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Dead by Daylight is an asymmetric survival horror game developed and published by Behaviour Interactive. It was released on June 14, 2016, for PC, June 20, 2017, for Xbox One and PS4, September 24, 2019, for Switch, and April 16, 2020, for mobile devices. On January 23, 2018, Behaviour Interactive released the seventh of numerous DLC chapters, allowing players to play as characters from the Saw franchise.


Dead by Daylight is played as a one-versus-four online multiplayer where one player takes on the role of a savage killer and the other four play as survivors who try to avoid being caught and sacrificed to an evil force known as "The Entity." The survivors are controlled from a third-person perspective, whereas the killer's perspective is first-person. The survivors must repair five generators scattered across each map to power up the exit gates to escape. They must then open the exit gates and leave the area or find an escape hatch. Repairing can be made quicker with items such as toolboxes.

If the killer catches a survivor, the former can pick them up and take them to one of many sacrificial hooks scattered throughout the play area. While being carried, the survivor can attempt to wiggle out of the killer's grasp before they reach the hook and try to run away. If the killer succeeds in impaling a survivor, a teammate can rescue them, or, more rarely, the impaled survivor can save themselves from the hook with a 4% chance of success. Self-rescue is only possible the first time a survivor is hooked.

Once the five generators are repaired, the survivors must find a switch next to two exit gates and hold it for 20 seconds to open the door. The game only ends when all survivors have either escaped or have been killed – thus, while some survivors may escape and finish early, those still inside must keep playing. Players who have escaped or died can observe the remaining players through the game's conclusion or return to the menu and join a new session.

If only one survivor remains, repairing generators is usually not practical. In that case, regardless of whether the other three survivors escaped or were killed, an open hatch will appear in a random location. If the survivor finds this hatch first, they can escape through it, but if the killer finds it first, then they can close it. If the killer closes the hatch, the two exit gates become powered as though the generator objective was completed, allowing the remaining survivor one final way to escape the trial.

The hatch can also appear when two or more survivors remain in the trial, provided that the number of generators repaired equals one more than the number of survivors left alive. If one of the survivors possesses a unique key, either obtained from a chest or brought into the trial, they can open the hatch and escape. Otherwise, it will remain closed, opening automatically when only one survivor remains.

Survivors and killers each have the option to utilize up to four perks in their load-out, giving their characters valuable abilities. Perks differ between survivors and killers - a survivor perk may not be used by killers, and vice-versa. Survivor perks can range from giving a burst of speed when running from the killer to being able to self-heal without a first aid kit or unlocking the ability to sabotage meat hooks without a toolbox.

Killer perks may include:

  • Seeing survivors' auras.
  • Hindering their struggle time while being carried.
  • Locking down generators to prevent them from being repaired.

Perks, add-ons, and items can be unlocked through the Bloodweb, a skill-tree where each character can spend in-game currency. Each specific character starts with a set of three perks that are unique to them. Advancing far enough in a character's Bloodweb allows unlocking "teachable" versions of the character's unique perks, which effectively converts the respective unique perk into a general perk, making it available for other characters to learn in their Bloodwebs.

Chapter 7: SAW

CHAPTER VII: The SAW™ Chapter is the seventh Chapter DLC for Dead by Daylight.

This DLC features:

  • A new Killer - The Pig
  • A new Survivor - David Tapp
  • A new Map - Gideon Meat Plant/The Game

The Pig

In The SAW™ Chapter, players get the chance to play as the Jigsaw Killer's disciple, Amanda Young, who assumes the identity of "The Pig." Using her ability to crouch into stealth mode, she can ambush survivors from a short distance. Additionally, she can lock a Reverse Bear Trap onto their heads, forcing them to remove it before the timer runs out and instantly kills them.

Her unique perks - "Hangman's Trick," "Surveillance," and "Make Your Choice" - grant her more control over the play area and help her expose altruistic survivors.

David Tapp

The SAW™ Chapter also offers players the opportunity to play as Detective David Tapp, a homicide detective obsessed with stopping Jigsaw's crimes.

His unique perks - "Tenacity," "Detective's Hunch," and "Stake Out" - allow him to recover and remain focused on reaching his goal.


Dead by Daylight allows players to equip various add-ons, which boost specific aspects of a killer's power or a survivor's item. Players can use up to two add-ons simultaneously to gain an advantage during their current trial. The SAW™ Chapter introduced several new add-ons that refer to common themes or pieces of iconography from the film series.

