Freddy Krueger

In other (unofficial) languages:

**Freddy Krueger** or **"The Nightmare"** is one of **34** Killers currently featured in *Dead by Daylight*.

He was introduced as the Killer of CHAPTER 6: A Nightmare on Elm Street™, a Chapter DLC released on 26 October 2017.

He originates from the 2010 remake of the Horror Movie of the same name, ***A Nightmare on Elm Street***.

## Overview

**The Nightmare** is a nightmare Killer, passively pulling Survivors into his **Dream World** where Survivors are vulnerable to his **Dream Abilities**. His **Dream Projection** ability allows him to quickly appear across the map and put pressure onto Survivors.

His personal Perks, Fire Up, Remember Me, and Blood Warden, improve his abilities over time and make him stronger as the trial reaches its climax.

His Perks revolve around stopping Survivors from fleeing. They will make surviving a real pain for all, and managing to escape the Hunting Ground won't be easy.

Difficulty Rating: **Moderate**

*(These Killers require the Player to be comfortable with the basics of the role, though they share common mechanics with easier ones)*

## Lore

*Even while he lived, Freddy Krueger was a creature of nightmares for those who truly knew him. Hiding behind a mask of warmth and friendliness, Freddy's actual temperament was known only to his victims. When those victims were finally heard, the parents of Springwood tracked Freddy down and took the law into their own hands. They thought that fire had rid them of a monster that night, that their children were finally safe, but evil as strong as his has a way of surviving.*

*Years passed, the horror was buried, the victims mercifully forgot. Then, somehow, Freddy returned, and dreams became nightmares once again.*

*Freddy focused his anger on those he felt had wronged him, building up to his one true obsession, Nancy Holbrook. But he underestimated her strength and resourcefulness. Together with her friend Quentin Smith, she managed to weaken Freddy, mutilating him and leaving him for dead once more.*

*Death didn't want Freddy the first time he encountered it, why did they think it would take him now? He emerged once more, consumed with vengeance. Then he turned his sights on the boy who had blocked his path to Nancy, his number one.*

*Freddy invaded Quentin's dreams, terrorising him night after night, until his strength and defences would be at their lowest. When the time was right, he forced the boy to return to the dark reflection of Badham Preschool. Here he would have his final revenge.*

*Freddy stalked the boy through the school's halls. He took his time, savouring every moment of the hunt. This was what he enjoyed the most, the smell of their sweat in the air, the ragged gasps of their terrified breath. They were his to toy with.*

*There was the boy, at the end of a long corridor. Too tired and scared to run anymore? Resigned to his fate? Freddy closed in, arms wide, claws raking the wall. Their tips traced along a pipe, the metallic shrieking only adding to the boy’s apprehension.*

*A shower of sparks rained on the ground, and into the liquid that covered the tiled floor. A blue flame blossomed and quickly engulfed the room.*

*The boy took flight as Freddy burst from the flames in a fury. Rooms and walls raced past in a blur until they were in Freddy's basement. There would be no escape from here.*

*Slowly Freddy closed in on the boy. His fear was so strong now that Freddy could almost taste it, but his eyes burned with a defiant hatred that was almost admirable.*

*Freddy drew back his claws.*

*Then Freddy felt another presence with him; something old, powerful and dark. A miasma enveloped him and the only sensation was a sound like wooden beams flexing and creaking in the distance. The echoing groan of metal crushed against metal. Something arcane and unknowable, half-way between language and pure terror.*

*A moment of falling and spinning and then Freddy was back in the school. But not his school. It looked the same, but it felt different. His powers were tempered in some ways and focused in others. The boy had gone for now, but another prey walked the hallways. Some would be inconsequential; others would become his new favourites. All would fall before his claws.*

## Load-out

### Unique Perks

**The Nightmare** comes with **3** Perks that are unique to him:

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**.

#### Prestige

Prestiging **The Nightmare** will automatically add **Tier I** of his Unique Perks to the inventories of all other Killers and unlock the ability for their higher-tiered versions to spawn in their Bloodweb.

Prestige **The Nightmare** twice more to automatically add **Tier II** and **Tier III** respectively into the other Killers' inventories.

