The Killer’s main objective is to stop the Survivors. This is done by catching them and hanging them from one of the Meat Hooks found in the level. Killers can not die, but will fail if the Survivors manage to escape.
Killers can not scavenge for items, but they can complete their own Daily Rituals.
Meat Hooks are the main tool to be used by the Killers. As a Killer has managed to catch and grab a Survivor. The Killer is supposed to transport the Survivor to one of the many hooks found across the level.
Once there, the Killer places the Survivor on the Hook. After a while, the Entity will take over and devour the Survivor.
Other Survivors can try to save the Survivor, but you have to be fast.
Evan Macmillan idolised his father. It wasn’t just that he was heir to a great fortune, it was the way he ran the estate. Raised under his firm hand, Evan had taken to running the workforce with an iron hand. Production was always high and the Macmillan Estate prospered under father and son. As Archie Macmillan’s mental health slowly disintegrated, Evan protected him from the herd who wanted a piece of the fortune. No matter what his father asked of him, Evan would do.
When Archie Macmillan finally snapped, Evan became his enforcer in what would become known as the worst mass murder in modern history. They never proved that Evan lead over a hundred men into those dark tunnels before detonating the explosives and sealing them to their fate. The tale of the Macmillan Estate is a tale of wealth and power gone very wrong. How many victims fell to the hands of father and son is unknown. No record is ever made of what became of Evan Macmillan. His father is another unsolved puzzle, found in the basement of his own warehouse - dead and abandoned
The Bear Trap is used by the Trapper to catch Survivors. A Survivor getting caught in the Bear Trap can get help being freed or attempt to escape by own hand. The Survivors also gets injured. As the Bear Trap catches a Survivor, a noise indicates where the caught Survivor is.
Killers can get caught in Bear Traps too, but are able to get out after 3 seconds.
The Trapper is focused on physical attributes and making use of strength and fear.
Your presence alone instills fear. Survivors within your terror radius have a greater chance to trigger Skill Shots when repairing, healing or sabotaging. Success Zones for Skill Shots are reduced.
"Its presence befalls us.”
Your great strength allows you to shred through defences. Destroy barricades drops faster.
"It's more than muscles. A dark power motivates the beast."
Increases your speed while transporting bodies. While transporting a body, your terror radius is increased.
"At some point, the excitement of hooking one of us becomes more important than the desire to kill us.”
Philip Ojomo came to this country without anything than hope for a new beginning. He was happy as he got offered a job at Autohaven Wreckers. A small scrap yard where bribed cops turned a blind eye for the somewhat shady business that took place. Ojomo didn’t care. He had seen criminal activity up close in his homeland, and as long as he didn’t get involved, he let things be. He just fixed cars and handled the crusher. Something he did really well. A car went in, a small, metallic cube came out. It was not until one gloomy day that he, just by accident, saw some blood coming from one of the un-crushed cars. As he opened the trunk he found a young man, gagged and with tied hands with panic filled eyes. Ojomo freed the man who managed to run ten feet before Ojomo’s boss stopped him and slit his throat. As Ojomo demanded answers he got explained to him that he’d been nothing more than a simple executioner as more or less every car had a soul in them as this was a "service" the scrap yard provided to certain "clients". Ojomo snapped and went ballistic. He threw his boss in the crusher and let it slowly compress, as the head stuck out, Ojomo grabbed it and pulled head and spine out of the body. Then he left, and was never seen again.
The Invisibility Bell is used by the Wraith. Once activated the Killers becomes invisible and a loud bell sound is heard. The Killer can walk around and will collide with objects and Survivors. Invisibility is deactivated by pressing a button. Upon being visible the Killer can not move for a few seconds.
The Wraith is all about tracking and hunting Survivors, making it easier to catch and kill.
Your vision is brighter and your field of view is wider than normal. Highly sensitive to light, you get blinded faster than normal and it takes more time to recover from this condition.
"Shining in the darkest dark, his eyes pierce the night and stings your soul."
You smell traces of blood at a great distance. Fresh blood marks are considerably more discernible than normal and can be tracked for longer than normal.
"Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow."
Your acute tracking ability allows you to follow disturbances left by passing prey over a longer period of time. Footstep marks stay visible longer than normal.
"Never stop moving and hope you're always two steps ahead of the beast."
The son of wealthy landowners Max and Evelyn Thompson, this unnamed boy was an unwanted child born to savage parents. Hideously disfigured, he was shut away from society. So ashamed they were of their son so they bricked him into a room and fed him through a hole in the wall. When the boy escaped, he took his revenge savagely and terribly, slaughtering the parents which had tortured him instead of raising him.
