Dead by Daylight Wiki
The only possible escape lies behind huge ornate metal gates.
They taunt me every time I lay my eyes on them keeping me in, as a caged animal.
But as I discovered, they can be opened.
Somehow these Generators are the key to getting them open.
As I managed to repair enough of them, the gates opened, and I ran with all my soul towards the campfire in the distance.
Sometimes I escape and sometimes I stare The Entity in the eye and wake up at the never ending fire.
Why aren't the Killers following me through the gates?
I might never know.
~ Benedict Baker's Journal
It seemed to me that repairing those Generators was the only way to power this Switch Box.
What would happen if I were to activate it?.
~ Mysterious Note
Notice the objective information at the lower left of the screen.
With the final Generator complete, the switch is powered and the Exit Gate can be opened.
In most Trials, there will be a total of 5 Generators to complete.
Stop the Survivors before they can escape!
~ Exit Gates, Killer Tutorial

Exit Gates are one of two potential ways for Survivors to escape the Trial Grounds in Dead by Daylight.


Overview

All Maps, spawn with 2 Exit Gates, which are located randomly in the outer border wall surrounding the perimeter of the Map.
This also applies to the equivalent on indoor Maps.
From the start of the Trial, both Exit Gates remain closed and unpowered until certain activation conditions are met.


Powering-Up

Starting the Trial, both Exit Gates are closed and unpowered.
Survivors must repair a certain number of Generators (equal to Survivors starting the Trial + 1) to power the Exit Gate Switches, after which the Exit Gates can be opened independently.

Powering-up the Exit Gates plays a map-wide audio cue and reveals the Auras of both Exit Gate Switches to all Players.
The Killer sees the Aura permanently from that point onwards, whereas Survivors only see it temporarily, having to rely on their memory of where the Exit Gates are located afterwards.

In the case of both Exit Gates still remaining closed and there only being one last Survivor left, the act of closing the open Hatch as the Killer will automatically power both Exit Gates (as well as initiate the Endgame Collapse), bypassing any remaining Generators that would have needed to be repaired.


Opening

Once powered, Survivors can walk up to either Exit Gate and interact with the Exit Gate Switch to open them independently.
It takes Survivors 20 seconds to open an Exit Gate.

The Exit Gate Switch features three red lights atop it, which will light up in sequence when the Opening process reaches 25, 50, and 75 % completion.
This notifies both other Survivors as well as the Killer about an Exit Gate's approximate Opening progression from a distance.
Reaching the final quarter will also play a buzzer noise.

The Opening process can be interrupted at any time, with any partial progression being saved.

If the Endgame Collapse has not started, the Killer has the option to open up one Exit Gate in a brief interaction (0.75 seconds), forcing the beginning of the Endgame Collapse and remaining Survivors out of the Trial Grounds.


Endgame Collapse

Opening at least one Exit Gate immediately initiates the Endgame Collapse, which will end the Trial forcefully after its timer elapses, killing any remaining Survivors.


Exit Gate Blocker

While Survivors are generally free to leave the Trial Grounds through the Exit Gates, The Entity does not grant that privilege to its Killers.
The Entity spawns Exit Gate Blockers (long spikes shooting up from the ground) whenever the Killer walks close to the escape boundary, visually and physically preventing them from leaving the Trial Grounds.
The Exit Gate Blockers are only visible to the Killer and do not affect Survivors.

However, the Killer has the option to conjure those same Exit Gate Blockers for Survivors, given certain circumstances:


Iterations

With the The Realm Beyond visual updates, all reworked Realms feature a unique iteration of the Exit Gate, themed after the Realm itself.
This has already been true for Realms released since CHAPTER 15: Chains of Hate, which introduced the Grave of Glenvale Realm, which features a steam-punk-themed Exit Gate.


Unlockables

Add-ons

Yellow Wire A small electrical wire.
Both ends are heavily damaged like it has been forcefully torn out of its intended location.
Can be tied around the Map to enhance its Aura-reading ability.


Portable TV
This description is based on the changes announced for or featured in the upcoming Patch 7.4.0
Small enough for any room.
Just keep it out of the bath.
  • Extends the duration of Slice & Dice to 170 % of its default duration once the Exit Gates have been powered.
BFFs An unnaturally cold silver necklace split into four, one for each best friend.

