CHAPTER 20: Resident Evil™

**CHAPTER 20: Resident Evil™** is the twentieth Chapter DLC for *Dead by Daylight*, released on 15 June 2021.

This DLC features the following content:

* **1** Killer:
	+ The Nemesis
* **2** Survivors:
	+ Leon Scott Kennedy
	+ Jill Valentine
* **1** exclusive Charm:
	+ *Umbrella Corporation* - **Uncommon Universal** Charm

## Description

**Resident Evil** is a new Chapter for Dead by Daylight. It includes a Killer, Nemesis; two Survivors, Leon S. Kennedy and Jill Valentine; and a new map: the Raccoon City Police Station. Purchasing the add-on unlocks the new Killer, both Survivors, and an exclusive universal Charm.

### The Nemesis's Info

**The Nemesis**

*Take control of Umbrella's bloodthirsty bio-organic weapon and hunt your targets without mercy.*

### The Nemesis's Power

**T-VIRUS**

Your Power expands as your *Mutation Rate* grows.
Filling the Power gauge with ***Contamination points*** from attacking Survivors or **Zombies** with his Power increases **The Nemesis'** *Mutation Rate*:

**MUTATION RATE 1:**

* No special benefits.

**MUTATION RATE 2:**

* *Tentacle Strike* can destroy Breakable Walls and Pallets.

**MUTATION RATE 3:**

* **Increases** the reach of the *Tentacle Strike* from **5 metres** to **6 metres**.
* **Increases** the Movement speed of **The Nemesis** while charging a *Tentacle Strike* from **3.8 m/s** to **4.0 m/s**.

**SPECIAL ATTACK: TENTACLE STRIKE**

Press and hold the *Power button* to charge an attack, then tap the *Attack button* to unleash a *Tentacle Strike*.

* Hitting a Survivor with a *Tentacle Strike* afflicts them with ***Contamination*** and adds **+3 *Contamination points*** to the Power gauge.
* Hitting a Survivor already afflicted with ***Contamination*** with a *Tentacle Strike* will damage them, but add just **+1 *Contamination point*** to the Power gauge.
* Hitting a Survivor with a *Tentacle Strike*, regardless of their ***Contamination*** status, suffer very briefly from the ***Hindered*** **Status Effect**.

**SPECIAL AFFLICTION: CONTAMINATION:**

Survivors afflicted with ***Contamination*** are susceptible to damage from both **The Nemesis'** *Tentacle Strike*, as well as attacks from his **Zombies**. Contaminated Survivors will also occasionally cough.

**SPECIAL INTERACTION: VACCINE:**

Survivors can be cured from ***Contamination*** by using a Vaccine on either themselves or on other Survivors.

A limited number of **Vaccines** can be found inside Supply Cases, **4** of which are placed randomly in the environment.
Each **Vaccine** may only be used **1 time**.
All **Supply Cases** still containing their **Vaccine** are highlighted to ***Contaminated*** Survivors in **white**.

Using the **Vaccine** briefly reveals the Survivor's location through *Killer Instinct*.

**SPECIAL ENEMY: ZOMBIES**

*T-Virus* causes **2 Zombies** to spawn in and roam about the Trial Grounds.

The **Zombies** can attack Survivors when they come too close, but abide by the same conditions as a *Tentacle Strike*.

**The Nemesis** can wilfully destroy a **Zombie** to add **+1 *Contamination point*** to his Power gauge.
Destroying them using a *Basic Attack* yields no such reward.
This can be used to manually cause the **Zombies** to respawn in a different location in the Trial Grounds.

Survivors have limited options to interact with **Zombies**:

* Blinding them to lose line-of-sight using Flashlights, Firecrackers, or Flash Grenades.
* Destroying them to force a respawn using Pallets or Head On.

The **Zombies** respawn after **12 seconds** if they were destroyed by **The Nemesis** and after **45 seconds** if they were destroyed by Survivors.

### The Nemesis's Perks

You have been designed to track down and eliminate targets.
<p>
\* At the start of the Trial, the Aura|Auras<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> of all Survivor|Survivors<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 5px"><span style = "display:none; width:24px;max-height: 24px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> are revealed to you for '''<span class="luaClr clr clr2" style="color: #e8c252;">7</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">8</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">9</span>''' '''seconds'''.
\* '''Extends''' the duration of a Survivor's Aura being revealed to you by '''<span class="luaClr clr clr2" style="color: #e8c252;">+2 seconds</span>'''.
<p>''Lethal Pursuer'' benefits from its own effect.

You have been designed to track down and eliminate targets.

* At the start of the Trial, the Auras of all Survivors are revealed to you for **7**/**8**/**9** **seconds**.
* **Extends** the duration of a Survivor's Aura being revealed to you by **+2 seconds**.

*Lethal Pursuer* benefits from its own effect.
You know how to brutalise one member of a team to cause a panic.
Whenever you put a healthy Survivor into the Injured State<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>, all injured Survivors suffer from the '''''Oblivious<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>''''' '''Status Effect''' for '''<span class="luaClr clr clr2" style="color: #e8c252;">20</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">25</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">30</span>''' '''seconds'''.
''Hysteria'' has a cool-down of '''<span class="luaClr clr clr2" style="color: #e8c252;">30 seconds</span>'''.

