Gaming How-To

Clive Barker’s Hellraiser: Revival — How to Outrun the Chatterer

The unarmed Chatterer pursuit inside the Scarlet Church runs about two minutes, and clean turns carry Aidan Lynch through it.

The unarmed Chatterer pursuit inside the Scarlet Church runs about two minutes, and clean turns carry Aidan Lynch through it.

Image: Saber Interactive

The “Outrun the Chatterer” objective drops Aidan Lynch into a scripted Labyrinth chase with no weapon and no way to fight. The eyeless Cenobite’s exposed teeth clatter without pause, and you cannot damage him, block him, or hide. Survival comes down to movement. With clean turns and steady sprinting, the whole sequence takes roughly one minute and fifty seconds.

Quick answer: Quick Turn the moment you gain control, sprint away, tap F to break a grab, avoid the fleshy dead ends, and run through the bright final doorway to finish the chase.


Controls you need for the Chatterer chase

Three inputs carry the entire run. The chase repeatedly places the Chatterer directly in front of you, so the instant 180-degree spin matters more than anything else. There is no sliding or jumping here, only sprinting, turning, and one burst of rapid taps.

ActionInput
Quick Turn (instant 180° spin)Ctrl
Sprint (hold the whole chase)Shift + W
Break free of a grab / open doorsF (tap repeatedly to escape)

Quick Turn is quicker than rotating the view with the mouse. The passage loops back twice, and whenever the Chatterer cuts off the way ahead, turn quickly and dash through the other opening.


Where the chase begins

This happens inside the Scarlet Church during the “Escape the cult” objective, right after the wood-panelled gallery hung with paintings. Go through the open wooden door beside the painting labelled “The Prophet’s Pilgrimage to Gnosis” and head down the concrete stairs into a tiled basement corridor. A wall save point, the organic Labyrinth orifice, sits in the left wall here.

Press F at the barred gate at the corridor’s far end. The walls become Labyrinth stone, and a Quick Turn prompt appears. In a brief cutscene, blue lightning streaks down as the Chatterer enters the corridor ahead. Control returns with you facing him, and the objective now reads “Outrun the Chatterer”.


How to complete the run

Use Quick Turn as soon as control returns. Since the Chatterer is right in front of you, spin around with Ctrl and sprint back along the stone corridor.
Continue straight beneath the archways until you reach a broad, ruined hall. Hanging chains, stone bridges, and drops line its sides. Keep to the walkways and move at a steady pace. Blue phantom runners occasionally appear and dash ahead, showing which way to go.
First Cavern Crossing00:24First Cavern Crossing
The first cavern crossing: stay on the narrow stone walkway and keep sprinting across the gap. Shown at 00:24 in Ghosts of Reykjavik’s video. Image: Saber Interactive
When blue lightning flashes, the Chatterer appears ahead. Dodge him, take the stone walkway to the side, then continue through the narrow passage beyond it toward the red-lit corridor.
Second Corridor Section00:44Second Corridor Section
A phantom runner marks the correct turn into the red-lit corridor. Follow it rather than the lightning. Shown at 00:44 in Ghosts of Reykjavik’s video. Image: Saber Interactive
In the narrow passage, a hand thrusts through the wall and grabs Aidan. When the prompt “F Tap to escape” appears, tap F over and over until he frees himself. The struggle lasts about three to four seconds.

The grab can end the run very quickly because the escape window is brief. Keep pressing F rapidly until Aidan gets free.

Resume sprinting. When the Chatterer blocks the path directly ahead again, Quick Turn and retrace your route, this time taking the alternate opening. Debris and blue energy burst violently as you redirect.
Ambush and Evasion00:55Ambush and Evasion
After the ambush bursts ahead, cut through the broken walls and rubble to the alternate path. Shown at 00:55 in Ghosts of Reykjavik’s video. Image: Saber Interactive
The route leads into a multi-level ruin with ramps and steps. Make your way down toward the corridor ahead, crossing the elevated walkway above the deep abyss and using lower paths when necessary.
Second Chasm Traverse01:04Second Chasm Traverse
The second chasm: sprint the elevated ledge, then drop to the connected lower paths. Shown at 01:04 in Ghosts of Reykjavik’s video. Image: Saber Interactive
When lightning hits the ground or a doorway ahead, veer into the nearby stone tunnel instead of charging toward the strike. These impact locations signal where the Chatterer is about to materialize.
Lightning Obstacle and Detour01:12Lightning Obstacle and Detour
Blue arcs across a doorway mark where the Chatterer forms. Take the side hallway instead. Shown at 01:12 in Ghosts of Reykjavik’s video. Image: Saber Interactive
Next comes a long passage bordered by pillars and walls full of hooks, with the Chatterer at the opposite end. Keep to the far side, get past him, and run for the brightly glowing white doorway.
Hall of Chains01:34Hall of Chains
The hall of chains and hooks: keep to one side and push past the Cenobite toward the light. Shown at 01:34 in Ghosts of Reykjavik’s video. Image: Saber Interactive
The stone gives way to a bright, tiled institutional hallway. Run to the end, reach the green metal door, and press F to open it. Crossing that threshold ends the chase.
Escape Door Interaction01:45Escape Door Interaction
The green exit door with the "F Open" prompt. Opening it completes the "Outrun the Chatterer" objective. Shown at 01:45 in Ghosts of Reykjavik’s video. Image: Saber Interactive

Reading the route: lightning and dead ends

The passage arrangement shifts as you run, but the warning signs remain dependable. Blue lightning marks the Chatterer’s next appearance. When bolts hit the route in front of you, change direction before he finishes forming instead of charging at him.

Follow the open stone archways and steer clear of blocked routes. Chained doors and pale, pulsing barriers of fleshy growth—including red-lit sections—lead nowhere. In the pillared corridor, both side openings reach one of these flesh barriers within a few steps. If you take either opening, turn back at once and continue along the route.

Charging directly at the Chatterer is usually fatal, except at the end. There is enough room to get past him at the final illuminated doorway behind him, so go straight through it rather than turning away.


After the chase and the save point

The white doorway puts you back in the tiled basement corridor of the compound, beside a metal gate and a wall save point. Aidan says, “God, I don’t know what’s real anymore,” which confirms the chase is over and the Chatterer is gone.

On Hellraiser difficulty, using this orifice to save requires 1 Save Token; the game notes that tokens are hidden throughout the world. Without one, the prompt says “INSUFFICIENT SAVE TOKENS.” If you have yet to find a token, take the green swing door on the corridor’s left. Inside is Aidan’s first blade, pulled from a victim’s back; the first Save Token is on a gurney in the next room.