In Clive Barker’s Hellraiser: Revival, locked cabinets can contain coins, herbs, ammunition, crafting scraps, and weapon mods. Most require a Lockpick and a brief minigame to open. One pick lasts through many successful locks, so an empty supply usually points to forcing a lock at a bad angle, not normal wear.
Quick answer: Grab the two free picks near the artist’s studio during the “Escape the cult” objective, then buy more from the merchant for 80 coins each or craft them with 3 Scraps and 3 Coils after buying the 120-coin blueprint.
First two lockpick locations in the artist’s studio
Two guaranteed Lockpicks sit within reach early in the campaign, both around the artist’s studio and the freight elevator beyond it. You can collect both before spending any coins, and picking one up shows a +1 Lockpick notification with the inventory text “Lockpick — Helps to open certain locks.”
Before climbing down the ladder at the pit beside that hallway, check the white bucket on the upper ledge for a handful of coins.
Collect the second pick before opening the studio cabinet. That tall metal cabinet has wire-mesh doors with a padlock marked F Unlock, and its lower wooden drawers open without a pick. The mesh doors reward 19 coins on the top shelf and a bundle of herbs on the middle shelf. Holding a spare means one failed attempt won’t leave you stuck. Other picks can turn up among supplies in bags, drawers, and optional rooms later, so search off the main path whenever you enter a new area.
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Once you meet the merchant Zora, you can either buy finished Lockpicks or unlock the recipe to craft them. Both options spend coins up front, but they behave differently over a full playthrough.
| Option | Cost | Notes |
|---|---|---|
| Buy one Lockpick | 80 coins | Cheapest if you only need a single tool now |
| Buy Lockpick recipe | 120 coins | Unlocks crafting from the menu permanently |
| Craft one Lockpick | 3 Scraps + 3 Coils | Requires the recipe first |
Buying two picks costs 160 coins, while the 120-coin recipe pays for itself once you craft two or more, assuming you keep Scraps and Coils on hand. For a single replacement, the 80-coin pick is cheaper up front. For repeated use, buy the recipe and craft as needed.
There is a trade-off. Scraps and Coils also feed other crafting, so repeatedly making Lockpicks can leave you short for equipment. Don’t stockpile a reserve unless you break picks often. Picking up the recipe also counts toward the Librarian achievement, and crafting your first Lockpick counts toward Artificer.
At the beginning, Lockpick does not appear among the crafting options. Bandage is the only early entry, with Pistol Ammo added later; a broken pick remains uncraftable until you purchase the blueprint.
How to beat the lockpicking minigame
When you approach a cabinet that can be picked, the F Unlock prompt appears. Begin to see a close-up of the cylinder and the pin inside the keyhole, along with a counter for your remaining picks. With keyboard and mouse, move the mouse to rotate the pin and press W to turn the lock. On a controller, use the right stick for the pin and the left stick for the lock. Read the lock like a dial instead of racing a timer. You need to find a single working angle; a light test that only makes the pin tremble won’t wear down the pick.
Holding W while the pin shakes is what snaps a pick. Force the lock with the pin near the top and it breaks after about 20 seconds, the counter hits zero, the screen closes, and the container returns to F Locked. A broken pick cannot be recovered. Press Esc to back out without spending a pick if you are unsure.
Which containers actually need a lockpick
Some locks don’t take picks. Numeric codes are required for keypad cabinets and safes, while specific doors call for keys like the Tongue Key or Bruno’s Keycard. Use the method stated in the prompt, reserving picks for wire-mesh cabinets with the minigame.
| Container | Opens with | Holds |
|---|---|---|
| Studio metal cabinet (mesh doors) | Lockpick | 19 coins, herbs |
| Studio cabinet lower drawers | No pick needed | Opens normally |
| Room 206 medicine cabinet (mesh doors) | Lockpick | Supplies above; herbs in the no-pick bottom drawer |
After the lights go out and you reach the power override box, you’ll find the two-door wire-mesh medicine cabinet in Room 206. Herbs are in its bottom drawer, which needs no pick; only the mesh doors above require you to risk one.
Keeping your picks intact
During the compound’s first twenty minutes you have only those two picks, so protecting them matters more than buying replacements. One working pick can open several cabinets at no extra cost if you read the lock carefully.
- Never hold W through the pin’s shaking — that single mistake is how the first pick is usually lost.
- Use brief taps to test, watching how far the lock moves before the pin trembles.
- Turn the pin toward the side that lets the lock rotate farther, then hold only once it runs smooth.
- Wait until you have the second pick before unlocking the studio cabinet; then you can afford one mistake.
Collect the two free picks before attempting a cabinet, and never hold W while the pin is shaking. You can open the early locks in the studio and Room 206 with picks left over. With those pickups and the crafting recipe, careful work at each lock should keep the need to buy individual tools low.





