A Nightmare on Elm Street™ is the sixth Chapter DLC for Dead by Daylight .
This DLC features:
- A new Killer (The Nightmare)
- A new Survivor (Quentin Smith)
- A new Realm (Springwood, Badham Preschool)
A Nightmare on Elm Street™ is a brand new Chapter for Dead by Daylight. There are boogey men, and they do live under your bed. They are inside your room, and inside your mind - your dreams and sometimes dreams come true. Freddy Krueger knows the true meaning of haunting. The true meaning of pushing someone into that dream state where you are uncertain whether you are awake or asleep - alive or on the verge of death. Some more than others will resist sleep, like young Quentin, who is forced to head back where Freddy learned about revenge. Back to Badham Preschool.
Back to school Who would have thought that dreams could actually do harm? Physical, pain inducing harm? Fear and pain stemming from a scarred soul who seeks revenge for a punishment he deserved. Freddy Krueger will always be remembered - whether you are awake or asleep.
Killer: The Nightmare
How will you stop someone who won’t even let your dreams be? Who will never let you rest and regain some strength so you are able to keep on fighting. Freddy is relentless in his struggle and yearns for retribution. He does not sees the wrongs he did, but rather how he was wronged. He does not hear the cries of pain and suffering children. He just sees his claws closing in on your neck.
Killer Power - Dream Demon
Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares. Dream Demon allows The Nightmare to pull Survivors into the Dream World.
- Survivors who are awake do not see The Nightmare.
- Once targeted by The Nightmare power, Survivors enter the Dream Transition after some time.
- During the Dream Transition they can see The Nightmare intermittently.
- When the Dream Transition lapses, the Survivor is pulled into the Dream World.
Once in the Dream World:
- Survivors' auras are revealed to The Nightmare when they are outside of his terror radius.
- Survivors suffer an action speed penalty.
- To exit the Dream World, Survivors can find other non-sleeping Survivors to perform a wake up action, or fail a skill check.
- Some failed actions can wake up the Survivor.
- Getting hooked wakes up the Survivor.
|???||Fire Up||The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation. Each time the Survivors complete repairs on a Generator , Fire Up grows in power and grants speed bonus to pick up, drop, Pallet break, Generator break and vaults.
"Now why don't you just fucking die?" — Freddy Krueger
Unique to The Nightmare until Level 30, at which point its Teachable version can then be learned and taught to the other Killers
|???||Remember Me||You become obsessed with one Survivor. Each time you hit your Obsession, you increase the opening time of the Exit Gates by 5 seconds up to a maximum of 20 additional/25 additional/30 additional seconds.
The Obsession is not affected by Remember Me.
Only one Obsession per trial.
"You don't remember? You must. You're my number one, and you'll never wake up again." — Freddy Krueger
Unique to The Nightmare until Level 35, at which point its Teachable version can then be learned and taught to the other Killers
|???||Blood Warden||Once per match, once at least one Exit Gate is opened, hooking a Survivor summons The Entity to block the exits for all Survivors for 30/40/60 seconds. While Blood Warden is active, Auras of Survivors located within the Exit Gates are revealed to you.
"This is my world. And you can't ever leave." — Freddy Krueger
Unique to The Nightmare until Level 40, at which point its Teachable version can then be learned and taught to the other Killers
Survivor: Quentin Smith
Quentin Smith will never run out of pills to keep him awake, of energy drinks to make him go another mile or another hour. He will never stop, and hopefully he will never sleep. Ever again. Or at least until he’s managed to stop Freddy. Fear poses an option: head into the storm and ride it out, or accept the inevitability of death and just go to bed. Quentin chooses the first one. But how long can he avoid sleep? And how will he manage in this place? Where even death can’t provide any kind of tranquility.
|???||Wake Up!||Unlocks potential in one's Aura reading ability. Once all Generators are powered, Exit Gates are revealed to you when within 24/48/∞ metres of range. While opening the Exit Gates, reveal your Aura to other Survivors within 24/48/∞ metres of range.
While Wake Up! is active, you open the Exit Gates 5/10/15 % faster.
"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith
Unique to Quentin Smith until Level 30, at which point its Teachable version can then be learned and taught to the other Survivors.
|???||Pharmacy||You have a knack for finding medicine. Searches through Chests are 40/60/80 % faster.
The noises caused by searches along with their hearing distances are reduced by 0/4/8 metres.
Pharmacy guarantees an Emergency Med-Kit on your first completed Chest search.
"Adrenaline, it's going to keep us awake. I stole it from one of the Nurse's carts." — Quentin Smith
Unique to Quentin Smith until Level 35, at which point its Teachable version can then be learned and taught to the other Survivors.
|???||Vigil||You look over your friends even in dire situations. You and your allies within 8 metres of range recover from Exhausted, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20 % faster.
"I'm gonna be here when you wake up. You're gonna make it." — Quentin Smith
Unique to Quentin Smith until Level 40, at which point its Teachable version can then be learned and taught to the other Survivors.
A place for teaching
When you think “preschool”, you think of learning. Development and knowledge. You put trust in its meaning and heritage. Badham Preschool however, was something completely different. On the outside it posed as a place where everyone could feel safe. But it held pain and suffering inside. Freddy roamed the premises and distorted everything we took for granted. Nowadays, the preschool is just a shattered memory. Where hallways are abandoned, and where toys provide a disturbing sight of never forgotten torment. It’s not what it once was, and it will never return to its old shape. It is forever tainted.