### Weapon: Clawed Glove

The **Clawed Glove** is the Primary Weapon of **The Nightmare**.
A homemade device, crafted to torture and kill.

### Power: Dream Demon

**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*

#### Power Trivia

**Movement Speeds:**

*Main Article*

* Placing **Dream Snares**: **4.0 m/s**

**Waking Skill Checks:**

* It should be noted that it is the act of failing a Skill Check that wakes a Survivor from the **Dream World** and ***not*** the accompanying explosion and *Loud Noise notification* that does so.
Failing Skill Checks while using Perks such as Technician or Bite the Bullet, which suppress the explosion and *Loud Noise notification*, will therefore ***still*** wake Survivors up.
* Failing a Skill Check while repairing a Generator will also wake up any other asleep Survivors that were repairing it at that moment.
The same is true for asleep Survivors that are being healed by someone who fails a Healing Skill Check.

**Glimpses:**

Awake Survivors only see glimpses of **The Nightmare** within a certain range:

* Glimpse duration: **2 seconds**
* Glimpse cool-down: **2 seconds**
* Glimpse Minimum distance: **16 metres**
* Glimpse Maximum distance: **32 metres**

**Dream Projection:**

* Charge duration: **3 seconds**
* Cool-down duration: **45 seconds**
* Cancelling Cool-down duration: **10 seconds**
* Cool-down Reduction per asleep Survivor: **-15 %**

**Dream Pallets:**

* Placement range: **12 metres**
* Placement angle: **40 °**
* Indicator range: **16 metres**
* Aura range: **24 metres**
	+ This refers to the maximum range within which **The Nightmare** will see the Auras of placed **Dream Pallets**.
	+ Windows of Opportunity shows **Dream Pallets** the same way as it would regular Pallets.

**Dream Snares:**

* Minimum Charge time: **0.75 seconds**
	+ This refers to how long a **Dream Snare** must be charged for, before it can be placed.
* Triggered duration: **5 seconds**
	+ This refers to how long a **Dream Snare** remains active after being triggered, before it will dissolve.
* ***Hindered*** Linger duration: **3 seconds**
* ***Hindered*** strength: **-15 %**
* Aura-Flare-up duration: **5 seconds**
	+ This refers to how long the visual indicator of a Survivor triggering a **Dream Snare** will be visible to **The Nightmare** for.

**Micro-Sleep:**

Survivors passively fall asleep when playing against **The Nightmare**:

* Micro-Sleep duration: **60 seconds**
* Micro-Sleep protection: **30 seconds**
	+ This refers to how long a Survivor is protecting from falling asleep by any means after waking themselves with an Alarm Clock
* Wake-up action duration: **3 seconds**
	+ This refers to how long it takes to interact with an Alarm Clock, as well as how long it takes to wake up another sleeping Survivor for the first time. Each successive co-operative Wake-up action on that survivor will double the time taken.

### Add-ons for Dream Demon

Switches the type of **Dream Traps** used in the Trial:
* Grants **200** **Bloodpoints** in the Deviousness Category when a Survivor triggers a **Dream Snare**.
* **Reduces** the Movement Speed penalty inflicted by **Dream Snares** by **-10 %**.
* Survivors interacting with a **Dream Trap** suffer from the ***Blindness*** **Status Effect** for **60 seconds**.
* **Increases** the Penalty for failing Repairing and Healing *Skill Checks* by **-4 %**.
* Survivors interacting with a **Dream Trap** suffer from the ***Haemorrhage*** **Status Effect** for **60 seconds**.
Survivors inside the Dream World suffer from the following effects:
* The Auras of Survivors failing Repairing or Healing Skill Checks are revealed to you for **3 seconds**.
* **Reduces** the Cool-down duration of *Dream Projection* by a stack-able **-2 %** for each asleep Survivor, up to a maximum of **-8 %**.
Survivors inside the Dream World suffer from the following effect:
Switches the type of **Dream Traps** used in the Trial:
* Start the Trial with **7** **Dream Pallets**.
Survivors inside the Dream World suffer from the following effects:
* The Auras of Survivors failing Repairing or Healing Skill Checks are revealed to you for **4 seconds**.
Survivors inside the Dream World suffer from the following effect:
* **Reduces** the Cool-down duration of *Dream Projection* by a stack-able **-3 %** for each asleep Survivor, up to a maximum of **-12 %**.
Switches the type of **Dream Traps** used in the Trial:
* Start the Trial with **7** **Dream Pallets**.
* Survivors interacting with a **Dream Trap** suffer from the ***Blindness*** **Status Effect** for **90 seconds**.
* Survivors interacting with a **Dream Trap** suffer from the ***Haemorrhage*** **Status Effect** for **90 seconds**.
* Causes healthy Survivors to leave *Pools of Blood* as if they were injured.
When channelling *Dream Projection*, the following effects apply:
* All Generators spew blood.
* **Suppresses** the appearance of the **Husk**.

