in the platforms and move the Labyrinth blocks to continue.
- Reach the end of this sequence and return to the apartment for Make Your Choice.
Experience Beyond Limits
At Make Your Choice, follow the Cenobites through the opening in the apartment wall to accept their offer. Tip: Protect the final autosave for the other ending. Hard disables autosave; this ending pair does not require a whole-game replay when the final save is retained.
- Use Easy or Normal for the final-autosave recovery plan. Complete the ending and return to the main menu.
- Reload the final autosave before starting a new playthrough. It returns you to the last scene so you can decline the offer for Human After All.
Human After All
At Make Your Choice, remain in the apartment until the opening in the wall closes. Staying behind declines the Cenobites’ offer.
- Wait in the room instead of following the Cenobites through the wall. Finish this ending and return to the main menu.
- On Easy or Normal, reload the final autosave and follow them through the wall to obtain Experience Beyond Limits on the other choice.
Campaign (41)
Finders, Keepers
Pick up coins while exploring after Free Yourself. The requirement is the first coin collection, rather than reaching a spending total or buying an item.
With My Own Two Hands
Open the Crafting menu after freeing yourself and make any item whose materials you have. Bandage is already unlocked, so a recipe purchase is unnecessary.
- Check the material amounts in your current game and collect what is missing as you explore. Craft the item in the menu; merely owning a recipe does not count.
Knives Out
After receiving the knife in the cult escape, use it to kill an enemy. Finish the enemy with the knife rather than changing to a firearm for the last hit.
Silent, but Deadly
After obtaining the knife, approach an enemy from behind while remaining unseen. Use the takedown interaction when its prompt appears to complete one stealth kill.
Excessive Use of Force
Use a melee weapon in combat until it breaks. A broken weapon is discarded, so use a spare and keep your repaired blade intact if you are preparing Portable Guillotine.
Bullet Time
Receive the Pistol after the flashlight and powered-door sequence in the compound, then use a firearm to kill an enemy. Taking the weapon alone is not the trigger.
A Little to the Left, a Little to the Right
Use a lockpick on a basic locked container and finish its lockpicking interaction. A useful later opportunity is the locked cabinet in the southwestern room beneath the statue-piece well.
- Obtain a lockpick, or buy the recipe for 120 coins at Zora’s first shop and craft one when materials allow.
- At a basic lock, complete the lockpicking interaction and open it. Numpad cabinets belong to Codebreaker instead.
Just a Flesh Wound
Use healing items after taking damage until your health is completely restored. Stop only when the bar is full; the requirement is full health, rather than using a particular healing item.
Handyman
Use a repair kit on a damaged melee weapon before it breaks. Basic Repair Kit is sold as a recipe for 120 coins at the first Zora shop.
- Craft or obtain a small repair kit, select the damaged melee weapon and apply the kit. Repairing durability triggers the achievement.
- Do this before the weapon is destroyed; a broken weapon is immediately discarded and cannot be repaired.
Oh Snap
Let a lockpick break during a basic lockpicking attempt. This is separate from successfully opening the lock; use another pick afterward if you still need the container’s contents.
What's Your Pleasure, Sir?
Meet Zora by climbing the ladder out of the sewer during Get to Safety. Purchase any item from her shop; one of the three recipe purchases can satisfy this at the same time.
Power to the People
Buy or find a firearm attachment and install it on a gun. At the first Zora shop, Hair Trigger for 150 coins or Extended Magazine for 180 coins can be used on the Pistol.
- Apply the attachment to the firearm; buying it without installing it does not finish the upgrade.
- If you are using the SMG full-upgrade plan later, installing its first attachment also covers this condition.
A Bigger Stick!
(Incomplete) Reinforce any melee weapon using a reinforcement upgrade. The upgrade is a 2×2 inventory box that can be found or purchased from Zora. Incomplete: The reinforcement box’s exact item name, first pickup and shop unlock are not identified here.
- Obtain the reinforcement box and apply it to a melee weapon. A repair kit restores durability and is a different action.
The Further Regions of Experience
Activate any one pain or suffering pillar in the Labyrinth. During Free Sunny’s Soul, the first pain pillar is beyond the four diamond traps on the right branch at the bloody wall opening.
- Reach the pillar and use its health- or suffering-increase interaction. Seeing the artifact without activating it does not satisfy the condition.
What're Ya Buyin?
