Dead by Daylight

Dead by Daylight

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Chapter 6: A Nightmare on Elm Street™ - Complete Info Guide
Autorstwa: Rye
A complete info guide for Chapter 6 / DLC 6 - A Nightmare on Elm Street. Complete with info on Freddy "The Nightmare" Krueger, Springwood / Badham Preschool, Quentin Smith and more.
   
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Freddy Krueger / The Nightmare
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Bio
Even while he lived, Freddy Krueger was a creature of nightmare 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, 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 other prey walked the hallways. Some would be inconsequential; others would become his new favourites. All would fall before his claws.
Power (Dream Demon)
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, but hear children humming a lullaby when he's nearby.
  • Awake Survivors cannot interact with The Nightmare or be damaged by him. Awake survivors can still pallet stun The Nightmare and The Nightmare can pull awake survivors out of closets.
  • Holding M2 will summon a small range beam from The Nightmare that, once put on a survivor within range, forces them to enter the Dream Transition.
  • Survivors enter the Dream Transition for 7 seconds.
  • Dream Transition time can be affected by addons.
  • During the Dream Transition they can see The Nightmare for brief periods of time.
  • When the Dream Transition ends, 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 of 50%.
  • To exit the Dream World, Survivors can find non-sleeping Survivors to perform a wake up action.
  • Failed repairing and self healing skill checks also wake up.
  • Hooked survivors automatically wake up.

"You have nothing to worry about. This won't hurt one... little... bit." -Freddy Krueger
Dream Demon Add-ons
Quick Note:
Brown = Common Rarity (3,000 BP for purchase in Bloodweb)
Yellow = Uncommon Rarity (4,000 BP for purchase in Bloodweb)
Green = Rare Rarity (5,000 BP for purchase in Bloodweb)
Purple = Very Rare Rarity (6,000 BP for purchase in Bloodweb)
Pink = Ultra Rare Rarity (7,000 BP for purchase in Bloodweb)

Wool Shirt
A small boy's orange and yellow striped shirt. Identified with a sewn name tag to "Jesse".
* Slightly decreases Skill Check chances in the Dream World.

Sheep Block
A white and blue wooden block depicting two woolly lambs grazing and the letter "S".
* Slightly reduces the Dream Transition. Time to fall asleep reduced by 0.5 seconds.

Kid's Drawing
An unattributed drawing clearly crafted by a young child.
* Slightly increases the Power range.

Garden Rake
A small claw rake, a must have tool for any accomplished gardener.
* Slightly increases movement speed after successfully putting a Survivor into the Dream World.

Prototype Claws
A home-made tool to facilitate bush trimming.
* Moderately increases movement speed after successfully putting a Survivor into the Dream World.

Outdoor Rope
Sturdy outdoor rope, handy to tie up anything.
* Moderately decreases the Survivor's Action Speed when in the Dream World.

Nancy's Sketch
A crude and bold sketch made with Fusain, signed by Nancy H.
* Moderately increases the Power range.

Green Dress
A little girl's green dress with a silky white ribbon.
* Considerably decreases Skill Check chances in the Dream World.
* Slightly increases the Dream Transition. Time to fall asleep increased by 0.5 seconds.

Cat Block
A white and purple wooden block depicting a sleeping Cat and the letter "C".
* Considerably reduces the Dream Transition. Time to fall asleep reduced by 1.5 seconds.
* Slightly increases Skill Check chances in the Dream World.

Unicorn Block
A white and red wooden block depicting a prancing Unicorn and the letter "U".
* Considerably reduces the Dream Transition. Time to fall asleep reduced by 1.5 seconds.

Swing Chains
Rusty, but sturdy chains used to securely attach a swing seat.
* Survivors suffer an additional 25% Action Speed penalty when pulled into the Dream World for the second time.

Nancy's Masterpiece
A painting of a character, made by Nancy Holbrook at Badham and kept as a treasured memory.
* Tremendously increases the Power range.

Jump Rope
A long Double Dutch jump rope, stained with many years of use.
* Tremendously decreases Survivors' Action Speed when in the Dream World.

Blue Dress
A little girl's pale blue dress with white lace which's front is ruined by large cuts.
* Moderately decreases Skill Check chances in the Dream World.

Pill Bottle
An empty pill bottle which once contained a medicine called "Zoneral".
* Survivors do not see glimpses of you during the Dream Transition.