* **Reduces** the threshold for intermittent Invisbility to a range of **12 to 24 metres**.
* **Reduces** the threshold for full Invisibility to a distance of **24 metres**.
	+ This effect also applies when carrying a Survivor.
Survivors inside the Dream World suffer from the following effect:
Survivors inside the Dream World suffer from the following effect:
* All Survivors start the Trial asleep.
* Survivors can no longer wake up by failing Skill Checks.

## Achievements

*Main article: Achievements*
There are **2** Achievements related to **The Nightmare**:

## Cosmetic Options

Players can choose from a variety of Cosmetic options to customise **The Nightmare**:

## DLC

*Main article: Downloadable Content*
**The Nightmare** is part of **1** DLC:

* CHAPTER 6: A Nightmare on Elm Street™

## History

### Original Power

* Survivors who are awake do not see or hear The Nightmare.
* Once targeted by The Nightmare's Power, Survivors enter the *Dream Transition* for **7 seconds**.
* During the *Dream Transition* they can see The Nightmare intermittently.
* When the *Dream Transition* has elapsed, the Survivor is pulled into the **Dream World**.

Once in the **Dream World**:

* Survivors' Auras are revealed to The Nightmare whenever they are outside of his Terror Radius.
* Survivors suffer an Action speed penalty of **-50 %**.
* To exit the **Dream World**, Survivors can find other non-sleeping Survivors to perform a Wake-up action.
* Failed Skill Checks can wake up the Survivor.
* Getting hooked wakes up the Survivor.

#### Original Power Trivia

* Terror Radius: **24 metres**
* *Dream Transition* duration: **7 seconds**
* Power range: **10 metres**
* **Dream World** Action Speed penalty: **-50 %**.
* Aura-Reveal delay: **1 second** after leaving the Terror Radius
* Glimpse Minimum distance: **6 metres**
* Glimpse Maximum distance: **24 metres**

## Change Log

### Patch 1.8.1

* ***Nerf:*** added a delay of **10 seconds** after leaving The Nightmare's Terror Radius before a Survivor's Aura is revealed to him.
* ***Nerf:*** increased The Nightmare's Terror Radius from **16 metres** to **24 metres**.
	+ This change allows Survivors more room to manoeuvre around The Nightmare without having their Auras revealed for being outside his Terror Radius.
	+ This change brings his Terror Radius to the same range as his Lullaby.
* ***Nerf:*** increased the duration of The Nightmare's Movement Speed penalty for putting a Survivor into the *Dream Transition* from **1 second** to **3 seconds**.
	+ This change allows Survivors to put more distance between themselves and The Nightmare before they fall asleep and become vulnerable to his attacks.
* ***Nerf:*** dying Survivors who are healed to the Injured State are automatically woken up.

### Patch 1.8.2

* ***Quality of Life:*** reduced the Movement Speed penalty for continuously casting *Dream Demon* to **95 %**.
	+ This change was motivated by the Developers deeming the old penalty as too intense.
* ***Quality of Life:*** reduced the Interaction and Attack cool-down when successfully putting a Survivor into the *Dream Transition* to **0.5 seconds**.

### Patch 1.9.2

* ***Nerf:*** removed the (unintentional) ability to put Survivors inside Lockers into the *Dream Transition*.