  • Shattered Syringe - Symbol of a broken way of life. Reminiscing about her past self hardens her determination.
  • John's Medical File - The medical file of a cancerous man. Fills the reader with dread and recklessness.
  • Interlocking Razor - A modification to the Jigsaw Box: The addition of interlocking razor blades makes it impossible to move suddenly in the Jigsaw Box without slitting one's wrists.
  • Combat Straps - Leather straps that hold fabric in place for nimbler movement.
  • Workshop Grease - A simple tube of grease, used to lubricate the mechanisms of the hidden blade.
  • Utility Blades - A modification to the Reverse Bear Trap: Sharp blades attached to the trap's interior lacerate the victim with every movement.
  • Razor Wires - A modification to the Jigsaw Box: The addition of razor-sharp wires makes it extra difficult and potentially painful to search them.
  • Last Will - A latched wooden box with a satin lining, offered as part of a last will.
  • Face Mask - A modification to the Reverse Bear Trap: The heavy cloth face mask, laced with a sedative, partially suffocates the target, making it hard to concentrate.
  • Slow-Release Toxin - A modification to the Reverse Bear Trap: A poison that is not fatal but weakens the body and makes it nearly impossible to recover fully from any effort.
  • Rusty Attachments - A modification to the Reverse Bear Trap: Mouth spikes, covered with crusty and volatile rust spots that make injuries particularly difficult to heal.
  • Rules Set No.2 - Not all games need to have the same rules.
  • Jigsaw's Annotated Plan - A disturbing yet brilliant trap design laid down on paper and annotated by Jigsaw.
  • Bag of Gears - A few mechanical parts that allow the creation of challenging Jigsaw Boxes and easier to install Reverse Bear Traps.
  • Tampered Timer - A timer that has been fiddled with. A spring in the mechanism forces the gears to turn faster.
  • Jigsaw's Sketch - A disturbing yet brilliant trap design sketched in detail on a sheet of paper.
  • Crate of Gears - This collection of mechanical parts allows the creation of extra-challenging Jigsaw Boxes and Reverse Bear Traps that are easier to install.
  • Amanda's Secret - A black metal box containing a knife and various medical supplies, such as bandages and compresses. Deep cuts reduce stress and awaken the senses.
  • Amanda's Letter - A blackmailing letter for the attention of Amanda. Fills the reader with rage and focus.
  • Video Tape - A recording of Jigsaw, explaining the game's rules to Amanda. Reminiscing about her past self hardens her determination.

The Game

The SAW™ Chapter introduced a new map titled "The Game" based on iconic locations from the Saw films. Players get the chance to explore a uniquely designed version of the Gideon Meatpacking Plant, which served as the Jigsaw Killer's hideout in Saw III. The upper area of the map consists of several rectangular rooms, including several storage rooms, a makeshift workshop containing mannequins and blueprints, and a hall including the pig vat from the third film. The rooms are often separated by large doors that can be opened by repairing the generators nearby. Additionally, the map's upper area provides access to the exit gates.

The lower level houses numerous additional storage areas that give players multiple opportunities to hide. The rooms in this part of the map also include a freezer room, likely inspired by the one from the third film, and the iconic bathroom seen on several occasions throughout the film series. Additionally, the lower area provides access to a basement.

Scattered around the map are four Jigsaw Boxes. While three of them are merely decoys, one random box contains a key that the survivors can use to free themselves from the Pig's Reverse Bear Traps.

Tome X: SAW

The Archives are a mode of Dead by Daylight added with a patch on October 29, 2019. Occasionally, new tomes are added to the Archives. Each tome is released with one level of challenges and more levels becoming accessible over time. Once a new level is available, it can be accessed by reaching the previous level's epilogue.

Tome X: SAW was released on January 26, 2022, adding new challenges for players. They are rewarded with bonus blood points and charms for completing the quests added with the tome. Additionally, they can unlock memories and cinematic sequences that further expand the game's narrative.

Memories & Logs - Amanda Young: Vain Ambition

Memory 9107

Amanda feels her heart racing as the test subject screams on the television screen. She observes him as he looks down at the see-through cylinder pressed against his bare abdomen. Several rats are trapped inside the cylinder, screeching against the subject's skin. The thermometer inside displays 97 degrees Fahrenheit. The rats are agitated, stuck between the glass and his stomach. They cannot escape the heat. Amanda is pleased to see the subject cry as rats claw at his skin. Then he succumbs to his flaw, activating the trap's last mechanism. Amanda feels a jolt of adrenaline as a board rises inside the cylinder glued to the subject's abdomen, opposite to the ravenous rats, letting through a hissing cobra. The snake uncoils, and the rats go wild. They claw and gnaw madly at the subject's stomach to escape the snake. One rat ventures inside the subject's gut. Amanda smiles as she watches him scream in agony.