You know how to brutalise one member of a team to cause a panic.
Whenever you put a healthy Survivor into the Injured State, all injured Survivors suffer from the ***Oblivious*** **Status Effect** for **20**/**25**/**30** **seconds**.
*Hysteria* has a cool-down of **30 seconds**.

The NE-α parasite provides you with the intelligence and awareness needed to set a trap.
<p>Performing the ''Damage Generator'' Action on a Generator<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> applies ''Eruption'':
\*All affected Generators are highlighted to you in '''<span class="luaClr clr clr2" style="color: #e8c252;">yellow</span>'''.
\*The next time any Survivor<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 5px"><span style = "display:none; width:24px;max-height: 24px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> enters the Dying State<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> by any means, all affected Generators explode and immediately start regressing, which removes the highlighted Aura.
\*'''Instantly regresses''' the Generator by '''<span class="luaClr clr clr2" style="color: #e8c252;">-10 %</span>''' of its maximum possible Progression.
\*Causes all Survivors repairing the afflicted Generators to scream and reveal their Aura<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> to you for '''<span class="luaClr clr clr2" style="color: #e8c252;">8</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">10</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">12</span>''' '''seconds'''.
''Eruption'' has a cool-down of '''<span class="luaClr clr clr6" style="color: #ff8800;">30 seconds</span>'''.

The NE-α parasite provides you with the intelligence and awareness needed to set a trap.
Performing the *Damage Generator* Action on a Generator applies *Eruption*:
* All affected Generators are highlighted to you in **yellow**.
* The next time any Survivor enters the Dying State by any means, all affected Generators explode and immediately start regressing, which removes the highlighted Aura.
* **Instantly regresses** the Generator by **-10 %** of its maximum possible Progression.
* Causes all Survivors repairing the afflicted Generators to scream and reveal their Aura to you for **8**/**10**/**12** **seconds**.

*Eruption* has a cool-down of **30 seconds**.

### Jill's Info

*Jill is a brilliant S.T.A.R.S. agent, one of the only surviving members of her unit, and a hard target for even the most unrelenting adversary.*

### Jill's Perks

You know how to withstand an enemy stronger than you, and it starts with hunting down and knocking out their support.
You cleanse Totem|Totems<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> '''<span class="luaClr clr clr2" style="color: #e8c252;">20 %</span>''' faster.
\*Gain another, stack-able '''<span class="luaClr clr clr6" style="color: #ff8800;">20 %</span>''' Cleansing Speed bonus per cleansed Totem.
\*After cleansing a Totem, the Aura<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> of the Totem farthest from you is revealed to you for '''<span class="luaClr clr clr2" style="color: #e8c252;">2</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">3</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">4</span>''' '''seconds'''.

You know how to withstand an enemy stronger than you, and it starts with hunting down and knocking out their support.
You cleanse Totems **20 %** faster.

* Gain another, stack-able **20 %** Cleansing Speed bonus per cleansed Totem.
* After cleansing a Totem, the Aura of the Totem farthest from you is revealed to you for **2**/**3**/**4** **seconds**.

You have come back from near impossible odds... and you will do it again.
After being unhooked or unhooking yourself, instantly gain '''<span class="luaClr clr clr2" style="color: #e8c252;">40</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">45</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">50</span>''' '''&#37;''' to your Healing progress.

You have come back from near impossible odds... and you will do it again.
After being unhooked or unhooking yourself, instantly gain **40**/**45**/**50** **%** to your Healing progress.

When direct combat is not an option, you still find ways to strike back.
<p>After repairing Generator|Generators<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> for a total of '''<span class="luaClr clr clr2" style="color: #e8c252;">50 %</span>''', ''Blast Mine'' activates:
\*Press the ''Active Ability button'' while near a partially progressed Generator to install a Trap, which stays active for '''<span class="luaClr clr clr2" style="color: #e8c252;">100</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">110</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">120</span>''' '''seconds'''.
\*When the Killer damages the ''Trapped Generator'', its Trap explodes half-way through, stunning them and blinding anyone nearby.
''Blast Mine'' deactivates after triggering successfully or once the timer runs out.
<p>The Aura|Auras<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> of ''Trapped Generators'' are revealed to all Survivors in '''<span class="luaClr clr clr2" style="color: #e8c252;">yellow</span>'''.

When direct combat is not an option, you still find ways to strike back.
After repairing Generators for a total of **50 %**, *Blast Mine* activates:
* Press the *Active Ability button* while near a partially progressed Generator to install a Trap, which stays active for **100**/**110**/**120** **seconds**.
* When the Killer damages the *Trapped Generator*, its Trap explodes half-way through, stunning them and blinding anyone nearby.

*Blast Mine* deactivates after triggering successfully or once the timer runs out.
The Auras of *Trapped Generators* are revealed to all Survivors in **yellow**.

