Gaming Guide

Crafting in Clive Barker’s Hellraiser: Revival — Recipes, Materials, and Repairs

How the Bandage and Pistol Ammo recipes work, where to scavenge their materials, and how healing and weapon repairs function in the Scarlet Church.

How the Bandage and Pistol Ammo recipes work, where to scavenge their materials, and how healing and weapon repairs function in the Scarlet Church.

Image: Saber Interactive

Crafting in Clive Barker’s Hellraiser: Revival keeps you alive inside the Scarlet Church, and it comes down to two recipes early on. You turn scavenged cloth and chemicals into bandages, and once you have the pistol, you turn scraps and gunpowder into ammunition. Both can be made anywhere, with no workbench, so the real work is finding the parts.

Quick answer: Open the inventory with I and select the Crafting tab. A Bandage costs 1 Cloth + 1 Chemicals. Pistol Ammo costs 1 Scraps + 1 Gunpowder and gives 7 rounds. Hold F to craft.


Where crafting lives in the menu

Press I to open the inventory. The tabs across the top are Key Items, Crafting, Inventory, Map, and Journal, and you switch between them with Q and E. The Crafting tab lists every recipe you currently know.

Select a recipe to see its blueprint, the materials it needs, and how many of each you are holding. When you have enough, the prompt reads “Hold F to craft.” When you are short, it reads “Missing materials” instead.

Materials never take up grid space. The first time you pick one up, the game tells you to “View picked up materials in Crafting tab,” and that is where they stay. Finished items like Bandages and ammo go into the Inventory grid, which is 4 columns by 10 rows. Ctrl runs Auto sort, and a full grid blocks new pickups with “INVENTORY FULL.” Crafting itself works at any time, in any room.


Bandage recipe and how it heals

You know the Bandage recipe from the start. Its blueprint reads “Bandage — Instructions on how to craft a bandage pack,” and the cost is 1 Cloth + 1 Chemicals for a single Bandage.

To use one, press Q (“Heal yourself”). Aidan wraps his forearm and restores part of the health bar, not all of it. The item text describes it plainly as something that “could help in partially healing the pain.” When you take damage, the screen edges redden and the Q prompt appears.

You can find Bandages instead of crafting them: check wall-mounted first-aid cabinets bearing a green cross, medical trays, and the painting hall’s keypad cabinet. At a pickup, tap F to use it immediately or hold F to carry it.


Pistol Ammo recipe, unlocked with the gun

You learn this recipe as a “+1 Recipe” the moment you take the Pistol from the dying detective, which happens after the power cut and the Room 206 override. The blueprint appears as “Pistol Ammo” or “Ammo Pack .45 ACP,” labeled “Instructions on how to craft pistol ammo.”

Each craft uses 1 Scraps + 1 Gunpowder and yields 7 rounds (“+7 Pistol Ammo”). If your gun runs out while you have the components, a quick-craft “Craft ammo” option appears on the HUD, allowing you to restock mid-fight without opening the full menu.


Where to find crafting materials

Everything you need in the cult compound is scattered through cabinets, drawers, carts, and crates. Search boxes with F and check low shelves, which is where the heavier parts tend to sit.

MaterialUsed forWhere it turns up
ClothBandageMedical cabinets, drawers, side tables, carts, dressers
ChemicalsBandageLower shelves of metal carts, fridges, drip stands, sinks
ScrapsPistol AmmoCrates, toolboxes, workbenches, sometimes on defeated enemies
GunpowderPistol AmmoCabinets and shelves; storeroom bins after the detective
HerbsNo recipe yetSide tables, lockpicked cabinets, a Room 206 drawer, the kitchen
CoilsNo recipe yetIn a lamp alcove close to door M359, and by the keypad cabinet

The painting hall’s keypad cabinet opens with 9901 and contains 2 Gunpowder. Another piece is in a cabinet behind the secret bookshelf. The first room has two pieces of Cloth, one on a cabinet shelf and the other in its lower drawer. Herbs and Coils have no recipe in this part of the game, so save them for later. Coins serve as currency, not crafting materials, and their counter appears in the inventory’s top-right corner.

Gunpowder and Coils32:52Gunpowder and Coils
Open cabinets and shelves like this one are where Gunpowder and Coils collect. Shown at 32:52 in SHADOW-MAN’s video. Image: Saber Interactive

Healing without spending a Bandage

Food and drink restore health on the spot and cost no materials. Use the on-screen prompt to drink Soda with F, or eat a Sausage, Apple, or Bread the same way. Each one “will slowly restore a small amount of Health,” so they are best for topping up light damage rather than recovering from a bad fight.

When a nearby snack or drink can cover the damage you have taken, eat or drink it instead of making a Bandage. Saving Cloth and Chemicals matters once combat gets harder.

Food and drink17:34Food and drink
Drinks and food left on tables and carts, like these bottles and cup, heal a small amount with no crafting needed. Shown at 17:34 in SHADOW-MAN’s video. Image: Saber Interactive

Repairing melee weapons with the Basic Repair Kit

Melee weapons lose durability as you use them. The Basic Repair Kit restores some of that, and it is a found item rather than something you craft here. Its description calls it “a barebone set of tools that will slightly extend the durability of a melee weapon.” The first one is in Room 208, inside an open metal case, during the power cut.

The Basic Repair Kit58:19The Basic Repair Kit
Picking up the Basic Repair Kit, the found tool that restores melee weapon durability. Shown at 58:19 in SHADOW-MAN’s video. Image: Saber Interactive

To use it, open the Inventory tab, then open the item menu on the kit with RMB. Choose Repair (the other options are Examine and Drop), then pick the weapon you want to fix. The kit is consumed in the process, so keep it for a blade or blunt weapon you actually intend to keep swinging. Scraps are not the repair resource here; they go into ammo.


What to make first

Make a Bandage as soon as you hold 1 Cloth and 1 Chemicals. The game prompts this first craft itself, before you ever pick a lock, and the second exhibit room plus the fridge behind door M359 supply the early Chemicals.

Hold onto Gunpowder until you have the Pistol. Two crafts, using 2 Scraps and 2 Gunpowder, give you 14 rounds to start with. Do not expect to be flush with either resource. The hardest setting describes itself as having “a scarcity of resources,” and the Bandage recipe will sit on “Missing materials” for long stretches.

Only these two recipes appear before you reach the club. There is no recipe for lockpicks or Save Tokens, and Herbs and Coils have no use yet, so carry them and keep scavenging. The Occult Codex is a valuable (“might be worth something”) meant for a vendor you have not met, and it takes a 2×2 block, so weigh it against your limited grid space.