Gaming

Hellraiser: Revival Keypad Codes and the Codebreaker Trophy

Every four-digit keypad combination, where its clue hides, and the five locks you need for Codebreaker.

Every four-digit keypad combination, where its clue hides, and the five locks you need for Codebreaker.

Image: Saber Interactive

Locked cabinets, safes, and lockers with numbered keypads sit throughout Clive Barker’s Hellraiser: Revival, and each one needs a four-digit code rather than a lockpick. There are ten of them across the campaign, and they hold ammunition, crafting materials, coins, weapon attachments, and inventory upgrades. Opening five of them earns the Codebreaker trophy.

Quick answer: Enter the correct code at any five keypads to earn Codebreaker. The first five on the usual route are 9901 (or 0199), 9891, 9606, 1966, and 1952.


All 10 keypad codes and their rewards

You can punch in any of these combinations directly without hunting down the matching note, photo, or painting. They appear in the order you reach them on a normal playthrough.

Lock locationCodeMain rewards
Red hallway cabinet9901 or 0199Gunpowder, Bandage, crafting parts
Medical room locker9891Coins, Gunpowder, Sawblade
Graveyard house safe9606Pistol: Oversized Magazine Release, Pistol Ammo
Bruno’s music room cabinet1966Pistol Ammo, Gunpowder, Chemicals
Snake room cabinet1952SMG: Laser Pointer, Revolver Ammo
Private rooms bathroom cabinet1923Revolver: Hollowpoint Rounds, Machete, Gunpowder
Factory blue door1362Inventory Capacity Upgrade, Assault Rifle Heavy Lower Handguard, Coins, Bear Trap
Laundry room cabinet8571Revolver: Overpressure Ammunition, Skullcrusher, Bandages, Assault Rifle Ammo
Break room locker2342Revolver, Assault Rifle, and SMG Ammo
Sewer cabinet1512Gunpowder, Skullcrusher

The first cabinet has two reported combinations, 9901 and 0199. Both show up in release-day walkthroughs, so if one is rejected, enter the other.


How the Codebreaker trophy unlocks

Codebreaker pops once you have opened five numpad locks by entering their codes. You do not need all ten. The trophy screen appears on its own the moment the fifth lock opens, so no extra action is required to claim it.

A lockpick will not open a keypad, and all ten can be missed. With no chapter select or way back after leaving an area, create a manual save before departing each region if you want to collect them all. Pick up coins whenever you spot them; there is no way to farm more later.


Escape the Cult: the first two locks

Red hallway cabinet — 9901 or 0199

Right after you sneak past Bruno and take his keycard, you reach a narrow hallway lined with large oil paintings, near the Leviathan statue. The cabinet sits in the corner beside two of the paintings. The plaques next to those paintings read 99 and 01, which is the source of the combination. If 9901 is rejected, try 0199. Inside are early crafting materials, Gunpowder, and a Bandage.

Keypad #100:08Keypad #1
The first keypad sits on a circular wooden door in the painting hallway. Shown at 00:08 in Skryux’s video. Image: Saber Interactive

Medical room locker — 9891

Not long after picking up the knife, cross the bookshelf room and the room filled with hanging bodies to enter a bathroom with a bloodied bathtub. Find the locker on the wall opposite the tub. Its code appears as a tattoo on the back of the corpse floating in the water. The locker contains coins, Gunpowder, and a Sawblade.

Keypad #200:29Keypad #2
Entering 9891 at the medical room locker beside the bathtub. Shown at 00:29 in Skryux’s video. Image: Saber Interactive

The graveyard and Bruno’s mansion

Graveyard house safe — 9606

Get the shotgun, then head to the little house in the cemetery’s southeast corner. In its kitchen, check the corner cupboard beneath a vinyl print for a safe. You’ll find half the combination on the back of the married couple’s photo in the next room; the other part is on the note you can access once you have the shed key. The safe holds the Pistol: Oversized Magazine Release upgrade and Pistol Ammo.