### Patch 2.0.0

* ***Quality of Life:*** fixed an issue that caused **The Nightmare** to vault more slowly than other Killers.

### Patch 2.3.0

* ***Quality of Life:*** reduced the footstep audio.

### Patch 3.1.0

* ***Rework:*** extensively reworked The Nightmare's Power:
	+ Awake Survivors see The Nightmare always within **16 metres**, intermittently within **32 metres**, and never when **farther than 32 metres** away.
	+ Survivors experience *Micro-Sleep*, passively falling asleep within **60 seconds**.
	+ Asleep Survivors see the Aura of a Alarm Clock on a dresser far away.
	+ Asleep Survivors hear a 2-dimensional Lullaby instead of The Nightmare's Terror Radius.
	+ Getting woken up by awake Survivors will increasingly take more time after each successful attempt.
	+ The Nightmare received the ability to place either of two **Dream Traps**: **Dream Snares** or **Dream Pallets**.
	+ The Nightmare received the ability to teleport between unrepaired Generators using **Dream Projection**.

### Patch 3.2.0

* ***Buff:*** added the ***Oblivious*** **Status Effects** to The Nightmare's Power.
	+ Survivors are ***Oblivious*** whenever they are asleep and in the **Dream World**.

### Patch 4.7.0

* ***Quality of Life:*** increased the brightness of the **Dream World** indicator on the HUD.
* ***Nerf:*** added a Movement Speed penalty while placing **Dream Snares**, slowing **The Nightmare** to **4.0 m/s** or **100 %**.
* ***Nerf:*** reduced the maximum number of placed **Dream Snares** from **8** to **5**.
* ***Nerf:*** reduced the maximum number of placed **Dream Pallets** from **10** to **7**.
* ***Nerf:*** Survivors using **Alarm Clocks** are granted full immunity from falling asleep for **30 seconds**, including when **The Nightmare** attacks them.
	+ This is indicated on the HUD by a **yellow** sleep timer ticking down.
* Revisited some Add-ons.

### Unknown Patch

* Reassessed the difficulty rating from **Hard** to **Moderate**.

## Trivia

* The full name of **Freddy Krueger** is *"Frederick 'Freddy' Charles Krueger"*.
* Though the character was popularised by Robert Englund in the original film series, his appearance in *Dead by Daylight* is based on that of the 2010 film reboot, where he was portrayed by Jackie Earle Haley.
	+ **The Nightmare's** corresponding Survivor is Quentin Smith, a Character who was created specifically for the 2010 film.
* **The Nightmare's** Memento Mori is a reference to the way he killed Jesse in the film.
* **The Nightmare's** Memento Mori animation is the second one in which the Survivor attempts to get up on their own.
* **The Nightmare** breathes the quietest out of all the Killers, with his breathing being similar in volume to that of Survivors.
* Unlike other Killers, who simply step over Windows when vaulting, **The Nightmare** grabs the window ledge with both hands and lifts himself over, this is due to Freddy being much smaller in height than most other Killers in the Game.
	+ The Pig and The Ghost Face also have this same animation, for the same reason.
* **The Nightmare** is the Killer with the least amount of cosmetics, with only his three Prestige cosmetics.
* **The Nightmare** was the fifth licensed Character to be introduced to *Dead by Daylight*.
* **The Nightmare** was the first Killer to receive a major rework to his Power.
* **The Nightmare** is currently the only Killer, who can change one of their abilities completely with the use of an Add-on.

### Voice Actor

* **The Nightmare** is voiced by Filip Ivanovic, who at that time worked as the Art Director on the Game.
	+ **The Nightmare** shares his voice-actor with The Trapper, The Wraith, The Hillbilly, The Cannibal, The Ghost Face, and Jeff Johansen.

### In-game assets

* The Nightmare
* The Nightmare (Portrait render)
* The Nightmare (Background image)

### Old assets

* The Nightmare's previous portrait

Added assets

### Official art

* Sketches of The Nightmare and The Cannibal

### Models

* Freddy's model
* Freddy's Prestige model

### Others

* The Nightmare placing a Dream Snare
* Preview for the Add-ons