Hellraiser Revival Weapons: Guns, Attachments and Melee

Five firearms, breakable melee weapons and five-slot gun builds. Every weapon, the best SMG attachments, and how upgrades unlock.

Last Updated: 2026-10-12

Hellraiser Revival Weapons: All Guns, Attachments and Melee Durability

Clive Barker's Hellraiser: Revival arms Aidan with exactly five firearms — Pistol, Shotgun, SMG, Revolver and Assault Rifle — plus melee weapons that break for good, and every gun takes up to five attachments. There is no workbench: parts come from the world or Zora's shop, and a melee weapon that snaps is gone for good. Below: where each gun drops, the five-slot SMG build for Lord of War, the AP Rounds Trickshot setup, and the Zora buy order.

Official source: Clive Barker's Hellraiser: Revival on Steam — the store page lists the October 8, 2026 launch build and all 69 Steam achievements.

The Five Firearms and Where to Find Them

Gun How you get it Detail
Pistol Automatic, first act Granted after you pick up the flashlight and reset the power; the Pistol Ammo recipe unlocks with it
Shotgun World pickup, Graveyard On the body directly beside you after you drop in and set your foot
SMG World pickup, Mansion safe Upper floor. From the start position spin the discs: Left, Top, Top, Top, Top
Revolver Zora, second shop, 300 coins Stocked after you collect the Statue's Head from the swamp
Assault Rifle Zora, third shop, 450 coins Opens the Hunt Marlowe stretch; required for Trickshot

All five pop Guns, Lots of Guns. With no chapter select or post-story free-roam, a gun you skip is gone on that playthrough — the all collectibles guide tracks these alongside the 12 recipes and 10 pillars, and the walkthrough hub lists them in story order. Surplus guns can go in a shop storage chest.

Aidan aiming a pistol down a neon-lit corridor in Hellraiser Revival
Aidan aiming a pistol down a neon-lit corridor in Hellraiser Revival

The box counts as a weapon too

The Genesis Configuration is classed as a weapon and grants telekinesis and later Hellchains — see Genesis Configuration powers.

Melee: Blunt Beats Armor, Blades Beat Flesh

Blunt weapons — clubs, baseball bats — break through armor, while sharp weapons — knives, machetes — are efficient against unprotected targets such as Cultists. Every melee weapon breaks after a certain number of uses, and once one breaks it is immediately discarded and cannot be repaired. Repair kits (Basic and Advanced) only top up a weapon still in one piece, so swap before the bar empties.

Two exceptions keep melee worth using: the stealth knife you get early does not break, and stealth kills consume no durability — PowerPyx recommends taking every kill that way, which also stacks toward the 10-stealth-kill Wetwork trophy. For Portable Guillotine (three beheads, same blade), fully repair a blade first, shoot an Unworthy until it flashes blue, then strike the head without swinging that weapon at anything else.

Broken means gone

No repair-after-break, no melee vendor, no chapter select. If a blade shatters mid-attempt, the count restarts with a new weapon.

The Five Attachment Slots and the SMG Build

Attachments are the only firearm upgrades, five slots per gun, and Lord of War asks you to fill all five on one gun. PowerPyx's trophy guide recommends the SMG because most of its parts are free pickups, and cautions that not every gun appears to have five attachments at all.

SMG slot Attachment Where you get it Cost
Muzzle Linear Compensator Cabinet in the south-west room after the well (needs a lockpick) Free
Ammo Supersonic Bullets Zora's second shop (guide marks it recommended) 300
Underbarrel Heavy Foregrip Sold by Zora — price not stated in the guides we checked Shop
Bolt Skeletonized Bolt Carrier Suitcase behind the bar, lower floor of the waterfall room Free
Mag / optic (shared slot) Drum Magazine or Laser Pointer Drum Mag from Zora's second shop; Laser Pointer in the keypad cabinet of the Snake Key room 250 or free
If Lord of War does not pop

Swap the Drum Magazine for the Laser Pointer (or back again) and re-equip it — the trophy can lag behind a full build.