Spend at least 666 coins across Zora’s shop purchases. Recipes, weapons and attachments on the acquisition route provide opportunities to reach the total.
- Collect coins and sell Treasure items as you progress; Treasure items are for sale rather than puzzle use.
- Before the final shop near the church, keep a manual save. Sell unwanted equipment if necessary, then make purchases until Steam records the 666-coin threshold.
Armed and Dangerous
Equip three different firearms so every firearm equipment slot is occupied. The Pistol, graveyard Shotgun and mansion SMG provide the first three weapons on the pickup route.
- Check your firearm equipment after collecting the third weapon. Put a weapon into each of the three slots; weapons left in storage do not fill equipment slots.
Financial Elite
Spend at least 1337 coins in Zora’s shops. Build toward this with the required recipe and firearm purchases, then finish the total before leaving the last shop.
- At the last shop by the church, create a manual save before trading. Raise the remaining coins by selling Treasure items and equipment you no longer need.
- The lower 666-coin purchase threshold is covered as the spending total reaches 1337.
Breacher
(Incomplete) Kill a fully armored enemy while leaving every armor piece intact. One described method uses gasoline and repeated burning on an armored enemy found in a well. Incomplete: The exact well containing the fully armored target is not identified, and this burning method has not been checked on Steam.
- Confirm the target is fully armored. Spread gasoline in its route and ignite it; repeat the burning as needed without attacking and breaking its armor.
Twisted Firestarter
Kill at least ten enemies by burning them to death. After unlocking Pyrokinesis, use fire against enemies and let burning provide the killing damage.
- Track ten burn deaths during combat. A surviving enemy that has only been set on fire does not meet the kill requirement.
What're Ya Sellin?
Earn at least 999 coins from selling items to Zora. Keep Treasure pickups for sale and use unwanted equipment to finish the sales total.
- At the church-area final shop, save before opening the trade menu. Sell spare equipment along with any Treasure still held in storage.
- Check the achievement before leaving the shop. Sold items contribute to this total; coins picked up from the floor are not sales.
Electro-Shock Therapy
Die in electrified water to trigger this achievement. An early opportunity is the area after the sewer, before the graveyard route.
- Reach the manual save point in the room after the electrified-water section and save.
- Return to the live water and step into it. After Steam records the electric-shock death, load your protected save and continue.
I Banish Thee!
Banish three Unworthy in succession with the Genesis Configuration. During Get to Safety, these enemies become vulnerable to the banish interaction after enough damage.
- Damage an Unworthy until it glows, approach it and use the displayed Configuration execution prompt.
- Repeat the banish action on two more Unworthy in succession, rather than finishing them with a gun or melee weapon.
Portable Guillotine
Use the same blade weapon to behead three enemies without letting that weapon break.
- During Get to Safety, repair a blade before the first Unworthy encounters and reserve it for the three finishing blows.
- Shoot an Unworthy until it flashes blue, then hit its head with the blade instead of banishing it with the Configuration.
- Repeat on three Unworthy with that same weapon. The first two early enemies and one in the sewer room provide a suggested sequence.
Wetwork
Perform ten unnoticed knife takedowns on cultists. Start after receiving the knife during the cult escape and keep using stealth against later cultist patrols.
- Crouch behind a cultist and use the takedown prompt before anyone is alerted.
- Accumulate ten cultist stealth kills. The condition specifically names cultists; do not count Unworthy kills toward it.
Codebreaker
Open any five numpad locks. The list gives nine cabinets and their nearby code clues, so you can choose five along the story route. Full list (9 locks): Painting-corridor cabinet — 0199 / 9901, Bathroom cabinet — 9891, Graveyard-house safe — 9606, Mansion upper-floor cabinet — 1966, Snake-room cabinet — 1952, Puzzle-door cabinet — 1923, Room south of the fourth shop — 1362, Television-room cabinet — 8571, Late ladder-room cabinet — 2342.
- Enter each cabinet’s four-digit code and open it before leaving its area. Keep manual saves for cleanup; whether totals combine across reloads is not known yet.
- For the first painting cabinet, read the plaque order. If 0199 does not work, try 9901.
Lord of War
Fill all five attachment slots on one firearm. Use the SMG route below, which has named attachments for every required slot. Full list (5 attachments): Supersonic Bullets, Linear Compensator, Laser Pointer, Skeletonized Bolt Carrier, Heavy Foregrip.
