CHAPTER 6: A Nightmare on Elm Street™

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Logo aNightmareOnElmStreet.png
A Nightmare on Elm Street™
ANightmareOnElmStreet main header.jpg
Release Date 26 October 2017 (Thursday)
Category Chapter DLC
Cost $7.99
1,000 Auric CellsIconCurrency auricCells.pngIconCurrency auricCells.pngIconCurrency auricCells.png
Store Page

CHAPTER 6: A Nightmare on Elm Street™ was the sixth Chapter DLC introduced to Dead by Daylight, released 26 October 2017.

This DLC features the following content:

  • 1 Killer:
  • 1 Survivor:
  • 3 exclusive Cosmetic Pieces:
    • Beanie Quin - Common Quentin Smith Head
    • Quilted Shirt - Common Quentin Smith Torso
    • Relaxed Pants - Common Quentin Smith Legs


Description

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


The Nightmare's Info

K10 charSelect portrait.png

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.

The Nightmare's Power

IconPowers dreamDemon.png

"Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares."

SPECIAL ABILITY: DREAM DEMON
The Nightmare is cloaked from awake Survivors.
While they can hear his Terror RadiusIconHelp terrorRadius.pngIconHelp terrorRadius.pngIconHelp terrorRadius.png, he is not always visible to them:

  • The Nightmare is invisible to Survivors farther than 32 metres away.
  • The Nightmare is intermittently visible to Survivors from 16 to 32 metres away.
  • The Nightmare is fully visible to Survivors closer than 16 metres.


SPECIAL STATE: MICROSLEEP
The mere presence of The Nightmare induces Microsleep in awake Survivors, causing them to passively fall asleep over 60 seconds.
Survivors who woke up with an Alarm Clock are protected from Microsleep for 30 seconds.

SPECIAL STATE: ASLEEP
Survivors who fall asleep automatically enter the Dream World and suffer from the following effects while inside it:

  • Changes the penalty of interacting with Dream Traps.
  • Triggers Killer Instinct while performing a Healing action or while an Awake Survivor is performing one on them.
  • Causes them to suffer from the ObliviousIconStatusEffects oblivious.png Status Effect.
    • Causes them to hear a non-directional Lullaby instead.

Hitting Survivors with a Basic Attack immediately pulls them into the Dream World, unless they are protected by the temporary Sleep Immunity granted by an Alarm Clock.

SPECIAL INTERACTION: WAKING UP
Survivors have several ways to wake up and leave the Dream World:

  • Failing a Skill Check.
  • Having an Awake Survivor perform the Wake Up interaction on them for 5 seconds.
  • Interacting with an CHAPTER 6: A Nightmare on Elm Street™Unknown QuestionMark.pngUnknown QuestionMark.pngUnknown QuestionMark.png for 2 seconds.
  • Entering the Dying State by any means.


SPECIAL ABILITIES: DREAM TRAPS
The Nightmare has access to 2 types of Dream Traps:Dream Snares and Dream Pallets.
Press the Secondary Power button to switch between the two.

SPECIAL TRAP: DREAM SNARESIconPowers Snare.png
Press and hold the Power button to charge a Dream Snare over 0.35 seconds.
While charged, press the Attack button to launch the Dream Snare forwards:

  • Reduces his Movement speed to 4.0 m/s.
  • Moves at a speed of 12 m/s.
  • Has a maximum range of 18 metres.
  • Can go through walls and follow slopes, but does not go off ledges.

When a Dream Snare collides with a Survivor, it inflicts either of the following effects, depending on their state:

  • Awake: Advances their Microsleep timer by +30 seconds.
  • Asleep: Causes them to suffer from a -12 %HinderedIconStatusEffects hindered.png Status Effect for 4.5 seconds.

Dream Snares have a cool-down of 7 seconds.

SPECIAL TRAP: DREAM PALLETSIconPowers BloodyPallet.pngIconPowers ExplodePallet.png
The Nightmare can create up to 8 Dream Pallets at a time.

Press the Power button to enter Pallet Focus Mode.
While in this mode, press the Attack button to spawn a Dream Pallet at any valid location within 24 metres
Press the Attack button while targetting any Dream Pallet within that same range to Rupture it:

  • Has a delay of 1.5 seconds.
  • Has an Area of Effect of 3.5 metres.

When a Dream Pallet ruptures while a Survivor is inside its Area of Effect, it inflicts either of the following effects, depending on their state:

  • Awake: Advances their Microsleep timer by +60 seconds.
  • Asleep: Inflicts damage.

Dream Snares have a cool-down of 1.5 seconds.

Survivors can drop a Dream Pallet and attempt to stun The Nightmare, if it is not in the process of rupturing.
Dropping a Dream Pallet instantly destroys it, causing it to explode in blood.

SPECIAL LOCOMOTION: DREAM PROJECTIONIconPowers SnareTeleport.png
The Nightmare can teleport to any Generator in the environment at any time, regardless of its state, as well as to within 8 to 12 metres of any Asleep Survivors involved in a Healing action.

Once the Power Gauge is full, press and hold the Secondary Power button for at least 0.5 seconds to perform a Dream Projection.
Release it prematurely to cancel the interaction, which incurs the full cool-down:

  • Reveals the AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png of the Husk at the target location.
  • Reduces his Movement speed to 3.86 m/s.
  • Takes 2.5 seconds to complete.

