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Hellraiser Revival inventory upgrades: all 6 bag locations

All six Inventory Capacity Upgrade bags in Hellraiser: Revival, in story order, with the mansion safe turns, the lockpick safe and the 1362 keypad room.

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Hellraiser: Revival first-person view of firing an SMG at a group of cultists in a neon-lit club

Quick answer

There are six Inventory Capacity Upgrade bags in Hellraiser: Revival. They are in the security office, the graveyard house, the mansion safe, the hilltop shack safe, a dead end in the Sister of Mercy stealth section and a keypad room off the merchant’s alley. Collect each one as you pass, because the game has no chapter select to send you back.

Light spoilers. I name areas, objectives and one boss encounter. Nothing about how the story ends.

Aidan starts with a bag that fills up fast. Ammo, healing, keys and attachments all fight for the same slots, and by the mid game you are dropping things you wanted. The upgrade bags are the fix, and all six are hidden in places you can walk past without noticing. I’ll go in story order, because that is the only order the game lets you collect them in.

All six at a glance

#Objective when you find itWhereWhat you need
1Outrun the ChattererSecurity office, east of the big statue roomNothing
2Find a Way Out of the GraveyardCabinet in the small house at the graveyard’s eastern edgeNothing
3Find a Statue’s Missing PartLarge safe on the mansion’s upper floorThe disc turns below
4Find the Statue’s TongueSafe in the hilltop shackA lockpick
5Get the Genesis Configuration BackDead end under the stairs in the club hallStealth
6Use the ElevatorKeypad room in a dead end off the merchant’s alleyCode 1362

Don’t plan on coming back. Once you move on, an area is gone, and there is no chapter select to reload it. If you want the full set, take each bag when you reach it. Our achievements guide covers the other missables with the same warning.

1. Security office

You get here early, during the Outrun the Chatterer objective. A big hall holds a statue, a few cultists on their knees and a few on patrol. Take them out and walk the corridor that the statue’s left hand indicates. It finishes at the duck door, which stays shut for now, but the door right beside it opens into the security office. The bag is sitting on a shelf next to a locked cabinet, so take it and go.

2. The graveyard house

Once you have the van key and whatever was in the trees has chased you out, you end up in the graveyard with the merchant close by. Climb the broad steps on the eastern edge to reach a little house. Head to the bedroom with the save point and open the cabinet beside the doorway. The bag is jammed against a box, and you won’t notice it until the prompt appears. That makes it the easiest of the six to walk past.

Don’t confuse this house with the safe that takes 9606. That one is a separate puzzle, and the code is in our codes guide.

3. The mansion safe

At your next merchant stop she is standing by three locked gates, and each wants a different statue piece. The hand comes first, and it lives in the mansion. Walk up to the house, find the front entrance sealed and drop into the basement instead. Fight your way upward until an elevator carries you inside. Upstairs is the CEO’s office, and the safe in there is huge.

The open mansion safe in Hellraiser: Revival with the Take SMG Ammo prompt showing

This safe is a set of rotating discs. A drawing on the desk shows the pattern you are building. If you would rather skip the thinking, here is the quick version, from PowerPyx, starting from the discs’ default position:

  1. Turn the left slot once.
  2. Turn the top slot four times.

If anyone has moved the discs before you, work from the drawing instead. The bag is inside, and so is an SMG.

4. The hilltop shack

Opening the head statue gate gives you a new job, finding the statue’s tongue. Past the gate, handle the ambush that follows your chat with the bald woman, go through the smaller gate and stop before the well. Peel off to the right and climb the incline. At the top is a gazebo with a body hanging from its roof. The shack is on the far side of it, south of the pagoda, and it holds a safe.

The safe is a lockpick job, so bring a pick. If you’re out, the merchant sells them and it’s worth the trip back. Inside you get the bag and the Full Choke, a shotgun attachment.

5. Behind the chair

Not a fight. After the club doors open you are in a large hall with a flying woman circling above, and you can’t fight her yet. When the cutscene finishes, go left, stay low behind cover and lob bottles at the far end of the room so the Sister of Mercy goes to investigate. A wooden drawer unit is in the way, so shove it aside and keep going until the route ends under a staircase.

The Inventory Capacity Upgrade bag on a chair in Hellraiser: Revival with the Take prompt showing

Turn around. A body sits slumped in a chair and the bag is stuck to the seat back. Grab it, return to where you began and go right to carry on. This is the one I’d worry about, because if you go right first, that dead end is easy to never see.

6. The keypad room

  • Leave the merchant’s room and go left along the alley. Stop before the door at its end.
  • On the right, just short of that door, there is a gap you have to crouch to enter.
  • The keypad in there takes 1362. The codes guide shows where the digits come from if you want to find them yourself.
  • A bear trap is rigged near the door. Disarm it by lifting it and tossing it aside before you step in.
  • The bag is on the body on the floor, at its back. If no prompt shows, aim at the stomach.

It’s a dead end south of the fourth shop, and the same room has the Heavy Lower Handguard for the assault rifle, so you leave with more than a bag.

Quick answers

How many bags are there?

Six. Each is a separate pickup.

Can I miss any?

Yes. You can’t go back to earlier areas and there’s no chapter select, so the only way to be safe is to take each one on the way.

What else is worth doing in these areas?

Plenty of safes and codes sit nearby. Our Hellraiser: Revival guides hub lists them all.

Something wrong or out of date? Tell us

Guide by

George

George grew up on Dark Souls and Call of Duty, and he still has strong opinions about both. He also plays Arma, where he walks a very long way to get shot by someone he never saw. He says it’s part of the experience.

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