Clive Barker's Hellraiser: Revival Crafting

Find supported crafting access, requirements, recipes and completion feedback for the covered game build. Covers Clive Barker's Hellraiser: Revival.

The crafting system and shop recipe list for the release build of 8 October 2026. Weapon upgrade fitting is on the weapons page.

Crafting in Clive Barker's Hellraiser: Revival produces healing items, ammunition, lockpicks, repair kits and traps. Twelve recipes count toward the completion trophy, and every one of them is bought from the merchant Zora in stages as the story advances.

Materials are limited and crate contents are randomised, so the binding constraint is what you choose to craft, not how much you gather. Buy the medkit recipe at the first shop and skip recipes you will never use.

How crafting works

You craft from recipes bought at Zora’s shop. Only the bandage is available from the start of the game; everything else unlocks at the first, second or third shop as the story progresses, with prices rising accordingly.

Materials come from breakable crates, environmental pickups and safe rewards. Recipes themselves cost coins rather than materials, which is why the coin economy and the material economy are separate problems.

Recipe list

The table below lists the recipes with their shop stage, coin price and material cost. Prices and stages follow the published completion reference for the launch build.

Crafting recipes, prices and materials
RecipeShop stagePriceMaterials
BandageFrom the startFree3 Cloth + 1 Chemicals
MedkitFirst shop200 coins2 Cloth + 4 Herbs + 1 Chemicals
LockpickFirst shop120 coins3 Scraps + 3 Coils
Basic Repair KitFirst shop120 coins1 Scraps + 1 Cloth + 2 Coils
Advanced Repair KitSecond shop180 coins2 Scraps + 1 Cloth + 1 Chemicals + 2 Coils
12-Gauge ShellsSecond shop220 coins3 Scraps + 1 Cloth + 3 Gunpowder + 1 Chemicals
9mm RoundsSecond shop140 coins2 Scraps + 3 Gunpowder + 2 Coils
.357 RoundsSecond shop180 coins2 Scraps + 4 Gunpowder + 1 Chemicals
Bear TrapSecond shop, after the Statue’s Tongue120 coins3 Scraps + 2 Coils
Fuel CanSecond shop, after the Statue’s Tongue180 coins2 Scraps + 3 Chemicals

Two entries are incomplete: the reference lists a third-shop recipe at 450 coins and a 7.62 ammunition pack, but the cached sources do not include their material lists, so they are omitted rather than guessed.

The material economy

There is a limited amount of crafting material in the whole game. Crates contain randomised materials, so reloading a save does not reliably give you a specific component, and you cannot farm a spot until it supplies what you need.

  • Scraps — used in almost every recipe, so they run out first.
  • Coils — shared between lockpicks, repair kits and pistol ammunition.
  • Chemicals and Herbs — the healing chain, so treat them as health rather than inventory.
  • Gunpowder — only feeds ammunition recipes.

Coins cannot be farmed either, and the shop cannot be bought out. That makes the recipe list a set of permanent choices rather than a shopping list you will eventually complete.

What to buy first

Buy the medkit recipe as soon as the first shop opens. It converts common materials into a strong heal, and without it your health supply depends entirely on what you happen to find.

After the medkit, the lockpick recipe pays for itself because locked containers hold upgrades and weapons. Repair kits come next if you lean on melee weapons; the trap and fuel recipes are a lower priority because they only matter in fights you have chosen to take.

Resource discipline for the opening hours is covered on the getting started page.

The twelve recipes and the trophy

Twelve crafting recipes count as trophy-relevant collectibles. The catch is that the game keeps no record of which recipes you have already made, so you have to track them yourself.

Craft each recipe at least once as you buy it. Spending materials on the same recipe twice can leave you short of the full set, and because materials are finite there is no way to catch up afterwards. The wider collectible picture is on the achievements page.

Where materials come from

The developers confirm that safe and lockpick puzzles reward crafting resources, ammunition, upgrades and occasionally a new weapon. That makes lockpicks a material source as well as a loot source.

Clues to safe combinations sit in readable objects around each area, such as books, letters, paintings, graffiti and diagrams on desks. The clue logic is described on the puzzle help page.

Frequently asked questions

How many crafting recipes are there?

Twelve count toward the completion trophy. The bandage is available from the start and the rest are bought from Zora at the first, second or third shop.

Can I farm crafting materials?

No. Materials are limited across the whole game and crate contents are randomised, so reloading a save will not reliably give you the component you want.

Which recipe should I buy first?

The medkit recipe, as soon as the first shop opens. It is the most reliable way to keep your health up.

Does the game track which recipes I have made?

No. It records which recipes you own but not which ones you have crafted, so keep your own list if you are going for the collectible set.

Recipe count, prices, shop stages and material lists. Source: PowerPyx 100% walkthrough. Checked .

Randomised crate contents and missing craft tracking. Source: gam3s beginner guide. Checked .

Priority of the medkit recipe. Source: COGconnected systems explainer. Checked .

Safe and lockpick reward types. Source: PlayStation Blog developer interview. Checked .