### Leon's Info

*Unflinching in his mission to expose Umbrella, Leon has proven himself a true survivor since his first day with the RPD.*

### Leon's Perks

Pain hurts you as much as anyone, but you would prefer others do not know that.
When healing yourself or another Survivor<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 5px"><span style = "display:none; width:24px;max-height: 24px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>, ''Grunts of Pain'' and all noises related to the ''Healing action'' are suppressed:
\*Failed Healing Skill Check|Skill Checks<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> do not trigger a ''Loud Noise Notification'' and only apply a Regression penalty of '''<span class="luaClr clr clr2" style="color: #e8c252;">3</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">2</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">1</span>''' '''&#37;'''.

Pain hurts you as much as anyone, but you would prefer others do not know that.
When healing yourself or another Survivor, *Grunts of Pain* and all noises related to the *Healing action* are suppressed:

* Failed Healing Skill Checks do not trigger a *Loud Noise Notification* and only apply a Regression penalty of **3**/**2**/**1** **%**.

You have adapted to a world in chaos and making what you can from the debris.
<p>After repairing Generator|Generators<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> for a total of '''<span class="luaClr clr clr2" style="color: #e8c252;">70</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">60</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">50</span>''' '''&#37;''', ''Flashbang'' activates:
\*Enter any Locker<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> and press the ''Ability button'' to craft a Flash Grenade<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>.
The ''Flashbang'' is left behind when escaping the Trial.

You have adapted to a world in chaos and making what you can from the debris.
After repairing Generators for a total of **70**/**60**/**50** **%**, *Flashbang* activates:
* Enter any Locker and press the *Ability button* to craft a Flash Grenade.

The *Flashbang* is left behind when escaping the Trial.
You keep a careful eye on objectives when they are slipping away.
<p>While repairing Generator|Generators<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>, succeed '''<span class="luaClr clr clr2" style="color: #e8c252;">5</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">4</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">3</span>''' Good or Great Skill Check|Skill Checks<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> to activate ''Rookie Spirit'' for the remainder of the Trial:
\*Once active, the Aura|Auras<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> of any regressing Generators are revealed to you.

You keep a careful eye on objectives when they are slipping away.
While repairing Generators, succeed **5**/**4**/**3** Good or Great Skill Checks to activate *Rookie Spirit* for the remainder of the Trial:
* Once active, the Auras of any regressing Generators are revealed to you.

## Easter Eggs

### Start-up Screen

In an homage to the *Resident Evil* games, for the duration of CHAPTER 20's release, a voice spoke the name *"Dead by Daylight"* when proceeding from the *Dead by Daylight* Logo screen during start-up.

### S.T.A.R.S.

When killing Jill Valentine, Chris Redfield, or Rebecca Chambers with his own hands or pulling them out of a Locker, The Nemesis will speak his infamous *"S.T.A.R.S."* voice line from the *Resident Evil* games.

### Resident Evil Village

**Meg Thomas** has an indirect cameo in the 2021 *Resident Evil Village* game, which released shortly before **CHAPTER 20: Resident Evil**.

* + The background scream heard in the 2017 *Dead by Daylight* Trailer before Jake and Claudette approach the Generator, which is attributed to **Meg**, can be heard when entering Castle Dimitrescu in *Resident Evil Village*.

## Trivia

* This Chapter was first teased unusually early, nearly three months before its intended release.
The trailer released approximately forty minutes before the associated Public Test Build on 25 May 2021.
* **CHAPTER 20: Resident Evil™** was the first Chapter to not be teased by the Developers themselves, rather it was teased during a promotional live-stream by ***Resident Evil*** developer Capcom, celebrating the 25th anniversary of the franchise, as well as the release of ***Resident Evil Village***.
* This Chapter was the second Chapter to feature two Survivors instead of just one.
* Capcom provided Behaviour with assets directly from the remade ***Resident Evil 2*** and remade ***Resident Evil 3*** for the development of this Chapter.
* This Chapter's voice actors and actresses were contracted from *"The Monster Factory"*, an organisation that promotes metal vocalists as voice actors and actresses in the video game and film industries.
	+ The collaboration was so successful that the company was continuously enlisted to provide the voice-lines for subsequent Chapters.
* With CHAPTER 25: Resident Evil™: PROJECT W coming as a second ***Resident Evil*** Chapter to *Dead by Daylight*, it makes **CHAPTER 20: Resident Evil™** the first licensed Chapter to receive a sequel.
* For a few weeks after the chapter's initial release, upon starting the game the player would hear a deep voice say "Dead by Daylight" at the title screen, which is an homage to many ***Resident Evil*** games doing the same.

This was reinstated with the release of CHAPTER 25: Resident Evil™: PROJECT W.

### Character Voices

* With the release of CHAPTER 25: Resident Evil™: PROJECT W introducing voice-lines for its Survivors alongside the Killer, the Developers revisited the Survivors introduced with **CHAPTER 20: Resident Evil™**, including the **Legendary Characters**, and gave them voice-lines too.