|A Nightmare on Elm Street™|
|Release Date||26 October 2017 (Thursday)|
|Theme Music||No special Theme Music|
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 boogeymen, 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.
A Nightmare on Elm Street™ is a Chapter for Dead by Daylight. It includes a new Killer, a Survivor and a Map.
Killer: The Nightmare
- Main article: Freddy Krueger
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 - Freddy Krueger: Dream Demon
|Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares.|
Dream Demon cloaks The Nightmare from awake Survivors, causing them to hear his Terror Radius , but only seeing him fully when he is within 16 metres, and only intermittently from 16 to 32 metres.
The Nightmare is invisible to Survivors when he is farther than 32 metres away.
The Nightmare's presence in the Trial Grounds induces micro-sleep, passively causing Survivors to fall asleep over 60 seconds, after which they enter the Dream World.
Once inside the Dream World, Survivors suffer from the Oblivious Status Effect:
- Survivors only hear The Nightmare's non-directional Lullaby.
- Survivors can see and be affected by Dream Traps placed by The Nightmare.
Survivors have several ways to wake up and leave the Dream World:
- Failing Skill Checks
- Have an awake Survivor perform the Wake Up action on them.
Each successive Wake Up action will take twice as long to perform.
- Find and use their personal Alarm Clock.
Using the Alarm Clock will give Survivors immunity from micro-sleep for 30 seconds.
This includes being pulled into the Dream World by successful Basic Attacks.
SPECIAL ABILITY: Dream Snare
Press and hold the Power button to place a Dream Snare on the ground directly in front of The Nightmare.
Survivors that come in contact with a Dream Snare suffer from the Hindered Status Effect, slowing them for as long as they remain within its Area of Effect and for a short duration after leaving it.
SPECIAL ABILITY: Dream Pallet
Press and hold the Power button to place a Dream Pallet at an available location.
A Dream Pallet dropped by a Survivor will be destroyed immediately and not stun The Nightmare.
SPECIAL ABILITY: Dream Projection
Press and hold the Active Ability button to perform a Dream Projection and teleport to a Generator in view.
Releasing the button early will cancel the action.
For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by a stack-able 15 %.
"You have nothing to worry about. This won't hurt one... little... bit." — Freddy Krueger
The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
Each time a Generator is completed, Fire Up grows in power.
You become obsessed with one Survivor.
You can only be obsessed with one Survivor at a time.
As soon as one Exit Gate is opened, Blood Warden activates.
Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block the exits for all Survivors for 30/40/60 seconds.
Survivor: Quentin Smith
- Main article: 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 tranquillity.
Unlocks potential in your Aura-reading ability.
Once all Generators are completed, Wake Up! activates:
"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith
You have a knack for finding medicine.
Pharmacy reduces the audible range of your Chest-unlocking noises by 8 metres.
You look over your friends even in dire situations.
"I am gonna be here when you wake up. You are gonna make it." — Quentin Smith
- Main article: Springwood
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.