Paint Thinner
A tin of a highly volatile and inflammable material.
* Tremendously increases movement speed after successfully putting a Survivor into the Dream World.

Class Photo
A large photograph taken at Badham Preschool showing the cheerful class of 94-95.
* When a Survivor is pulled into the Dream Transition, all other Survivors' auras are revealed to you for the duration of the Dream Transition.
* Tremendously increases the Dream Transition. Time to fall asleep increased by 2 seconds.

"Z" Block
A deeply scratched and burnt wooden block which's only recognisable feature is the letter "Z".
* Tremendously reduces the Dream Transition. Time to fall asleep reduced by 2 seconds.

Red Paint Brush
A large paint brush, wet with crimson paint.
* Slightly reduces movement speed.
* Tremendously reduces the Terror Radius.
* Tremendously reduces the Dream Transition. Time to fall asleep reduced by 2 seconds.

Black Box
A black cardboard box filled with photographs.
* You become obsessed with one survivor.
* Obsession starts the trial in the Dream World.
* Only one Obsession per Trial.
Customization
Clawed Glove

A homemade device, crafted to torture and kill.

Preschool Gardener

A striped woolen shirt and sturdy gardener trousers, punctured with burn holes.

Freddy Krueger

The mottled and charred face of an odious man, topped with a fedora.

Bloody Clawed Glove

A bloody device of nightmares, crafted to torture and kill.
(Unlocked by prestiging Nightmare to Prestige 1.)

Bloody Gardener

A striped woolen shirt and sturdy gardener trousers, dripping with his prey's blood.
(Unlocked by prestiging Nightmare to Prestige 2.)

Bloody Freddy

The burnt and blood splattered face of an odious man, topped with a fedora.
(Unlocked by prestiging Nightmare to Prestige 3.)
Teachable Perks
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 gets a token and grants a speed bonus to pick up, drop, pallet break, generator damage and window vaulting actions.

* 2 Tokens: Receive 6%/8%/10% action speed bonus.

* 3 Tokens: Receive 8%/10%/12% action speed bonus.

* 4 Tokens: Receive 10%/12%/14% action speed bonus.
"Now why don't you just f u c k i n g die?" -Freddy Krueger
Teachable version unlocked at Level 30.

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 20/25/30 seconds.
The obsession is not affected by Remember Me.
Only one obsession per match.

"You don't remember? You must. You're my number one, and you'll never wake up again." -Freddy Krueger
Teachable version unlocked at Level 35.

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
Teachable version unlocked at Level 40.
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Springwood
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Bio (Springwood)
Springwood is a quiet town in the Midwest, somewhere to raise a family, where neighbours are friends, the diner waitresses know their patron’s names, doors are left unlocked and nothing can possibly harm the residents or those they love.

But this is just a veneer, covering a rotten core. Under the cover of respectability, a parasite named Freddy Krueger stalked his prey in what should have been the town’s safest space. Once these poisonous crimes were uncovered, the townspeople decided to act. They didn’t trust that the authorities would be able to deal with him, to provide the justice they craved, so they banded together and hunted him down.

With a single, decisive act, they hoped to burn away the infection from their lives. But they were too late. The threat might have gone but the rot has infected everything. The houses that seemed so pretty now have darkness behind their windows. The leafy streets echo with the sound of fire and screams. And nothing will ever be normal again.
Bio (Badham Preschool)
This is not the Badham Preschool where children laughed and learned, made lifelong friendships and had their paintings hung on the walls. This is a dark echo created from the nightmares of those who suffered here. The walls creak under the burden of history. Events that should be long forgotten are recorded forever in the plaster and stone, pervading the building with misery. Only one part of the building is accurately reflected in this darkness. The squalid room where Freddy Krueger lived and worked. The hidden basement area where he commited the heinous acts that appalled the town and condemned him to death. This is a place of the subconcious, of the nightmare brought into hideous reality.
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Quentin Smith
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Bio
When he heard that Nancy’s mother had disappeared, Quentin Smith knew instantly that their success had been short-lived. Although their plan had seemed to work flawlessly, Freddy Krueger had beaten death yet again.

But Quentin wasn’t about to give up. It may take many attempts, but he vowed that somehow they would find a way to beat Freddy, once and for all. If he didn’t, it would only be a matter of time before Freddy would win and Nancy was lost.

