Dead by Daylight: Chapter XVI - Silent Hill

Dead by Daylight: Chapter XVI - Silent Hill is the sixteenth chapter in the 4v1 asymmetrical multiplayer survival horror game Dead by Daylight. It is a crossover with the Silent Hill series that features Cheryl Mason and Pyramid Head as playable characters, along with Alessa Gillespie, Cybil Bennett, James Sunderland, Lisa Garland, and Robbie the Rabbit as transformative character skins.

It is bundled in Dead by Daylight: Silent Hill Edition, which was released digitally in the west and on physical copies in Japan.

Gameplay
The game is a 4v1 asymmetrical multiplayer survival horror with multiple players acting as survivors and one player acting as the killer. The survivor's gameplay is from a third person perspective, while the killer's is first person. The objective is for the survivors to restore five generators and escape before the killer murders them by sacrificing them to the Entity or killing the survivors by their own hands. The map of Chapter XVI is Midwich Elementary School, a location from the original Silent Hill. The musical score for the chapter was composed in collaboration with Silent Hill composer Akira Yamaoka.

Characters
Both characters come with unique abilities in the form of perks while the Executioner, like every Killer in the game, has his own unique Character Ability, in addition to add-ons that modify or improve his Character Ability:

Perks

 * Soul Guard: Upon recovering from the Dying State, whether by herself or from assistance from another Survivor, Cheryl gains the Endurance buff for a short time. During this time, Cheryl can take an additional hit before falling into the Dying State again. If she is stuck by the Killer during this time, Cheryl will be affected by the Deep Wound effect, and must Mend or else she will enter the Dying State. This effect is put on a 30 second cooldown if Cheryl recovers from the Dying State. If Cheryl is cursed by a Hex Totem, she can recover from the Dying State by herself. If a Hex Totem is in fact active on the map but is only active to the Killer, Cheryl cannot fully recover from this effect.
 * Blood Pact: If Cheryl or the Obsession become injured, their auras are revealed to each other. Upon healing each other, Cheryl and the Obsession gain Haste, increasing their movement speed until Cheryl and the Obsession distance themselves from each other. Blood Pact prevents Cheryl from becoming the Obsession at the start of a Trial. This perk is disabled if Cheryl becomes the Obsession by any means.
 * Repressed Alliance: After repairing a generator for a certain amount of progress, Cheryl can activate Repressed Alliance, calling upon The Entity to block the generator, preventing any interaction with it, including physical damage to it, for 30 seconds. The generator can still be damaged from outside sources. While blocked, the genreator's aura is revealed to all Survivors. Cheryl must repair generators again to active this perk again. This perk cannot be activated if Cheryl is working on a generator with another Survivor.

Character Skins

 * Lisa Garland: a Legendary Skin transforming Cheryl into Lisa Garland.
 * Alessa Gillespie: a Very Rare Skin transforming Cheryl into her former self.
 * Cybil Bennett: a Legendary Skin transforming Cheryl into Cybil Bennett.

Character Ability

 * Rites of Judgment: Stabbing his Great Knife into the ground, the Exectutioner creates hazards on the Trial grounds made of blood, metal beams and barbed wire for some time. These hazards cannot be created on stairs, elevating positions or the basement of a map. Additionally, they cannot be placed near generators, hooks, lockers or Exit Gates. Survivors that walk or sprint through the hazard will clutch their body in pain and be affected by Torment, with barbed wires staying on the sides of their screen and barbed wire trails following them as they move. Additionally, their location is revealed to the Executioner through Killer Instinct. This can be prevented by crouching through the trails. Survivors are affected by Torment indefinitely and can only be removed by the following below effects. Additionally, Tormented Survivors become susceptible to new effects by the Executioner;
 * Cage of Atonement: Survivors in the Dying State affected by Torment can be sent to a Cage of Atonement instead of being placed on a Sacrificial Hook, which in turn acts the same as a Hook. The Executioner stabs the downed Survivor, where they are sucked into a pool of blood and teleported to a new location inside the Cage. Survivors inside the Cage cannot escape and must be freed by other Survivors. Upon reaching what would be the second stage of the Sacrifice process, Survivors must pass Skill Checks. Failing the Skill Checks or not being rescued in time will kill the Caged Survivor. If the Executioner is close to the Caged Survivor, they will be teleported to a new location and their Sacrifice process will be paused for a moment. Being freed or freeing another Survivor from a Cage removes Torment. Survivors, as well as the Executioner, do not gain any perk-related bonuses from saving a Survivor from a Cage or sending them to one, however they are still scored the same.
 * Final Judgment: Survivors in the Dying State affected by Torment on what would be their final Hook stage before being Sacrificed can instead be executed with a special Mori, the Final Judgment, where the Executioner swings his Great Knife overhead and slashes the downed Survivor, killing them instantly. Survivors can be executed this way regardless if they have been sent to a Cage during the Trial, however they must be under the effects of Torment and be on their final Hook stage. The Executioner can perform this Mori alongside his normal one if the Offering is used.
 * Punishment of the Damned: While creating trails with the Rites of Judgment, the Executioner can swing his Great Knife forward, sending forth a shockwave of energy, damaging any and all Survivors in the shockwave's path. This shockwave can also strike Survivors through obstacles and walls, however it can be avoided by moving out of the shockwave's path in time or by utilizing a vault. Additionally, this shockwave's range can be significantly decreased if used from an elevated position or the path itself reached from a higher, elevated position. Furthermore, performing Punishment of the Damned also consumes the Executioner's energy to perform and create a Rites of Judgment trail. If the Executioner does not have enough energy or uses all of it to create Rites of Judgment trails, he cannot perform this attack.