Game over.

Amanda feels exhilarated as she rushes to the next room to find John Kramer. But her heart sinks when she is welcomed by John's exhausted frown.

He wipes the sweat off his brow and praises her efforts but criticizes her plan. Suffering seemed to be the trap's sole design. Pain can be used as punishment, but first, it must be offered as redemption.

Amanda frowns. After all her hard work, how could he doubt her? His teachings are law. This new chance in life is too precious for her to squander away. She looks up as John leans over the table to catch his breath. His inhale turns into a coughing fit, and she hands him a bottle of water. Amanda can see that their time together is limited. There can be no room for mistakes. She will be his successor and continue what he started.

Memory 9108

John staggers inside the meat plant. Dark circles are under his eyes as if he has not slept in weeks. Amanda usually sleeps no more than four hours per night. Less so before a test. The excitement keeps her wide awake.

Amanda's eyes fall on the large folder in John's hands. "Another test?"

John nods. He is compiling information on Grace Wright, an amiable politician campaigning for the upcoming election.

Amanda watches him as he massages his temples. He looks worse than last week. How long did she have to learn everything about his craft? A few years? A couple of months?

To protect their legacy, she needs to be ready when the time comes. She must continue John's work as Jigsaw, the successor. Amanda reaches for the folder in his hands. "Let me show you what I can do."

John's tired eyes stare at Amanda, who holds his gaze firmly. She is ready, and they are running out of time.

He nods reluctantly.

Memory 9109

Amanda turns on the television and sees Grace Wright's beaming face on the screen. The elections are tonight.

Several sheets slide over the printer's tray, falling at Amanda's feet. She snatches them from the ground. Earlier today, she broke into Grace's inbox to find her flaw. The test must be perfect. Perhaps John will be able to rest once he is convinced that his life's work is in capable hands.

Amanda pores over a series of documents and emails exchanged between Grace and a lawyer from ten years ago. A certain Ben Fairfax threatened to expose a scandal relating to when Grace joined the city council. The lawsuit was settled swiftly.

But the emails continued between Grace and her lawyer. Amanda found a report showing that Zanix Industries, a copper exporter in the area, poured waste directly into the Hillford river, contaminating the groundwater. The city's decayed, century-old water lines were unable to filter the filth. Grace covered up the lawsuit to avoid adding to the city's increasing taxes. For ten years, filth has been poured into the water of Grace's oblivious voters.

Amanda looks down at the glass of water sitting on her desk.

She dumps it into the sink and grabs a bottle of vodka from the freezer. Icy bitterness rolls off her tongue, hitting her palate with an herbal kick. Not an ideal way to hydrate, but safer than Hillford tap water.

On the television, confetti are falling on Grace's smooth brown hair. The polls are in, and Grace Wright has been elected as mayor.

Memory 9110

Amanda receives a cryptic message from John. When she meets him at the Gideon Meat Plant, her doubts are confirmed. John looks pale and frail. The side effects of his medication seem as draining as the disease itself. His gait is slow and meticulous as if he is calculating the cost of each step.

Amanda grabs his arm to help him sit down. He can no longer conceal his pain, not from her. She examines him as he catches his breath. Beads of sweat are pearling above his brow.

Her leader, her mentor… her father is dying. Amanda clenches her fist. What will I do without him?

Panic twists her stomach in knots. And then, another sensation. Something akin to… trepidation? No, excitement. A thrilling rush of freedom. Complete control.

John asks about Grace's test, and Amanda reassures him.

His legacy is in good hands. She will prove it to him.             

Memory 9111

Amanda's temples are throbbing. It has been weeks since she slept more than two hours per night. She pops a painkiller in her mouth and winces as the pill scrapes her dry throat. She ignores the bitter taste lingering in her mouth as it melts. No time for sleep or water. She is scouting the sinuous tunnel network under the Gideon Meat Plant for Grace's test.

The throbbing grows acute, and Amanda massages her temples while walking. Her head feels as if it is going to explode, but she cannot stop. John needs her. This migraine will cease soon enough. Her mentor has no such privilege. She has little time left by his side. Eventually, all tests will be her responsibility alone. When the time comes, she must be ready.