- Take the SMG from the mansion’s upper-floor mechanical safe. After leaving with the Statue’s Hand, buy Supersonic Bullets from Zora’s second shop for 300 coins.
- Collect Linear Compensator below the statue-piece well, Laser Pointer from the 1952 cabinet and Skeletonized Bolt Carrier from the waterfall-room suitcase.
- After the blob enemy in the later club area, return to the third shop and buy Heavy Foregrip. Install the five listed attachments on the SMG.
- If all slots are occupied but the achievement has not unlocked, remove and reinstall the Laser Pointer. If you used Drum Magazine for that slot, try swapping it for Laser Pointer.
Guns, Lots of Guns
Acquire the five base-game firearms: Pistol, Shotgun, SMG, Revolver and Assault Rifle. Follow their individual objective-section pickups and purchases. Full list (5 firearms): Pistol, Shotgun, SMG, Revolver, Assault Rifle.
- Take the automatic Pistol, the Shotgun beside the graveyard landing and the SMG in the mansion safe.
- After the Statue’s Head, buy the Revolver from the second shop for 300 coins. At Hunt Marlowe’s third shop, buy the Assault Rifle for 450 coins.
- Check acquisition before leaving each area. Do not rely on an unverified later-shop replacement for a missed physical pickup.
A Quiet Place
(Missable) Escape the graveyard without being detected or throwing any object. Keep an entry save and another save at the southeast shack to retry the two stealth sections. Tip: Leaving through the church closes this challenge’s area. If the attempt fails, an earlier graveyard save is needed; chapter select cannot recover it.
- After landing and straightening your foot, save at the church on the left. Leave bottles and stones alone for this attempt.
- For the cultist section, follow the eastern edge. Wait for the patrols to leave the middle path, then stay east and crouch under the wall into the empty eastern part of the graveyard. Continue to the southeast shack and save again.
- Collect the statue key, then follow Charlotte from behind while crouched. Remain in the bushes and watch for the crossed-out eye icon that indicates concealment. Reload if Aidan reacts or the HUD appears from detection.
- Near the centre, move south along your incoming path. Once Charlotte patrols all the way south, turn back and circle northwest to crawl beneath the tree.
- Return through the former cultist side to the church. Use the key at the exit door to finish the challenge without throwing a distraction.
Headtaker
(Incomplete) Kill three or more enemies with one telekinetic throw. Weaken three enemies until they glow, group them closely and strike the group with a single thrown object. Incomplete: A specific throwable object and a reproducible three-enemy grouping location are not identified here.
- Unlock Telekinesis after the sewer first. The three deaths must come from the same throw, so prepare all three targets before releasing the object.
Librarian
Obtain all twelve crafting recipes. Two unlock automatically; buy the other ten from Zora as story progress expands her shops. Full list (12 recipes): Bandage, Pistol Ammo, Medkit, Lockpick, Basic Repair Kit, Advanced Repair Kit, Ammo Pack 12-Gauge, Ammo Pack 9mm, Bear Trap, Fuel Can, Ammo Pack .357, Ammo Pack 7.62.
- Check Bandage after Free Yourself and Pistol Ammo after the Pistol acquisition.
- Buy the first-shop recipes, then revisit the second shop after each statue part and the third shop after the Labyrinth return.
- Before the last shop near the church, compare the Crafting menu with all twelve names below. Owning recipes is separate from crafting them.
Trickshot
Kill two enemies with one firearm shot. A named route uses the Assault Rifle with AP Rounds against the weak cultists after the Hobby Horse door.
- Buy the Assault Rifle for 450 coins at the third shop during Hunt Marlowe. After the Hellchains Labyrinth escape, buy AP Rounds there for 180 coins, install it and carry the rifle.
- In the later club area, obtain the Hobby Horse and open its door. Line up the first two rushing cultists so one rifle bullet passes through both.
- If they do not line up, move into the bathroom they came from, turn and let the next group approach. Shoot when two targets overlap.
- Keep the preceding autosave for another attempt if you clear the group without the unlock. This reload returns you to the area entrance, so reacquire the pickups taken since that save.
There Are No Limits
Find and activate all five pain pillar artifacts. Use the health-increase interaction on each; simply reaching a pillar is not enough. Full list (5 pillars): Pain Pillar #1, Pain Pillar #2, Pain Pillar #3, Pain Pillar #4, Pain Pillar #5.
