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.
| Action | Input |
|---|---|
| Quick Turn (instant 180° spin) | Ctrl |
| Sprint (hold the whole chase) | Shift + W |
| Break free of a grab / open doors | F (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.
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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


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





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.