Amanda points her flashlight at the blueprint of Gideon's underground and retraces her steps. While examining the vast tunnel network, another thought crosses her mind. Soon, Gideon will be her domain. A thrilling sensation of alarm and excitement follows that thought.

Her flashlight illuminates a familiar fork in the tunnel: left leads to the underground bathroom, and right leads to the meat plant's wastewater.

To follow in John's footsteps, she must craft a test that aligns with Grace's flaw: a corrupt ambition to rise and become mayor while sacrificing the health of thousands. It is time to give the mayor a dose of her own poison. Amanda crawls into the tunnel on her right.

Memory 9112

Amanda is hiding in Grace's bathroom, behind the drawn shower curtain. Her heart is racing as she waits for the perfect moment to strike. This is her favorite part. Adrenaline is flowing, heightening her senses. She feels like she can take on the entire world, without fatigue or pain. She feels awakened, despite not having slept for days. Waiting for her prey, she feels alive and powerful, every second stretching into a blissful, intense high. That is the real power of John's teachings. A second chance at living in a heightened state of mind.

Amanda hears the door creak open in the hall. She strains to hear if someone is with Grace. A pair of footfalls confirm what Amanda already knows from Grace's schedule: the mayor is alone tonight. The bathroom door screeches open. As soon as Grace steps inside, Amanda strikes.

A fight follows between the two women as water spills over the rim of the bathroom sink. Amanda slams Grace's face into the mirror. Grace shrieks and headbutts Amanda, and a jolt of pain courses through her masked nose. Amanda stumbles backward, but the adrenaline kicks in. She is ready for this. Grace pounces on her and grabs her pig mask. But Amanda elbows Grace in the gut and leaves her gasping. As Grace catches her breath, Amanda rolls over and slams Grace's head into the heated floor. Grace is knocked out.

Memory 9113

Amanda is toying with a water bottle made of glass. A pile of keys lies on the table in front of her. None of them matter, except for one. She should insert this key inside the bottle, but Amanda hesitates. If she does, Grace could use it to escape. A freshly elected mayor would make a useful ally… and a powerful successor for John.

Amanda's grip tightens on the bottle. She would do anything for her mentor. Even betray his teachings. Redemption should only be granted to a select few, after all.

She pockets the real key and drops a fake inside the bottle. Then she throws the bottle into a pool of meat wastewater.

This is Amanda's design as the rightful and only successor of John Kramer.

Game on.

Memories & Logs - David Tapp: Desecration of the Heart

Memory 4100

Weariness clings to Detective David Tapp as he exits the car. He straightens his shoulders and sucks in a deep breath, but he knows it's still there. In his eyes. They always betray him.

The stroll up the sidewalk to Mister and Misses Sarenko's home is brief. He wishes he could stretch it out, take each step slower than the last. But this was his choice. He volunteered to tell them their missing son, Shane, is dead.

Should have taken the vacation. Could be on the beach frying up slabs of meat. What the hell was I thinking?

He was so close to getting on that plane. At the airport, waiting to board, his wife's hand reaches out, locks her fingers around his, squeezes tight. He squeezes back without thinking. In his other hand is the coroner's report on the Jigsaw Killer's latest victim. He promises he'll only glance over it, then stow it for the rest of the week.

Female. Thirty-seven years old. Fragment of a drill bit found in the wound on her hip. Unconventional design, custom made for a company that went belly up in the eighties.

Tapp remembers the company's logo. Grew up a few blocks from their factory. Could the place still be abandoned? It's too important to leave to someone else. He can cancel the plane tickets, take the loss and try again in a few days.

He turns to tell his wife. A tear streams down her face before he even opens his mouth.

Memory 4101

It sounds like someone else's voice when he says it. "Your son Shane is dead."

There's an outpouring of emotion on the parents' faces. Shock. Devastation. Agony. Too much for a single word. It's as if they're cycling through trauma with each second, pouring it from their bodies in howls and cries.

Tapp stands and waits, tries to ignore the discomfort, reminds himself that what they're going through is far worse. He's a spectator, torn between offering condolences and leaving them to their grief. Either choice lacks sincerity. All these years, and he still doesn't know what to do. No one ever does.

The father screams, and it reminds him of Shane. It brings him back to where it started, as memories from hours past take over. He remembers it clearly…

He arrives at the factory. It's abandoned. He snoops around, checking for signs of forced entry. Twenty minutes pass. No footprints, broken windows, or snapped fences. A nagging doubt starts from the back of his mind and pushes forward.

