Gaming

Clive Barker’s Hellraiser: Revival – Locked Cabinet Keypad Code (9901)

The code is 9901, drawn from two dated paintings in the wood-panelled hall past Bruno's operating theater.

The code is 9901, drawn from two dated paintings in the wood-panelled hall past Bruno’s operating theater.

The keypad cabinet in the wood-panelled hall just past Bruno’s operating theater opens with a four-digit code the game never spells out directly. You read it off the paintings on the walls around you, then punch it into the small pad set into the cabinet doors.

Quick answer: The code is 9901. Press 9, 9, 0, 1 in that order. When the fourth digit goes in, all four lights turn teal and the doors swing open on their own.


Where the keypad cabinet is

This section occurs during the “Escape the cult” objective in the Scarlet Church compound, immediately after the stealth sequence where you get past Bruno. Pick up his keycard from the cart next to the operating chair. Exit through the doorway marked by a green EXIT sign, walk across the small anteroom with the coat rack, then swipe the card at the reader on the heavy metal door.

Beyond the door is an elegant hallway with dark wood panelling, red walls, a red carpet runner and large framed oil paintings bearing brass plaques. As you enter, the cabinet is set into the corner on your left. It is a tall wooden unit with doors formed from concentric metal rings; a small keypad in the centre displays the prompt “F Open”.

The keypad cabinet in the painting hall31:43The keypad cabinet in the painting hall
The locked cabinet sits in the corner on your left as you enter the hall, with the keypad in the center of its ringed doors. Shown at 31:43 in SHADOW-MAN’s video. Image: Saber Interactive

Where the code comes from: the dated paintings

The clue is elsewhere in this hallway. Five paintings hang along the walls, each with a brass plaque, though only two plaques show a year. Read those dates in the order you pass the paintings while walking away from the cabinet, then join them to form the code.

PlaqueYear
The Founders Oversee the Opening—
Marlowe Succeeds ’9999
Key in the Scarlet Grasp—
The Prophet’s Visions ’0101
The Prophet’s Pilgrimage to Gnosis—

“Marlowe Succeeds ’99” gives you the first two digits and “The Prophet’s Visions ’01” gives you the last two. Read in hanging order, that is 99 then 01, which makes the code 9901.

The code you enter is 9-9-0-1, not 1999. Even though the years are 1999 and 2001, only the last two digits of each appear on the plaques, and only those four digits in that order open the cabinet.


How to enter the code on the keypad

The keypad has keys 1 through 9 in a 3×3 grid, with 0 sitting below the 8. Four small lights run above the keys, and one lights up for each digit you enter. There is no number readout, so the lights are your only feedback. The first time you open it, the screen reads: “Keypad locks can be only opened with the right combination. Investigate the environment for clues.”

Open the keypad with “F”. On PC, use W, S, A, and D to move the highlight over a key, and press “F” to press the key you have selected.
Enter the digits in order: 9, then 9, then 0, then 1. A light turns on for each press.
Entering digit four turns all four lights teal; the view then closes automatically and the doors swing open, confirming the code is correct. You can press “Esc” whenever you like without losing anything, then open the keypad again and make another attempt.

What’s inside the cabinet

The cabinet holds crafting materials and a healing item spread across three shelves.

  • Top shelf: Gunpowder (+1)
  • Middle shelf: a Bandage and Coils (+1 each)
  • Bottom shelf: Gunpowder (+1)
What is inside the cabinet32:50What is inside the cabinet
Once the doors open, the shelves hold two Gunpowder, a Bandage, and Coils. Shown at 32:50 in SHADOW-MAN’s video. Image: Saber Interactive

The cabinet contains two Gunpowder, one Bandage and one Coils. For crafting, the later Pistol Ammo recipe combines 1 Scraps with 1 Gunpowder to make seven rounds. Use the Bandage with the heal key to restore health. These are not key items, and you can proceed without opening the cabinet, making its contents optional loot rather than a progression gate.


The diamond pedestal and the locked gate are separate

Two other features in this hallway are unrelated to the keypad. At the far end, a double lattice gate stands beneath an EXIT sign. Its prompt reads “F Locked”; you cannot open it from this side yet.

Next to the gate, a pedestal supports a diamond-shaped metal object patterned like a maze and missing its top point. Interacting with it brings up an empty item bar, since you lack the piece it requires. You will solve it much later after the route brings you back to this hallway, so leave it alone for now.

The diamond pedestal in the same hall
The maze-patterned pedestal near the gate is a later puzzle and needs a separate piece, not the keypad code. Image: Saber Interactive / via @shadow-man

Continue through the open wooden door next to the painting “The Prophet’s Pilgrimage to Gnosis”. Take the concrete stairs down to the tiled basement corridor. There, you encounter the first save point, a “Labyrinth orifice” set in the wall, and the Chatterer chase begins. Later in the compound, a keypad is mounted on a wire-mesh cabinet inside a washroom with tiled walls. That lock has a different code, so 9901 will not work on it.