After the deed was done, he continued to live his life at the farm, taking out his deranged violence on the animals that were allowed to run free. As he finally broke free from his shackles, he ran through the cornfields, chasing and slaughtering whatever he could find. They never found the bodies of Max and Evelyn, but they did find tortured and disembowelled animals, all over the farm. Coldwind Farm was quickly settled and the land split up and sold off. There was never a buyer for the farmhouse. Perhaps it was the sound of the chainsaw you could hear throughout those hot summer nights.
The Chainsaw is used by the Hillbilly and must be charged before using. As it is charged, the Killer will bolt towards, attacking with the Chainsaw. When the Killer attacks, steering is tougher and upon impact with something in the level, the Killer will stop. The Chainsaw is very powerful, so when a Killer hits a Survivors, the Survivor will end up in the Dying State immediately.
The Hillbilly is about persistence and resilience. This will make it harder for Survivors to foil the Hillbilly.
You are resilient to pain. Recovery from the stun condition caused by physical objects is faster.
"He stops at nothing.”
Your vision is dimmed, but you can endure strong lights. Resistance to blindness is increased. Recovery from blindness is increased.
"These monsters... they adapt! They emerge with strange new abilities.”
Add-ons that affect the charge time of your Power are more effective.
"The Hillbilly makes impressive tools out of scraps. Tools aimed at maiming us in creative ways... It's horrifying to think it's actually intelligent.”
Sally Smithson came to town with dreams of children’s feet and laughter in a wooden home built by her husband Andrew. But life came not with smiles but with plans of destruction. Andrew worked as a lumberjack - a job with its perils. And one day Andrew’s foreman had to pay Sally a visit, forever changing her life. She was alone. Without food on the table, the only employment she could get was at the Crotus Prenn Asylum. Nobody sought employment there unless they were in dire need. Just like Sally. Without any education, she started at the bottom and after two decades she hadn’t progressed any closer to the top. Instead her mind had reached its limits. Two decades of seeing horrid things that violates the eyes. Memories that are re-played every night. Being abused verbally and physically, by people without limits. Sally saw insanity from the outside, just to catch it herself. Finally she could not take it anymore and concepts of purification emerged inside her. She did what she felt was necessary. As the morning staff arrived one day in September - they found over fifty dead patients, lifeless, in their bed. Sally was the only one at the scene, rocking back and forth. Exactly what happened is only known by her, but it seems that some of them had been choked as they had marks around their necks.
Spencer’s Last Breath - or Blink - can be used to teleport to a fixed distance in a straight line. The twist is that the Blink can be extended in a series of short warps if the player is skilled enough. Blinking allows the Nurse to quickly traverse the maps as she can cross walls, characters and other collisions.
The Nurse is focused on spotting and tracking, making it harder for Survivors to hide.
You are acutely sensitive to the breathing of your prey. The breathing of Survivors in pain is louder.
"Hold your breath, or she’ll hear...”
All survivors receive penalties to repair, healing and sabotage speeds for each injured, dying or hooked survivor.
"We can’t just leave him there!”
Unlocks potential in one's aura reading ability. The auras of survivors who are healing or are being healed are revealed to you.
"Does she still bear some empathy inside her? Or can she smell blood?”
Some humans are simply bad seeds. Seeds infused with a distilled and pure form of evil. Michael Myers is one of those seeds. He had no issues with causing the pain of others. Instead, it was exactly what he sought. But even life can be tough on those with minds filled with terror. The difference is just how one goes about to solve those problems. For Michael, he had to kill to find some inner peace. As he took his sister’s life, the police found a silent boy dressed as a clown at the scene. When one stumbles upon a growing fire, one does not pour gasoline on it. But this was an action taken by officials that had no idea how it would shape this demon in the boy’s body. Sending Michael to a mental institution was a feeble attempt to save the child. Unsuccessful therapy and nightly screams just made him even more introvert and deranged. People hoped that Michael Myers would end up a parenthesis, soon to be forgotten and buried, a failure that soon were to rot away. But then...he escaped.
Evil Within is constructed around two phases. In the first phase, the Killer is weaker and slower, but has heightened detection skills. By gazing at survivors a gauge fills, and when full, the power enters phase two. In this phase the Killer is faster and more powerful, but loses the heightened detection skill.
The Killer’s perks are focused around “obsession;” just like Michael Myers is obsessed with killing, the Killer picks a survivor, and tags him/her as his “obsession”. The killer only receives one obsession per match.
You become obsessed with one survivor. As long as your “obsession” is alive, you won’t have to wait as long as usual between your attacks.