Upon completion, it inflicts either of the following effects on all Survivors within 8 metres:

  • Awake: Advances their Microsleep timer by +15 seconds.
  • Awake or Asleep: Triggers Killer Instinct for 3 seconds.

Dream Projection has a cool-down of 30 seconds, which is reduced by a stack-able -15 % for each Asleep Survivor, up to a maximum of -60 %.

"You have nothing to worry about. This won't hurt one... little... bit." — Freddy Krueger

The Nightmare's Perks

IconPerks bloodWarden.png
Blood Warden As soon as at least one Exit GateIconHelp exitGates.pngIconHelp exitGates.pngIconHelp exitGates.png is opened, Blood Warden activates:
  • The AurasIconHelp auras.pngIconHelp auras.pngIconHelp auras.png of SurvivorsIconHelpLoading survivor.pngIconHelpLoading survivor.pngIconHelpLoading survivor.png are revealed to you, whenever they are inside the Exit Gate.

Once per Trial, hooking a Survivor while Blood Warden is active calls upon The EntityIconHelp entity.pngIconHelp entity.pngIconHelp entity.png to trigger the following effect:

  • Blocks all opened Exit Gates for 40/50/60 seconds, preventing any remaining Survivor from leaving the Trial through them.

"This is my world. And you can't ever leave." — Freddy Krueger

IconPerks fireUp.png
Fire Up The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.

For each completed Generator, Fire Up gains +1 Token, up to a maximum of 5 Tokens:

  • Increases the Action speeds for the following interactions by a stack-able 4/5/6 % per Token, up to a maximum of 20/25/30 %:
"Now why don't you just fucking die?" — Freddy Krueger
IconPerks rememberMe.png
Remember Me Whenever the ObsessionIconHelp obsession.pngIconHelp obsession.pngIconHelp obsession.png loses a Health StateIconStatusEffects healing.pngIconStatusEffects healing.pngIconStatusEffects healing.png by any means, Remember Me gains +1 Token, up to a maximum of 3/4/5 Tokens:
  • Increases the Opening time of the Exit GatesIconHelp exitGates.pngIconHelp exitGates.pngIconHelp exitGates.png by a stack-able +6 seconds per Token, up to a maximum of 18/24/30 seconds.
    • The Obsession is exempt from this penalty.

You can only be obsessed with one Survivor at a time.

"You don't remember? You must. You're my number one, and you'll never wake up again." — Freddy Krueger


Survivor: Quentin Smith

Main article: Quentin Smith

Quentin's Info

S11 charSelect portrait.png

The Sleepwalker

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.

Quentin's Perks

IconPerks pharmacy.png
Pharmacy You have a knack for finding medicine.
  • Increases the Unlocking speed of ChestsIconHelp chests.pngIconHelp chests.pngIconHelp chests.png by 70/85/100 %.
  • Reduces the audible range of all noises related to the Unlocking interaction by -20 metres.

Pharmacy guarantees an Emergency Med-KitIconItems emergencyMedKit.pngIconItems emergencyMedKit.pngIconItems emergencyMedKit.png from all Chests.

"Adrenaline, it is going to keep us awake. I stole it from one of the Nurse's carts." — Quentin Smith

IconPerks vigil.png
Vigil You look over your friends even in dire situations.

Vigil extends its effect to all Survivors within 16 metres of your location and lingers for 15 seconds.

"I am gonna be here when you wake up. You are gonna make it." — Quentin Smith

IconPerks wakeUp.png
Wake Up! Unlocks potential in your Aura-reading ability:

Once all GeneratorsIconHelpLoading generators.pngIconHelpLoading generators.pngIconHelpLoading generators.png are completed, Wake Up! activates:

  • The AurasIconHelp auras.pngIconHelp auras.pngIconHelp auras.png of the Exit Gate SwitchesIconHelp exitGates.pngIconHelp exitGates.pngIconHelp exitGates.png are revealed to you permanently while within 128 metres.
  • Your Aura is revealed to all other Survivors within 128 metres while you are opening an Exit Gate.
  • Increases your Gate-Opening speed by a stack-able 8/10/12.5 % for each Survivor still alive in the Trial, including yourself, up to a maximum of 32/40/50 %.
"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith

Quentin's Cosmetic Pieces

Beanie Quin - A warm hat for those chill Springwood evenings, or just about any other moment.
Quilted Shirt - A midnight blue shirt with a sewn quilted pattern.
Relaxed Pants - Relaxed cut jeans, a staple of Quentin's fashion world.

Expand to view content
Icon Name Body Rarity Description DLC
QS Head02.png Beanie Quin CategoryIcon head.png Common A warm hat for those chill Springwood evenings, or just about any other moment. CHAPTER 6: A Nightmare on Elm Street™
QS Torso02.png Quilted Shirt CategoryIcon torso.png Common A midnight blue shirt with a sewn quilted pattern. CHAPTER 6: A Nightmare on Elm Street™
QS Legs02.png Relaxed Pants CategoryIcon legs.png Common Relaxed cut jeans, a staple of Quentin's fashion world. CHAPTER 6: A Nightmare on Elm Street™


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