Left your wife behind to trounce around an empty lot and some old-as-shit building? This is one hell of a vacation.

There's an apology forming somewhere, but it sounds no different than the past few. Still, better put something together before he heads home. She's had hours to talk to her mom, and that woman will fan the flames just to watch him choke on the smoke.

Get some flowers or… too cliché? Yeah. Well past the point of floral arrangements counting as a get out of jail free card. Anyway, there's no—

A sudden noise.

A scream? It was barely audible, in a range that makes him question if his mind is playing tricks on him.

Hold up, don't rush this one. Take a close… ah, screw it.

He needs to be right about this. Close the case so he can go home, tell her it's over, he's sorry, he messed up, he's a bastard, that's behind him, he'll make it right, just stick around, he'll make it right.

Shoulder up. He takes a running start and slams into a rickety door.

Memory 4102

Mrs. Sarenko asks him to come in and talk over tea. He'd rather find a barstool and a place to hang his head. Somewhere where only a waitress will interrupt. He wants nothing more than to decline the invitation.

"Of course, anything I can do. I'm happy to stay and talk."

He settles onto a dusty couch, letting his tea go cold on the side table. Chai spice. Wife used to make it for him when they started dating. Didn't like it then either, but he'd drink it anyway. It made her happy. Maybe it made him happy, too. Hearing the kettle whistle, sipping at a teacup… seemed like the kind of thing married people do. Can't remember when she stopped serving it.

Shane's parents smile between tears as they recount stories of their son. Every now and then, reality hits, and one of them chokes up, excusing him or herself for a minute.

Tapp moves his hand alongside his radio, hoping that a voice on the other end requests his help. Mrs. Sarenko dabs her eyes as she recalls the last year of Shane's life.

"Such a gentle boy, that one. He was broken-hearted over his fiancé leaving. Wanted to make things right with her but… never really did. She just kind of got away. And he fell apart. Dropped out of college, drifted day to day without a path to stand on. Never really recovered… stopped living, I guess. Lost that sparkle."

Tapp reacts with a consoling look, but inside he's mentally recording the information for his report. Testing those who have given up on life — it fits Jigsaw's M.O. Shane lost his will and abandoned his future, that's some kind of sin in this madman's book. The sick asshole strapped the poor kid into a trap to teach him a lesson. Discomfort being necessary to mend a broken heart? Could be. At this point, he knows Jigsaw better than he knows anyone. Ah… shit. Anyone? He tries to rattle the thought from his head, find some other memory to torture himself on. Ms. Sarenko's voice in the background decides for him.

Shane. He had the chance to save him, and he blew it.

Memory 4103

The scene plays over again in his head, beating against his skull like a bad hangover.

His eyes adjust to the darkness of the abandoned factory. Slivers of light pierce the gaps in the boarded-up windows. Stale air fills his lungs. He paces forward. Moves between a row of shelves. Looks to the floor, sees footprints in the thick dust. With a calm, steady movement, he un-holsters his gun. Stops, listens, waits to see if the intruder will give themself away. Nothing but silence. Takes another step forward and—

Metal screeches on the concrete floor. The shelf beside Tapp leans towards him, looming tall, heavy. Adrenaline takes over. Time appears to slow. For a millisecond, he intercepts a thought intended for his subconscious.

Will she cry when they tell her I'm de—

Neurons fire for one singular purpose: jump. Shift weight, push off, extend arms, brace for impact. He hits the ground hard. A deafening crash echoes around him.

He looks back to see the shelf collapsed where he was a split-second ago, his gun pinned beneath it. Footsteps barrel along the floor. A cloaked figure flees into the shadows. Tapp jumps to his feet and gives chase.

Memory 4104

He sprints after the fleeing figure, trying to catch a glimpse beyond their cloak. He shouts to stop, knowing it's futile but—

"Mr. Tapp? Officer?"

He's abruptly pulled from his thoughts. Mrs. Sarenko patiently holds a photo out to him. He doesn't want to see it. He'd rather turn his attention to his tea, take a cold sip and stare at residue swimming along the bottom. He knows he can't. As much as the guilt rises in his throat like bile, he knows he has to play his role in this ritual.

He takes the photo. A young Shane, dressed for prom, smiles at him. A bright, eager grin. But what Tapp sees quickly fades until all that's there is a murdered boy, pain and fear etched onto his face. Then he remembers, there was something else in Shane's eyes when he first saw him: hope. The belief that maybe he would be saved.

That one hurts most.