Perks

 * Forced Penance: Survivors that take a Protection Hit for another Survivor are affected by the Broken Status Effect for 80 seconds, disabling their ability to be healed. Perks that also allow healing from outside sources are also disabled during this time. Survivors can still be healed from the Dying State, however they will still be unable to become fully Healthy.
 * Trail of Torment: When the Executioner damages a generator, the generator's aura can be seen by all Survivors. After damaging the generator, the Executioner gains the Undetectable status. During this time, the Executioner does not produce a Red Stain or Terror Radius. Additionally, the Execuationer's aura cannot be seen by any means. The only way to find the Executioner is by hearing his breathing and the sound of his Great Knife dragging across the ground. The Executioner remains Undetectable until the generator stops regressing by any means or he damages a Survivor by any means.
 * Deathbound: When a Survivor performs a healing action a certain distance from the Executioner, Deathbound actives. Upon completing the healing action, the healing Survivor will scream in place, revealing their location to the Executioner. Additionally, for the next 60 seconds, the Survivor is affected by the Oblivious Status Effect if they move a certain distance from the Survivor they healed. Deathbound goes on a 60 second cooldown after activating. Only one Survivor can be affected by this perk, however it is possible for multiple Survivors to be affected.

Character Skins

 * Corrupted Executioner: An Otherworld cosmetic skin.
 * Forge Born Executioner: A molten cosmetic skin, part of the Immolation Collection.

Plot
Following the events of Silent Hill 3, Heather Mason has survived the Order's attempt to use her to birth their god, but is grief-stricken over the loss of her father at the hands of the Missionary. In her father's memory, she takes on the name he gave her former self, Cheryl. However, she blames herself for his demise and wakes up every night to nightmares. Out of guilt, she joins a crisis hotline for troubled youths. On her first day on the job, she gets a mysterious phone call hearing Claudia Wolf's voice before being pulled into the Dead by Daylight domain by a creature called "the Entity".

Elsewhere, in the town of Silent Hill, Maine, a creature similar to James Sunderland's Pyramid Head known as "the Executioner" stalks the streets. As a sadist feared even among other monsters, he is obsessed with dispensing unrestrained torture against those deserving of punishment, a task that no one else truly understands. When his objective is reached, the Executioner rests in the shadows until another sinner comes along. When Cheryl enters the Dead by Daylight universe, the Entity calls upon the Executioner to fulfill his duty once more. He is drawn to Heather due to her remorseful feelings.

Additional lore
In contingent with the story established in the character bios, two unlockable character skins — "Moving on" and "Starting over" — showcase potential scenarios for Cheryl's post-Silent Hill 3 life.

"A brand-new place for a brand-new chapter in her life. After destroying the cult that had forced her into hiding, Cheryl could express herself and become the person she always wanted to be."

In October 2021, Dead by Daylight expanded its Silent Hill Collection to include new content: the Pyramid Blight skin for the Executioner and a cosmetic that transforms Cheryl Mason into James Sunderland. The official scenario provided by Behaviour Interactive states that the Red Pyramid Thing of Silent Hill 2 injects Putrid Serum into its veins and reunites with Sunderland in the Entity's domain.

Allusions to Silent Hill

 * The caged corpses above the courtyard are an homage to the corpses in the Midwich Elementary School lobby from the original game, which originated from the painting in the Gillespie house.
 * The Piano Puzzle can be seen in the Midwich Elementary School map, maintaining the bloody keys from the original game.
 * The locker room jumpscare returns in Midwich Elementary School, as does the sound of crying in the bathroom.
 * The Seal of Metatron is still present in the courtyard.
 * The cages that the Executioner traps survivors in is reminiscent of the Mary boss from Silent Hill 2.
 * A picture of Mira from the "Dog" Ending of Silent Hill 2 can be found in a desk.
 * The Flauros and the Halo of the Sun appear inside the Clocktower.
 * Robbie the Rabbit, the Seal of Metatron, and Otherworld iconography are ingrained in Cheryl Mason's Ugly Sweater.
 * Cheryl's character biography states that "The air thickened as black fumes rose from the ground" when she heard Claudia's voice. This phenomenon occurred in the Fog Worlds of Silent Hill, West Virginia, caused by a coal fire accident that left the town abandoned, and in Silent Hill: Homecoming for reasons unknown.
 * Mary's Letter is an offering that can be used by both Killers and Survivors. Burning the offering will tremendously increase the chances of going to Midwich Elementary School.
 * The promotional art for the Executioner (see ) is reminiscent of "Misty day, remains of the Judgment".
 * The painting itself is used as the logo for his Add-on of the same name.
 * The "Welcome to Silent Hill" sign from the movie is seen in the menu screen.