Survivors hit with chained Feral Slashes grant Tokens towards BFFs:

  • Grants 0 Tokens for the first Feral Slash.
  • Grants +2 Tokens for the second Feral Slash.
  • Grants +3 Tokens for the third Feral Slash.
  • Grants +4 Tokens for the fourth Feral Slash.
  • Grants +5 Tokens for the fifth Feral Slash.
Once the Exit Gates are powered and BFFs has acquired 15+ Tokens, you benefit from the following effect:
  • Grants a +6 % Haste Status Effect outside of using Feral Frenzy.
Boat Key
This description is based on the changes announced for or featured in the upcoming Patch 8.2.0
Only one boat allowed people on and off the island, and the keys were hidden away to prevent deserters.
  • Increases your Teleportation speed during Daytime by +3 m/s.
  • Causes all active Locks on Lockers to break once the Exit Gates are powered by any means.
Depleted Ink Ribbon Who will save them now? There is something about this ink ribbon being dry that energises zombies.
  • Reduces the Respawn time of disintegrated Zombies by -5 seconds.
  • Increases the Movement speed of Zombies by +0.5 m/s.
  • Once the Exit Gates are powered, disintegrated Zombies respawn in the Exit area.

"Look, just so you know... this is the last fucking time." — Jill Valentine

Perks

Survivor Perks

Hope Hope
This description is based on the changes announced for or featured in the upcoming Patch 6.1.0
The growing odds of a successful escape fill you with hope and give you wings.

Once the Exit Gates are powered, Hope activates:

  • Grants a permanent 5/6/7 % Haste Status Effect.
"Buckle up, fuckos! Let's roll." — Nikki, The Lost Tapes
Leader Leader
This description is based on the changes announced for or featured in the upcoming Patch 2.5.0
You are able to organise a team to cooperate more efficiently.

Other Survivors within 8 metres of your location benefit from the following effect:

  • Increases the Action speeds for Cleansing, Gate-Opening, Healing, Sabotaging, Unhooking, and Unlocking by 15/20/25 %.
    • This effect lingers for 15 seconds after leaving the Area of Effect.
Survivors can only be affected by one instance of Leader at a time.
Mirrored Illusion Mirrored Illusion
This description is based on the changes announced for or featured in the upcoming Patch 8.2.0
A familiar spell made unfamiliar in this corrupted landscape.

After repairing Generators for a total of 20 %, Mirrored Illusion activates:

  • Press the Active Ability button when next to either a Chest, Exit Gate, Generator, or a Totem to spawn a Static Illusion that lasts for 40/50/60 seconds.
Mirrored Illusion deactivates after triggering successfully.

"Just... stay there... perfect!" — Baermar

No One Left Behind No One Left Behind
This description is based on the changes announced for or featured in the upcoming Patch 6.1.0
It is inconceivable to leave someone behind.

Once the Exit Gates are powered, No One Left Behind activates:

  • Increases your Action speeds for Healing and Unhooking by 30/40/50 %.
  • Increases the Haste Status Effect of Survivors unhooked by you by +7 %.
  • The Auras of the other Survivors are revealed to you.
  • Grants 50/75/100 % bonus Bloodpoints for actions in the Altruism Category.
"Yeah, no shit.
But I believe we can outsmart and overthrow him if we work together.
Don't be predictable and selfish!" — Clyde, The Lost Tapes
Resilience Resilience You are motivated in dire situations.
  • Increases your Action speeds for Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Blessing, Opening, and Unlocking by 3/6/9 % when in the Injured State.

"Focus, even in these desperate times."

Sole Survivor Sole Survivor
This description is based on the changes announced for or featured in the upcoming Patch 6.1.0
As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.

Each time a Survivor other than yourself is killed or sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens:

  • Grants a stack-able radius of 20/22/24 metres per Token around you, up to a maximum of 60/66/72 metres, within which you are immune to the Killer's Aura-reading abilities.
When you are the Last Survivor Standing, you benefit from the following effects:
  • Increases your Repair speed by +75 %.
  • Increases your Gate and Hatch Opening speeds by +50 %.
Increases your chance of becoming the initial Obsession by increasing the default value by +100 %.

The Killer can only be obsessed with one Survivor at a time.

"It was the boogeyman." — Laurie Strode

Spine Chill Spine Chill
This description is based on the changes announced for or featured in the upcoming Patch 7.1.0
An unnatural tingle warns you of impending doom.

Whenever the Killer is within 36 metres of your location and looking at you with a clear Line of Sight, Spine Chill activates:

  • Warns of the Killer's proximity and their potential awareness of your location by lighting its icon.
  • Increases your Action speeds for Blessing, Cleansing, Gate-Opening, Healing, Repairing, Sabotaging, Unhooking, and Unlocking by 2/4/6 %.
    • This effect lingers for 0.5 seconds after the Killer loses Line of Sight or exits the Activation range.
"There is a voice that doesn't use words. Listen.." — Sassy, The Lost Tapes
Wake Up! Wake Up! Unlocks potential in your Aura-reading ability.

Once all Generators are completed, Wake Up! activates:

  • The Auras of the Exit Gate Switches are revealed to you within 128 metres.
  • Your Aura is revealed to all other Survivors within 128 metres of your location while opening an Exit Gate.
  • Increases your Gate-Opening speed by 15/20/25 %.

