Exit Gates are one of the three potential ways for the survivors to escape, with the other being the Dungeon or if the hunter surrenders.
Escaping through either one of the Exit Gates is one of the conditions for the survivors to get a win (if 3 or more survivors escape) or a draw (if 2 survivors escape) from the game.
Appearance[]
Exit Gates are a set of two mechanical doors made of grey metal plates that will open by having each half slide away from the center. The gates are generally set within a flat concrete wall with a spotlight shining on it. On the right side of every gate is a square console where a code can be typed in using the keys once the gates are active, connected to the gates with metal conduits.
Gameplay[]
In each match, a team of 4 Survivors are tasked with decoding 5 Cipher Machines (7 in Duo Hunters) to get a passcode; this will allow them to open the Exit Gates. After 'decoding' the last Cipher Machine, a siren will go off, and the Exit Gates will become active. Any remaining Cipher Machines can no longer be interacted with.
There are at least 2 Exit Gates in all maps, generally located at opposite ends from each other. In the beginning of the match, both of the Exit Gates are closed until all required Cipher Machines are finished, then the exit gates are activated.
Unless you turn it off in the game settings, the control panels of the Exit Gates will glow bright yellow, allowing you to find your way to one of them if you are unfamiliar with the map.
Note that unlike Cipher Machines, you do not have quick-time events/skill checks while opening the gates. A progress bar will appear at the bottom of the screen and will progress based solely on how long your character has been typing the passcode in.
Exit Gates Location[]
Each map has 2 Exit Gates, usually on opposite sides of the map. These placements are fixed.
Arms Factory[]
There are two exit gates in the North and the South part of the map.
Sacred Heart Hospital[]
One exit gate is in the corner behind the shack, while the other exit gate is in the center of the western edge across from the hospital.
Red Church[]
The two exit gates are located either at the North of the map, near the crematorium, or the South of the map, in the middle of the wedding area.
Lakeside Village[]
The exit gates are located at the Southeast of the map near the shore and to the Northwest of the map near the cornfield.
Moonlit River Park[]
Both exit gates are by the final roller coaster stops at opposite corners of the map.
Leo's Memory[]
There are two exit gates in the North-East and South-West part of the map.
White Sand Street Asylum[]
There are two exit gates on this map. In the northernmost room near the garbage dumpsters, and in the southernmost room next to reception.
Eversleeping Town[]
One of the exit gates is next to but not within the Graveyard, while the other can be found on the opposite end of the map near the curve in the tracks. Before, the exit gates are the tram station gate and in-school gate.
Golden Cave[]
The two exit gates are on the top floor at the crest of the hill, and at the bottom floor at the end of the tunnel.
Chinatown[]
Two exit gates are facing each other by a main streets: One near a hotel with some floating umbrellas. One near a craft building.
Darkwoods[]
- Middle of the West wall (more North), close to the bonfire.
- Middle of the East wall (more South), close to the treetop platform that is by itself.
Kreiburg Racecourse[]
- In the South West of the map, near the spectator station and hedge maze.
- In the North West of the map, near the dilapidated stable.
Effects of Traits[]
Survivor[]
- Hope Letter - Postman's unique tool that makes him or other teammate decode the Exit Gate 15% quicker for 120 seconds
- Super Circuit - "Prisoner"'s unique External Trait that allows him to transmit passcode progress from one Exit Gate to the other
- Half-Hearted - Acrobat's unique External Trait that makes him decode the Exit Gate 30% slower
- Old Wounds - Antiquarian's unique External Trait that makes her decode the Exit Gate 30% slower
Survivors also have traits that activate along with Exit Gate activation, but don't directly affect the gates themselves:
- Escape - Increases Survivor movement speed for 120 seconds
- Distraction - Reveals the Hunter's location for 5 seconds
- Borrowed Time - Recovers health by 50% of the Survivor's total Fear and increases their movement speed for 5 seconds
Hunters[]
- Meditation - Hermit can connect 2 Exit Gates to keep, distribute, or lose some progress of opening gate.
- Claustrophobia (Persona) - makes the Exit Gates open 70% slower if all 4 or more Survivors are active.
- Peeper - Will slow down the opening progress if planted close to the Exit Gate.
- Teleport - Allows the Hunter to instantly transport themselves to one of the Exit Gates.
Hunters also have traits that activate along with Exit Gate activation, but don't directly affect the gates themselves:
- Announcement - Reveals all the remaining Survivors' locations to the Hunter for 5 seconds.
- Carnival (Persona) - Increases Hunter Attack Recovery Speed and Movement Speed for 120 seconds.
- Detention - Doubles the damage dealt by the Hunter's regular attacks for 120 seconds.
Other Details[]
- If a Survivor is hit by the Hunter while inputting the passcode, they will be Terror Shocked.