Take care of the safe during your search of the house for the Shed Key. Once Charlotte begins patrolling, returning across the graveyard becomes much more dangerous.

Keypad #300:50Keypad #3
The graveyard safe keypad, hidden beneath the vinyl print in the house. Shown at 00:50 in Skryux’s video. Image: Saber Interactive

Bruno’s music room cabinet — 1966

At Bruno’s mansion, enter the second-floor music room, where a large piano stands, and check the cabinet in the corner beside the shelf. A note on a nearby shelf says to increase by 300 the year shown on a painting in his office. In the other room on that floor, examine the burning-city painting and find 1666 on its reverse. Add 300 for 1966. Inside the cabinet are Pistol Ammo, Gunpowder, and Chemicals.

Keypad #401:07Keypad #4
The music room cabinet opens with the year 1666 plus 300. Shown at 01:07 in Skryux’s video. Image: Saber Interactive

Inside the club

Snake room cabinet — 1952

In the room with the Voyeur Ticket, check the corner beside the bookshelf for a cabinet. Deal with the bear trap blocking it before you open it. The date has been scratched off the photo beside the cabinet, while its matching picture next to the Peep Show door gives the date as 1952. The cabinet contains the SMG: Laser Pointer and Revolver Ammo. It’s commonly the fifth lock on the standard route, so unlocking it may finish Codebreaker.

Keypad #501:21Keypad #5
The snake room cabinet, where the SMG: Laser Pointer is stored. Shown at 01:21 in Skryux’s video. Image: Saber Interactive

Private rooms bathroom cabinet — 1923

Solve the Private Rooms door puzzle, then look in a bathroom in one of the side rooms for a cabinet. The adjoining room has a photo showing four businessmen, each labeled with a two-digit number. Use the numbers for just the two men wearing Leviathan pins to get 1923. Inside are the Revolver: Hollowpoint Rounds, a Machete, SMG Ammo, and Gunpowder.


Hunting Marlowe: the final four locks

Factory blue door — 1362

While pursuing the Use the Elevator objective, handle the patrolling guards and talk to the vendor. Then go right to the opening at the bottom of the wall and crawl through it to a room beyond a blue door. Two small statues in the area provide the code on their backs and bases, but you can simply enter 1362. This room has a particularly valuable haul: an Inventory Capacity Upgrade, the Assault Rifle Heavy Lower Handguard, coins, and a Labyrinth Remnant.

Disarm the bear trap just inside the door before moving deeper, or you will get caught.

Keypad #701:55Keypad #7
The factory door keypad, through the hole in the wall near the vendor. Shown at 01:55 in Skryux’s video. Image: Saber Interactive

Laundry room cabinet — 8571

After beating Bruno the second time, chase him into the painting-filled room ringed with bookshelves. A TV with a VHS machine under the steel staircase shows 85 when you push a tape in; a second TV in the next room shows 71. Enter 8571 at the laundry room cabinet. It is one of the best supply stops, carrying the Revolver: Overpressure Ammunition, a Skullcrusher, Bandages, and Assault Rifle Ammo.

Break room locker — 2342

When Marlowe transforms into a beast and tears through the base, follow him into the operating theater and enter the small break room. A locker is in the rear-left corner beneath a TV. Face the holes he made in the wall and read their painted numbers, starting at the opening most distant from you and finishing at the closest. Enter 2342 to find Revolver, Assault Rifle, and SMG Ammo.

Sewer cabinet — 1512

Continue after Marlowe into the sewers, where a large pool of water is electrified. A keypad cabinet is behind the barred door to the right of the save point. In the room with the electrified pool, graffiti brags about surpassing a high score. Put the winning score first and the score it surpassed second to make 1512. The cabinet contains Gunpowder and a Skullcrusher. Because some code lists include only nine cabinets, use the electrified water and high-score message to recognize this location.

With every combination entered, each cabinet, safe, and locker in the run is cleared out. Codebreaker fires after the fifth, but several of the later locks carry permanent upgrades worth grabbing on the way through, since there is no returning for them once an area is behind you.