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. |
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~ 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?. |
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~ Mysterious Note |
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:
- Using the Perk Blood Warden and activating it (any Killer)
- Using the Add-on Black Box (only applies to The Nightmare)
- Latching onto a Survivor as Victor (only applies to The Twins)
- Binding a Survivor with a Possessed Chain (only applies to The Cenobite)
- Using the Add-on Iridescent Company Banner (only applies to The Knight)
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.
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Portable TV | Small enough for any room. Just keep it out of the bath.
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BFFs | An unnaturally cold silver necklace split into four, one for each best friend.
Survivors hit with chained Feral Slashes grant Tokens towards BFFs:
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Boat Key | Only one boat allowed people on and off the island, and the keys were hidden away to prevent deserters.
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Depleted Ink Ribbon | Who will save them now? There is something about this ink ribbon being dry that energises zombies.
"Look, just so you know... this is the last fucking time." — Jill Valentine |
Perks
Survivor Perks
Hope | The growing odds of a successful escape fill you with hope and give you wings.
Once the Exit Gates are powered, Hope activates:
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Leader | You are able to organise a team to cooperate more efficiently.
Other Survivors within 8 metres of your location benefit from the following effect:
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Mirrored Illusion | A familiar spell made unfamiliar in this corrupted landscape.
After repairing Generators for a total of 20 %, Mirrored Illusion activates:
"Just... stay there... perfect!" — Baermar | |
No One Left Behind | It is inconceivable to leave someone behind.
Once the Exit Gates are powered, No One Left Behind activates:
But I believe we can outsmart and overthrow him if we work together. Don't be predictable and selfish!" — Clyde, The Lost Tapes | |
Resilience | You are motivated in dire situations.
"Focus, even in these desperate times." | |
Sole Survivor | 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:
The Killer can only be obsessed with one Survivor at a time. "It was the boogeyman." — Laurie Strode | |
Spine Chill | 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:
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Wake Up! | Unlocks potential in your Aura-reading ability.
Once all Generators are completed, Wake Up! activates:
"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 | As soon as one Exit Gate is opened, Blood Warden activates.
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. | |
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Hex: No One Escapes Death | 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:
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 | 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.
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 | 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.
"That sound when you bleed... let me hear it again." — Ji-Woon Hak | |
Remember Me | Whenever the Obsession loses a Health State by any means, Remember Me gains +1 Token, up to a maximum of 2/3/4 Tokens:
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 | You are a brilliant tactician who prepares for every eventuality.
Once the Exit Gates are powered, Terminus activates:
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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
The iteration of Exit Gates on the Dead Dawg Saloon Map