How to Escape Chatterer in Hellraiser: Revival

You can’t kill Chatterer in Hellraiser: Revival. Don’t waste your ammo trying. He is a Cenobite, so the only answer is to run, and the game throws three separate chases at you to prove it. Each one has a different trick, and the first one will get you killed a few times if you ignore Quick Turn. I’ll walk you through all three below.
Spoiler Alert: This guide covers all three Chatterer chases and what happens at the end of the last one. Proceed with caution!
What You’ll Read:
Can You Kill Chatterer in Hellraiser: Revival
No. Chatterer can’t be killed or damaged. Director Emil Esov says you don’t fight Cenobites like regular enemies, and these chases are escape puzzles.
Your guns and Genesis Configuration powers are for cultists and the Unworthy. Hellchains, which you unlock after the third chase, work the same way. They won’t scratch Chatterer, though I wouldn’t blame anyone for trying anyway.
The whole thing comes down to one rule. When he teleports in front of you in a flash of electricity, turn around and take the corridor he isn’t blocking. Speed barely matters. Reading the path does.

Who Is Chatterer in Hellraiser: Revival
Chatterer is one of the four classic Cenobites Saber brought back from the original films, along with Pinhead, Butterball, and the Female Cenobite. You’ll know him on sight. He has no eyes and a permanently open mouth, and his teeth never stop chattering. (It’s in the name, duh!) You’ll hear that sound before you see him.
Esov describes him as a sadistic child. Alone, he hunts Aidan and tries to tear him apart. Next to Pinhead, he behaves. Chatterer was a young child when he became a Cenobite, which would explain the hide-and-seek chases. I find that creepier than any jump scare.
Don’t expect the original film actor, Nicholas Vince, among the Hellraiser: Revival voice actors. He said in 2025 that he wasn’t consulted on Revival.

How Many Chatterer Chases Are There
Three. All of them are required for the story, so you can’t miss any of them.
| Chase | Objective | Trophy (PlayStation) | Achievement (Xbox) |
|---|---|---|---|
| 1 | Escape the Cult | No Time for Argument (bronze) | 5G |
| 2 | Free Sunny’s Soul | Run, Aidan, Run! (bronze) | 5G |
| 3 | Hunt Marlowe / Exit the Labyrinth | I Can Do This All Day (silver) | 45G |
Charlotte also chases you later in the game, but she is a different enemy. Her escape has its own achievement, “Only Nightmares Last Forever!”, and it doesn’t count toward Chatterer.
Chatterer Chase 1: Escape the Cult
A clean, rehearsed first chase run takes under two minutes. But you can expect longer on your first try, since you’ll probably die a few times learning the turns. Here’s how to avoid that:
Before the Chase
Sneak past Bruno and take the keycard near the restrained woman. Then open the cabinet in the red-lit painting gallery with code 9901 (or 0199 as an alternate).
Head down to the save point and make a manual save. A locked metal door is right next to it. Try the door, then turn around. The passage shifts into the Labyrinth, and the chase starts. (Saving here is smart.)
Quick Turn Controls
The game shows a Quick Turn prompt right before Chatterer appears. Read it. Plenty of demo players died because they skipped it.
- PC: Ctrl to Quick Turn, Left Shift to sprint.
- Controller: left stick + L3.
- Chain or hook grab: mash F on PC. On controller, X.
Step-by-Step Route
Chatterer teleports, so the layout shifts a bit. Go by landmarks, not memory.
- Go right at the first junction.
- Go left at the next fork.
- Crouch or slide under three chained barriers.
- In the hook corridor, crouch and angle left.
- In the red-lit corridor, wait for Chatterer to block you, Quick Turn, then take the left route that opens. Going left early won’t work.
- Go down the stairs, turn left, then weave right, left, right around the chains.
- When he blocks what looks like the exit, turn back and take the left past the spiked walls.
- Take the last left in the spike corridor, then run straight to the metal door with the green door beside it.

Pro-Tip: Don’t turn around to check on him. Get through that door, and you earn No Time for Argument.
Chatterer Chase 2: Free Sunny’s Soul
This one is a block puzzle with a monster behind you.
- In the prison area, Chatterer chases you toward two cubes. Use the Genesis Configuration to slide the upper cube and raise or move the lower one, then run through.
- A prison cell scene interrupts the chase. A man sits on the bed. When the scene changes, the chase resumes.
- Dodge the spinning obstacles and electrical effects.
- In the big pillar room, lower one block and push another onto the wall switch on the left. The exit opens.
That leads into the outer Labyrinth under Leviathan. You get Run, Aidan, Run! and the Welcome to Oblivion story milestone at the Field of Souls.

Note: It’s easy to miss Suffering Pillar #2. Turn around before the arched entrance with two blue-flamed decorations and gold trim.
Chatterer Chase 3: Hunt Marlowe
This is the weirdest chase. It starts in the Hunt Marlowe / Exit the Labyrinth stretch and jumps between spaces.
- In the room with rotating blades, lower a block to make a walkable path.
- Run through the hallway with paintings.
- In Marlowe’s club, interact with the pill bottle in the bathroom. Rooms keep morphing, so flee through the white doors.
- A table gets a bottle, then pills, then a needle. Interact with all three as the scene changes.
- Aidan blacks out and wakes up in one more Labyrinth run.
That last run ends with Chatterer catching you. Don’t panic, because it’s scripted. You talk to the woman in black, then get Hellchains, and I Can Do This All Day.

Tips If Chatterer Keeps Catching You
I saw players give up after ten failed tries, and I get it. These chases are trial and error, so dying a lot is normal. Here are some tips and tricks if he keeps catching you:
- Hit Quick Turn the moment he appears. Walking back is too slow.
- Use landmarks like chains, spikes, and the red lighting. Exact turn strings break when the geometry shifts.
- Don’t try to inspect him mid-run. He can show up right behind you.
- Make a manual save before chase 1. There are eight manual slots plus two autosaves, so don’t overwrite your only one.
- Drop the difficulty if you’re stuck. The platinum doesn’t need the hardest setting, and trophies aren’t locked behind it.
That covers every Chatterer chase in Hellraiser: Revival. Which one gave you the most trouble? Let me know in the comments, and send me your own route tips so I can add them to the guide.