Someone like Quentin never attracted attention in a library, no matter how strange the texts he requested. He devoured all the information he could find, on shared dream worlds, lucid dreaming, and the methods to control the dream space. Forcing himself to stay awake, via a steady diet of pills and energy drinks, he searched through dusty volumes, finding myths about the demons that live in dreams, trapping their victims in limbo and feeding off their terror. He worked quickly as he knew that Freddy would soon be coming for him.

It wasn’t long before that moment arrived and Freddy began appearing in his dreams. He stayed at the periphery at first, taunting Quentin, seemingly hoping to tire him out. Using all that he had learned, Quentin was able to see flaws in the dream; cracks where escape routes could be formed. He tested this skill carefully, not wanting to show his hand, hoping that it would give him some kind of advantage that he could use to defeat Freddy.

Then, one night, he found himself in the familiar environment of Badham Preschool. Freddy had tired of the taunting and had finally decided to gut him. Quentin ran through the school, his quick eyes scanning for something useful in the maze of rooms. He found a can of paint thinner and quickly formulated a plan. Once the trap was set, he waited, acting as the lure to draw Freddy into the right position. And there he was, claws scraping on metal as he closed in for the kill. Quentin allowed himself time to enjoy the surprise on Freddy’s face as the corridor ignited and then he was away, running through the building, heading for the exit that he knew existed. If he harried Freddy, weakening him and then escaping the dream, surely that would defeat him over time? Before his eyes, the cracks in the dream closed and his escape route was blocked. He was in Freddy’s secret room again, and there was nowhere to run.

As Freddy closed in, a broad grin spreading across his ruined face, Quentin was consumed with a need to see this man finally obliterated. He wished it had been him, not his father, who threw the gas can that ended Krueger’s life, that it had been him who cut Freddy’s throat. Perhaps that desire would be enough? This was a realm of the mind after all.

He let it consume him, concentrating all his thoughts on wishing Freddy gone. His vision was obscured with roiling tendrils of fog and, when it cleared, he was somewhere else. In another dream? If so, it wasn’t his; it felt cold and unfamiliar.

A flickering drew his attention and he realised he was by a campfire, and he wasn’t alone. Other people were trapped here too, and they needed his help.
Customization
Quentin Smith

Tired and strained beyond measure.

Beanie Quin

A warm hat for those chill Springwood evenings, or just about any other moment.

Urban Style

A tree-tee and a long sleeved vest, practical when it comes to smuggling small objects.

Quilted Shirt

A midnight blue shirt with a sewn quilted pattern.

School Day

Clean slim-cut jeans with durable and comfortable high top sneakers.

Relaxed Pants

Relaxed cut jeans, a staple in Quentin's fashion world.

Bloody Style

A tree-tee and a long sleeved vest, practical to deflect blood splats.
(Unlocked by prestiging Quentin to Prestige 1.)

Bloody Day

Bloody slim-cut jeans with blood splattered high top sneakers.
(Unlocked by prestiging Quentin to Prestige 2.)

Bloody Quentin

Tired, strained and bloody beyond measure.
(Unlocked by prestiging Quentin to Prestige 3.)
Teachable Perks
Wake Up!
Unlocks potential in one's aura reading ability. Once all generators are powered, Exit Gates are revealed to you within 24/48/infinite meters. While opening the Exit Gates, reveal your aura to other survivors within 24/48/infinite meters.
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
Teachable version unlocked at Level 30.

Pharmacy
You have a knack for finding medicine. Searches through chest are 40%/60%/80% faster and the noises they cause along with their hearing distances are reduced by 0/4/8 meters. 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
Teachable version unlocked at Level 35.

Vigil
You look over your friends even in dire situations. You and your allies within an 8 meter range recover from the 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
Teachable version unlocked at Level 40.
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Misc.
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Achievements
Adept Nightmare
In a public match, achieve a merciless victory as The Nightmare while only having Fire Up, Remember Me and Blood Warden equipped.

Dream Master
In public matches, pull 200 Survivors into the Dream World as The Nightmare.


Serial Killer
In public matches, sacrifice the Obsession 30 times.


Adept Quentin
In a public match, escape while playing as Quentin while having only Wake Up!, Pharmacy and Vigil equipped.

Escaping the Nightmare
In public matches, open a exit gate 35 times.


Looter
In public matches, complete 100 chest searches.
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