"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith

Killer Perks

Blood Warden Blood Warden
This description is based on the changes announced for or featured in the upcoming Patch 1.8.0
As soon as one Exit Gate is opened, Blood Warden activates.
  • The Auras of Survivors standing within the Exit-Gate area are revealed to you.

Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block the exits for all Survivors for 40/50/60 seconds.
"This is my world. And you can't ever leave." — Freddy Krueger

Haywire Haywire
This description is based on the changes announced for or featured in the upcoming Patch 9.0.0
Unable to retrieve the Perk description or unable to display it. It can be added to the Datatable/Loadout. Otherwise Please contact Jouki
Hex: No One Escapes Death Hex: No One Escapes Death
This description is based on the changes announced for or featured in the upcoming Patch 6.1.0
A Hex rooting its power on hope.
You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.

Once the Exit Gates are powered, if there is still a Dull Totem remaining in the environment, Hex: No One Escapes Death activates and lights it:

  • Grants a 2/3/4 % Haste Status Effect.
  • Causes all Survivors to suffer permanently from the Exposed Status Effect.

Hex: No One Escapes Death remains inactive if no Dull Totems are available.

Once the Status Effect is revealed to Survivors, Hex: No One Escapes Death reveals the Aura of its Hex Totem to all Survivors within 4 metres and gradually expands that range to 24 metres over the course of 30 seconds.

All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed.

"And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back."

Hex: Pentimento Hex: Pentimento You reveal the true power of the Totems, hidden within their remains.

You can perform a ritual on a cleansed Totem to resurrect it as a Rekindled Totem.
For each Rekindled Totem active at the same time, Hex: Pentimento gains an additional effect:

  • 1 Totem: reduces all Survivors' Repair speed by 20/25/30 %.
  • 2 Totems: reduces all Survivors' Healing speed by 20/25/30 %.
  • 3 Totems: reduces all Survivors' Recovery speed from being downed by 20/25/30 %.
  • 4 Totems: reduces all Survivors' Gate-Opening speed by 20/25/30 %.
  • 5 Totems: all Totems are permanently blocked by The Entity.

When a Rekindled Totem is cleansed, its remains are consumed by The Entity and it cannot be rekindled.

"Though a pentimento is an inherently concealed piece of art, there is something to be said of the desire to discover that which is beyond." — A Guide to Art & Process (1961)

No Way Out No Way Out You are not going to let just anyone into the VIP room.

For each Survivor you hook for the first time, No Way Out gains 1 Token.
Once the Exit Gates have been powered, No Way Out activates:

  • When a Survivor interacts with an Exit Gate Switch, you receive a Loud Noise Notification and The Entity blocks both Exit Gate Switches for 12 seconds and an additional 6/9/12 seconds per Token in your possession, up to a combined maximum of 36/48/60 seconds.

"That sound when you bleed... let me hear it again." — Ji-Woon Hak

Remember Me Remember Me
This description is based on the changes announced for or featured in the upcoming Patch 7.1.0
Whenever the Obsession loses a Health State by any means, Remember Me gains +1 Token, up to a maximum of 2/3/4 Tokens:
  • Increases the Opening time for both Exit Gates by +6 seconds per Token, up to a maximum of 12/18/24 seconds, for all Survivors other than the Obsession.
    • The Obsession is exempt from this penalty.

You can only be obsessed with one Survivor at a time.

"You don't remember? You must. You're my number one, and you'll never wake up again." — Freddy Krueger

Terminus Terminus
This description is based on the changes announced for or featured in the upcoming Patch 6.2.0
You are a brilliant tactician who prepares for every eventuality.

Once the Exit Gates are powered, Terminus activates:

  • All Survivors who are either injured, dying, or hooked, suffer from the Broken Status Effect until an Exit Gate is opened.
    • This effect lingers for an additional 20/25/30 seconds.


Change Log

Patch 1.5.0

  • Survivor Nerf: increased the Opening time from 15 seconds to 20 seconds.

Patch 2.7.0

  • Change: the Exit Gates now become powered when the Killer closes the Hatch, regardless of how many Generators have been completed.
  • Killer QoL: Killers are now able to open one powered Exit Gate, if the Endgame Collapse has not yet started.

Patch 8.1.0

  • Survivor QoL: updated the placement logic of Exit Gates.


Trivia

  • Despite not making use of the Exit Gate Blockers, The Pig can stop Survivors from escaping through the Exit Gates altogether as an activated Reverse Bear Trap will instantly kill its Survivor if they attempt to leave.


Gallery

Props
Alarm Clocks Barrel Bear Traps Breakable Walls Cages
Chests Control Stations Crown Pillar Crows Dark Mist
Drones Exit Gates Generators Glyphs Hatch
Hooks Jigsaw Boxes Lockers Masquerade Pillar Memory Shards
Moonlight Pallets Paper Lanterns Pools of Devotion Pumpkins
Snowmen Supply Cases Totems TVs Visceral Cankers
Windows