- Collect them during Free Sunny’s Soul, Give Charlotte’s Heart to Sunny, the post-Sister escape Labyrinth, Give The Sister of Mercy’s Heart to Sunny and the late Bruno painted-door section.
- Keep all five activations on one continuous playthrough because cross-save and cross-run combination is not known yet.
Trapper
Damage at least ten enemies with bear traps. Collect enemy traps for reuse, or craft traps after purchasing the recipe following the Statue’s Tongue.
- Return to the second Zora shop after the underground well and buy Bear Trap for 120 coins. Craft a trap when your materials permit.
- Use traps in enemy paths and count enemies that actually take damage from them. The condition asks for damage, so trap kills are not required.
I Spy with My Little...
Kill six enemies while looking through the Revolver’s scope. Buy the Revolver and its scope from Zora, equip the scope and keep the scoped view active for the killing shots.
- The Revolver is sold for 300 coins at the second shop after the Statue’s Head. The scope is available from the shops by the section after Charlotte.
- Install it on the Revolver, aim through it and finish six enemies from that view.
Pain And Pleasure, Indivisible
Activate all five suffering pillar artifacts, including the side passage concealed by the block in Leviathan’s beam chamber. Full list (5 pillars): Suffering Pillar #1, Suffering Pillar #2, Suffering Pillar #3, Suffering Pillar #4, Suffering Pillar #5.
- Collect two during Free Sunny’s Soul, one on the return after Charlotte, one on the third octagonal platform after recovering the Configuration, and the last in the beam chamber.
- Use the suffering-increase interaction at each artifact. Keep the collection on the current playthrough because partial collections across saves or runs are not known to combine.
Deadeye
(Incomplete) Land a fatal headshot on a target 30 metres away or farther. The distance matters as well as the hit location; a nearby headshot does not qualify. Incomplete: A measured firing point, target landmark and reliable way to confirm the 30-metre distance are not identified here.
Sticks and Stones
Kill an enemy with a thrown stone. A described route is in the park while searching for the Statue’s Tongue, after gaining the fire-moving power.
- With the fire-moving ability unlocked, backtrack toward the mansion on the eastern side of the park. Take a loose stone and carry it to a normal Unworthy; avoid choosing an exploding enemy.
- Set your stone down while you shoot the Unworthy. When its blue flashing begins, retrieve the stone quickly and use it for the fatal throw.
Artificer
Craft one of every craftable item: the twelve recipe outputs in the list. Acquiring all recipes for Librarian does not complete this crafting requirement. Uses the same list as Librarian.
- After acquiring each recipe, check the Crafting menu and make its item once when materials allow. Track completed outputs yourself because the game has no crafted-once checklist.
- Materials vary and are limited. Reserve supplies for outputs you have not made instead of repeatedly crafting optional traps or fuel.
- At the last Zora shop after climbing out of the trapdoor, finish any remaining recipe purchases and crafting before moving to Marlowe’s final fight.
Red Dead Damnation
(Missable) Shoot all nine bottles on the wooden frame in the water to the right of the boat containing a puzzle block at the docks. Tip: Complete this before leaving the docks’ statue-piece area. Without an earlier save, the later story does not reopen it.
- Reach the docks during Find the Statue’s Tongue. Keep a manual save and carry at least nine bullets before pulling the boat in with its rope.
- Use the Pistol to shoot all nine bottles in one visit. Pulling the boat first spawns enemies, so clear this target challenge before that interaction.
- Leaving the area for ammunition resets the bottles. Once Steam records the unlock, loading the protected manual save restores the bullets used for the challenge.
In the Land of the Pig, the Butcher is King
Use Hellchains to rip apart a total of 69 enemies. The tutorial room immediately after the third Chatterer chase supplies a short repeatable attempt.
- Finish the chase and unlock Hellchains. Damage enemies until your Suffering gauge is full, then activate Hellchains and aim at the group to tear them apart.
- On a mode with autosaves, reload the most recent autosave to return to the tutorial room with enemies alive. Repeat the Hellchains kills until Steam records the total.
No Life in the Void, Only Death
Die in Leviathan’s black beam during the Labyrinth visit after defeating the Sister of Mercy.
- Keep a manual save before the open chamber swept by the beam. Stand in the beam until it kills you, then check the achievement.
- Reload that manual save afterward and finish the suffering-pillar side passage. The described beam section has no intermediate checkpoint.