CHAPTER 6: A Nightmare on Elm Street™

**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:
	+ The Nightmare
* **1** Survivor:
	+ Quentin Smith
* **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.

### The Nightmare's Info

**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

**DREAM DEMON:**

*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.

**Micro-Sleep:**

**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.

**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**.

Successful *Basic Attacks* immediately pull Survivors into the **Dream World**, unless they recently woke up using an **Alarm Clock**.

**Waking Up:**

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 Nightmare's Perks

The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
<p>Each time a Generator is completed, ''Fire Up'' grows in power and gains '''<span class="luaClr clr clr2" style="color: #e8c252;">1 Token</span>''', up to a maximum of '''<span class="luaClr clr clr6" style="color: #ff8800;">5 Tokens</span>'''.
Each Token applies a stack-able buff of '''<span class="luaClr clr clr2" style="color: #e8c252;">3</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">3.5</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">4</span>''' '''&#37;''' per Token, up to a maximum of '''<span class="luaClr clr clr2" style="color: #e8c252;">15</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">17.5</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">20</span>''' '''&#37;''', to the following Action speeds:
\*Picking up and dropping Survivors.
\*Breaking Breakable Wall|Breakable Walls<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 Pallet|Pallets<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 damaging 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>.
\*Vaulting Window|Windows<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 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 and gains **1 Token**, up to a maximum of **5 Tokens**.
Each Token applies a stack-able buff of **3**/**3.5**/**4** **%** per Token, up to a maximum of **15**/**17.5**/**20** **%**, to the following Action speeds:
* Picking up and dropping Survivors.
* Breaking Breakable Walls and Pallets, and damaging Generators.
* Vaulting Windows.

Whenever the '''''Obsession<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>''''' loses a Health 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>, ''Remember Me'' gains '''<span class="luaClr clr clr2" style="color: #e8c252;">1 Token</span>''':
\*'''Increases''' the Gate Opening time by '''<span class="luaClr clr clr6" style="color: #ff8800;">6 seconds</span>''' per accumulated Token, up to a maximum of '''<span class="luaClr clr clr2" style="color: #e8c252;">12</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">18</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">24</span>''' '''additional seconds''', affecting both Exit Gate|Exit Gates<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 '''''Obsession''''' does not suffer from this penalty.
''You can only be '''obsessed''' with one Survivor at a time.''

Whenever the ***Obsession*** loses a Health State, *Remember Me* gains **1 Token**:
* **Increases** the Gate Opening time by **6 seconds** per accumulated Token, up to a maximum of **12**/**18**/**24** **additional seconds**, affecting both Exit Gates.
* The ***Obsession*** does not suffer from this penalty.

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

As soon as one Exit Gate<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> is opened, ''Blood Warden'' activates.
\* 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 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> standing within the Exit-Gate area are revealed to you.
<p>Once per Trial, hooking a Survivor while ''Blood Warden'' is active calls upon The Entity<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 block the exits for all Survivors for '''<span class="luaClr clr clr2" style="color: #e8c252;">30</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">40</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">60</span>''' '''seconds'''.

As soon as one Exit Gate is opened, *Blood Warden* activates.
* The Auras of Survivors standing within the Exit-Gate area are revealed to you.

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**.

### Quentin's Info

**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

Unlocks potential in your Aura-reading ability.
<p>Once all 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> are completed, ''Wake Up!'' activates:
\*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 the Exit Gate Switch|Exit Gate Switches<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> are revealed to you within '''<span class="luaClr clr clr2" style="color: #e8c252;">128 metres</span>'''.
\*Your Aura is revealed to all other Survivors within '''<span class="luaClr clr clr6" style="color: #ff8800;">128 metres</span>''' of your location while opening an Exit Gate<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>.
\*'''Increases''' your Gate Opening speed by '''<span class="luaClr clr clr2" style="color: #e8c252;">15</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">20</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">25</span>''' '''&#37;'''.

Unlocks potential in your Aura-reading ability.
Once all Generators are completed, *Wake Up!* activates:
* The Auras of the Exit Gate Switches are revealed to you within **128 metres**.
* Your Aura is revealed to all other Survivors within **128 metres** of your location while opening an Exit Gate.
* **Increases** your Gate Opening speed by **15**/**20**/**25** **%**.

You have a knack for finding medicine.
<p>Whenever you are in 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>, ''Pharmacy'' activates:
\* '''Increases''' the Unlocking speed of Chest|Chests<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 '''<span class="luaClr clr clr2" style="color: #e8c252;">40</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">60</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">80</span>''' '''&#37;'''.
\* '''Reduces''' the Hearing range of noises related to Unlocking by '''<span class="luaClr clr clr2" style="color: #e8c252;">-8 metres</span>'''.
\* '''Guarantees''' an [[Emergency Med-Kit]]<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> when unlocking a Chest.

You have a knack for finding medicine.
Whenever you are in the Injured State, *Pharmacy* activates:
* **Increases** the Unlocking speed of Chests by **40**/**60**/**80** **%**.
* **Reduces** the Hearing range of noises related to Unlocking by **-8 metres**.
* **Guarantees** an Emergency Med-Kit when unlocking a Chest.

You look over your friends even in dire situations.
<p>
\* '''Increases''' your Recovery rate from the '''''Blindness<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>''''', '''''Broken<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>''''', '''''Exhaustion<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>''''', '''''Exposed<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>''''', '''''Haemorrhage<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>''''', '''''Hindered<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 '''''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 Effects''' by '''<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>''' '''&#37;'''.
\* This effect also applies to all other 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> within '''<span class="luaClr clr clr2" style="color: #e8c252;">8 metres</span>''' of your location and lingers for '''<span class="luaClr clr clr6" style="color: #ff8800;">15 seconds</span>'''.

You look over your friends even in dire situations.

* **Increases** your Recovery rate from the ***Blindness***, ***Broken***, ***Exhaustion***, ***Exposed***, ***Haemorrhage***, ***Hindered***, and ***Oblivious*** **Status Effects** by **20**/**25**/**30** **%**.
* This effect also applies to all other Survivors within **8 metres** of your location and lingers for **15 seconds**.

### 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.*

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