Free and shop parts for the other guns:

Gun Free world pickups Sold by Zora
Pistol Oversized Magazine Release (graveyard safe 9606), 45 Super Rounds (campground dead end) Hair Trigger 150, Extended Magazine 180, Heavy Grain Bullets 160
Shotgun Full Choke (hilltop shack safe, south of the pagoda) Lightweight Forend 150, Extended Mag Tube 200, Dragon Breath Rounds 360
Revolver Hollowpoint Rounds (keypad 1923), Overpressure Ammunition (keypad 8571) Scope 250, Internal Frame Weights 150, Fine-Tuned Barrel 160
Assault Rifle Overloaded Cartridges (pedestal after the blob), Heavy Lower Handguard (keypad 1362), Double Drum Mag (behind the spinning traps) AP Rounds 180, Steel Slant Brake 150, Lightweight Recoil Spring 150

Best Weapon and the AP Rounds Trickshot Setup

For boss damage the shotgun is the pick — PowerPyx's boss notes say it does the most damage to bosses, which is how they burn Charlotte's stun windows and drain Bruno in the basement. The SMG is the best general-purpose gun once its five slots are filled. Boss-by-boss tactics are in the boss guides.

Trickshot — kill two or more enemies with one shot — is the one trophy with a fixed gun-and-part requirement: buy the Assault Rifle (450), buy AP Rounds from Zora at the third shop after the Labyrinth (180, the part that adds bullet penetration), equip it, then line up two targets. The reliable spot is right after the Hobby Horse pickup, where roughly ten zombified Cultists charge you; the backup is the late sewer swarm during the Marlowe chase, where you can pre-damage two zombies until they flash blue. As of October 12, 2026 the guides list the rifle as the working method — one PowerPyx commenter claims a shotgun did it, and the author replied it might work "if you're very lucky" but failed in their own tests.

Zora's Shop: What to Buy and When

Coins are finite: PowerPyx states you cannot buy everything in one playthrough and there is no coin farming, so pick a lane early.

Shop When Priority buys
First (~1 hour) Top of the ladder after the first Unworthy stretch Basic Repair Kit 120, Lockpick 120, Medkit recipe 200, Hair Trigger 150
Second Mansion to final statue Supersonic Bullets 300, Drum Magazine 250, Lightweight Forend 150, Revolver 300, ammo recipes 140–220
Third Hunt Marlowe opens Assault Rifle 450, AP Rounds 180, Ammo Pack 7.62 recipe 200
Fourth Last shop with breathing room Everything left — the final shop sits right before the final boss with no time to farm or craft
Do the shop trophies at the very first Zora

What're Ya Buyin? (spend 666+) and What're Ya Sellin? (earn 999+) are bugged on PS5 — the tracker stops after the first shop. Save at the point directly left of that Zora, sell everything, buy it back, repeat via Buyback until both pop, then reload. Otherwise they may stay broken until a patch: see known issues. Save slots (two rotating autosaves, eight manual) are covered in the difficulty and saving guide.

Trophies That Depend on Your Loadout

Trophy Requirement What you need
Guns, Lots of Guns All 5 firearms Both shop guns bought before the story ends
Lord of War 5 attachment slots filled on one gun The SMG build; swap Drum Mag / Laser Pointer if it lags
Trickshot 2+ kills with one shot Assault Rifle + AP Rounds
Portable Guillotine 3 beheads with one melee weapon A fully repaired blade
Wetwork 10 stealth kills unseen The unbreakable knife
Red Dead Damnation 9 bottles at the docks range 9 rounds in reserve
What're Ya Buyin? / Sellin? 666 spent / 999 earned First shop only, tracker bug

Full platform lists: achievements. Coin-gathering habits for that buy order: beginner tips.

Frequently Asked Questions

How many weapons are in Hellraiser Revival? Five firearms, melee weapons (blunt and blade), throwables like stones and bottles, and the Genesis Configuration itself. No DLC weapons as of October 12, 2026 — Saber says there are no planned content updates.

Can you repair a broken melee weapon? No. It is discarded permanently; repair kits only restore durability while the weapon is still in one piece.

What is the best weapon? Shotgun for bosses, SMG for general combat once all five slots are filled, Assault Rifle plus AP Rounds for Trickshot.

Do weapons carry over to a new playthrough? No New Game Plus at launch — community reporting of a developer interview says only the harder Hellraiser difficulty carries forward. Details in the difficulty guide.

Sources: PowerPyx trophy guide, PowerPyx collectible guide, PowerPyx 100% walkthrough, Wikipedia gameplay section.

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Hellraiser: Revival Known Issues: Trophies, Saves, Fixes

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Hellraiser: Revival Metacritic and OpenCritic Scores

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