Locked cabinets and keypads are scattered throughout Clive Barker's Hellraiser: Revival, and while the game technically hides each code somewhere nearby, "nearby" can mean a corpse tattoo, a pair of VHS tapes, or numbers painted inside walls that a rampaging monster just smashed through. Helpful design, really.
Here's the lowdown on all 10 keypad codes, where each one sits in the game's progression, and what makes a few of them genuinely easy to miss.
How the game hides its codes
The key here is that Hellraiser: Revival almost never just writes a code on a sticky note next to the lock. Every four-digit combination is embedded in the environment: plaques on oil paintings, tattoos on corpses, dates on photographs, numbers scratched into statues, and scores written on walls. The game keeps the clue and the lock close together, so you rarely need to backtrack far, but you do need to actually look at your surroundings.
Unlocking any 5 of these cabinets or safes earns the Codebreaker achievement. The first five on the list below will get you there naturally if you follow the campaign in order.
All 10 safe and cabinet codes
| Location | Code | How to find the clue |
|---|---|---|
| Hallway Cabinet | 9901 | Plaques on the oil paintings in the hallway |
| Basement Cabinet | 9891 | Numbers tattooed on the corpse in the bathtub |
| Cabin Safe | 9606 | Back of a picture plus the shed key note |
| Bruno's Music Room Cabinet | 1966 | Note says code = 300 + painting date (1666) |
| Snake Room Cabinet | 1952 | Duplicate photo in the Peep Show locker rooms |
| Private Rooms Cabinet | 1923 | Numbers on two businessmen with Leviathan pins |
| Cult Compound Locked Door | 1362 | Backs and bottoms of two interactable statues |
| Videotape Cabinet | 8571 | Two VHS tapes in separate rooms display 85 and 71 |
| Operating Room Cabinet | 2342 | Numbers on walls Marlowe punched through, read farthest to closest |
| Sewer Cabinet | 1512 | Graffiti about a high score and the number it beat |
The ones that actually trip people up
The Cult Compound Locked Door (1362) is the easiest location to skip entirely. After escaping the Leviathan's gaze and returning to deal with Bruno and Marlowe, most players beeline for the objectives. The locked room is through a hole in the wall to the right of the vendor, and the code comes from examining two small statues that look purely decorative.
The Videotape Cabinet (8571) requires interacting with two separate VHS players in two different rooms before the code makes sense. Push the first tape in near the TV by the door to get 85, then find the second player in the next room for 71. The safe sits near the final health upgrade pillar.
Bruno's Music Room Cabinet (1966) is the only one that requires actual arithmetic. The note tells you the code is 300 plus the date on the painting in Bruno's office. That painting shows 1666, so 300 added gives you 1966. Simple math, but easy to overlook if you skip the note.
What you actually get for opening them
The cabinets and safes contain supplies and items that support your run through the campaign. None of them are mandatory to finish the game, but the loot inside is worth the detour, and the Codebreaker achievement gives completionists a concrete reason to track down at least the first five.
For players who want to go deeper into the game's systems and secrets, the full Clive Barker's Hellraiser: Revival guide collection covers everything from stealth mechanics to boss encounters as the community continues to map out the game post-launch.








