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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 |
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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
.
Contents
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 no Exit Gate has been opened yet, 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
)
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 XV: Chains of Hate, which introduced the Grave of Glenvale Realm, which features a steam-punk-themed Exit Gate.
Change Log
Patch 1.5.0
- Nerf (Survivor): 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.
- Quality of Life (Killer): Killers are now able to open one powered Exit Gate, if neither has been opened by Survivors already.
Unlockables
Add-ons
Black Box | A black cardboard box filled with photographs.
Survivors inside the Dream World suffer from the following effects: |
Dream Demon ![]() | |
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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 |
T-Virus ![]() |
Perks
Killer
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Blood Warden | |
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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
The Hex effects persist as long as the related Hex Totem ![]() "And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back." |
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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) |
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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 |
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Remember Me | You become obsessed with one Survivor.
Each time the Obsession
You can only be obsessed with one Survivor at a time. |
Survivor
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Leader | You are able to organise a team to cooperate more efficiently.
Leader does not stack with other instances of itself. |
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No One Left Behind | It is inconceivable to leave someone behind.
Once at least one Exit Gate
"... 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 |
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Resilience | You are motivated in dire situations.
"Focus, even in these desperate times." |
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Spine Chill | An unnatural tingle warns you of impending doom.
Whenever the Killer is looking in your direction when they are within 36 metres of you, Spine Chill activates:
"There is a voice that doesn't use words. Listen.." — Sassy, The Lost Tapes |
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Wake Up! | Unlocks potential in your Aura-reading ability.
Once all Generators
"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith |
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