|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|
Although Exit Gates are visible from the beginning of the trial, they will remain in a deactivated state until enough Generators have been repaired by Survivors.
The remaining number will be displayed to both the Survivors and the Killer in the bottom left of their screen. The amount of Generators Survivors need to fix in order to activate the Exit Gates is the number of Survivors loaded into the trial plus one.
Once enough Generators have been repaired, both the Survivors and the Killer will receive an auditory and visual cue, displaying the location of the Exit Gates (temporarily for Survivors, permanently for Killers). Survivors may also use Wake Up! to see the location of the Gates when within range.
Exit Gates take Survivors 20 seconds to open, with each of the three red lights above the Switch Box lighting up at each quadrant of the progress bar. If a Survivor interrupts the Gate-opening process, the Gate's current progress will be saved. Killers take 0.75 seconds to open an Exit Gate and can only do so if the Endgame Collapse has not commenced.
Once at least one of the two Exit Gates has been opened, the Endgame Collapse will commence. Survivors then have anywhere from 120 to 240 seconds (the timer slows anytime a Survivor is in the Dying State or on a Hook ) to escape the Trial Grounds.
If the Killer walks near the escape boundary, The Entity will spawn the same spikes that usually block vaults for Survivors, stopping the Killer from leaving the Trial grounds. Those Exit Gate spikes may also appear for Survivors for as long as the Killer Perk Blood Warden is active.
Due to the height of the walls on The Underground Complex map and the fact that it is situated underground, it has Exit Doors instead of Exit Gates. The Exit Switch look the same, the doors, however, look completely different.
There is also completely different animation for the opening of the Exit Doors: both sides of the door slide sidewards and a metallic plate behind the door rises upwards.
The Dead Dawg Saloon Map also features a different iteration of Exit Gates. The Gates have a new Switch and a smoke chimney on them. The smoke only starts coming out when the last Generator is repaired.
- Increased the opening time of Exit Gates from formerly 15 seconds to 20 seconds.
Interaction with Perks
Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block both Exits for all Survivors for 30/40/60 seconds.
"This is my world. And you can't ever leave." — Freddy Krueger
You become obsessed with one Survivor.
The Obsession is not affected by Remember Me.
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
You're able to organise a team to cooperate more efficiently.
Increases the other Survivors' Healing, Sabotage, Unhooking, Cleansing, Exit Gate Opening, and Chest Unlocking speeds by 15/20/25 % when they are within a range of 8 metres from you.
Survivors can only be affected by one Leader effect at a time.
This effect persists on other Survivors for 15 seconds after leaving Leader's range.
|No One Left Behind||
It is inconceivable to leave someone behind.
The Auras of all other Survivors are revealed to you.
"... 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
You are motivated in dire situations.
Grants 3/6/9 % increased Repairing, Healing, Sabotage, Unhooking, Vaulting, Cleansing, Gate Opening, and Chest Unlocking speeds while Injured .
"Focus, even in these desperate times."
An unnatural tingle warns you of impending doom.
Get notified when the Killer is looking directly in your direction and standing within a range of 36 metres.
While Spine Chill is active, Skill Check trigger odds are increased by 10 % with success zones reduced by 10 %.
While Spine Chill is active, your Repair, Healing, Sabotage, Unhooking, Vaulting, Cleansing, Exit Gate Opening, and Chest Unlocking speeds are increased by 2/4/6 %.
"There is a voice that doesn't use words. Listen.." — Sassy, The Lost Tapes
Unlocks potential in one's Aura-reading ability.
Once all Generators are powered, Exit Gates are revealed to you when within a range of 128 metres.
While opening the Exit Gates, reveal your Aura to other Survivors within a range of 128 metres.
While Wake Up! is active, you open Exit Gates 5/10/15 % faster.
"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith
- The Pig can stop Survivors from escaping through the Exit Gates as an activated Reverse Bear Trap will trigger if a Survivor tries to leave with it still on their head.
- The Twins can stop a Survivor from escaping through the Exit Gates while Victor is still latched onto them.
The iteration of Exit Gates on the Dead Dawg Saloon Map
|Alarm Clocks||Bear Traps||Breakable Walls||Cages of Atonement|
|Chests||Crows||Dark Mist||Exit Gates|
|Lockers||Moonlight||Pallets||Pools of Devotion|