"Death has come to your little town, sheriff.” –Dr. Sam Loomis
If you succeed to kill or sacrifice the survivor you’re obsessed with, the other survivors get a penalty to their repair, healing and sabotage speed. However, your “obsession” receives a bonus to healing and rescuing actions. Only one obsession per match.
"This isn’t a man...” –Dr. Sam Loomis
If Michael taunts the survivor he is obsessed with, he will get faster. Every time you chase your “obsession” and let them escape, your movement speed is increased until your next attack. Only one obsession per match.
"You've fooled them, haven't you Michael? But not me.” –Dr. Sam Loomis
Lisa Sherwood grew up in a quiet town. The people of the village were kind, and the elders helped settle their disputes and keep the old traditions alive. Lisa was particularly fond of the charms they taught her to draw for safety and good fortune. One night, as she was walking home through the woods, a terrible storm struck without warning. In the slick wet darkness, she lost her footing and struck her head. Slipping in and out of consciousness, she watched dark shapes approach between the trees. Soon they were close enough for her to make out their evil, hungry grins.
They kept her chained to the wall in a flooded cellar. Through the gloom, she could see others, whose open wounds swarmed with flies. They did not survive long once the cannibals began carving bites from their bodies with their rusted blades, but somehow Lisa persisted. Starved and mutilated, her gaunt arms became loose in their shackles. She pulled, and the metal tore through skin and muscle until she was free. Her flesh oozed viscous yellow pus and bones were visible beneath gangrenous wounds. She could go no further. Delirious, she thought of home; she thought of the elders. She traced the symbols they had taught her. A dark hunger stirred inside her. It yearned for blood. She chose vengeance.
The police search eventually brought them to the old house in the swamp. Its inhabitants had been dismembered and devoured. The elders’ charms were scrawled in blood on the floor. Lisa’s body was never found.
Source of The Hag's power, a blackened finger used as a catalyst to her terrible power: the Phantasm Traps. The Hag draws in the soil to set a trap for the survivors. When a survivor find her trap, a lifelike illusion of the killer appears in front of them. Once the trap is triggered, The Hag has a choice. To enter the physical illusion when the survivors are within her reach or use it as a decoy to take down her unsuspecting prey before the phantasm collapses into pieces of dirt and mud.
The Hag perks revolve around a new gameplay mechanic: the Hex totems. They are focused on cursing the survivors and sapping their abilities. The curse last until the survivors manage to track the Hex totem down and tear it down.
An ominous hex that affects the survivors' skills at repairing generators. Survivors affected by Ruin suffer the following in their desperate fight for survival: Good Skill checks results in regression on the generator. Great Skill checks do not grant bonus progression on the generator. The hex effects persist until your related hex totem is torn down.
"A curse is upon you, it will cause your ruin.”
A hex rooting its power on hope. The false hope of survivors ignites your hunger. When a survivor is rescued from a hook at least 24 meters away, Devour Hope receives a token. Tokens grant various abilities such as double damage and kill by your own hand. The hex effects persist as long as the related hex totem is standing.
"f you do nothing, you have their blood on your hands. If you save them, her hunger grows.”
You will curse a survivor by hitting the victim while the Hex Totem is active. The hex reduces the effectiveness of the victim's aura reading ability and make the survivor easy prey. But only one survivor can have this effect applied to them at a time. Once you hit another survivor, the Hex is transferred to your next victim. The hex effects persist as long as the related Hex Totem is standing.
"She touched your skin, you bear the witch's mark!”
From an early age, Herman Carter understood the human psyche. To analyze and deconstruct something as powerful as the brain intrigued him. He was an apt pupil and gained the attention of his teachers. He excelled in high-school and was published in “Partisan” - a psychology gazette. Within a year Carter was fast-tracked into Yale’s advanced neuroscience programme, really a front for the CIA.
Brainpower is a must if you’re about to conquer the world and demolish foes across the pond. The CIA understands this, so interrogation and intelligence became their number one priority. All they needed was brilliant people - like Carter.
Carter and other top-tier recruits were transferred off-campus and into a secret black site facility in Illinois known as the Léry Memorial Institute. A protege craves a mentor, and that’s where Mr. Stamper stepped in who taught Carter that information is everything and knowledge is power. He were given all instruments needed, a guiding hand and more or less everything he asked for. He never realized that sunlight started to became scarce. That he too was kept in the dark. Because knowledge doesn’t only give you power, it also transform you into a threat.
To extract information was his mission. Mr Stamper encouraged Carter to go further and don’t consider this a normal medical facility - no eyes were watching them, there was no rules to abide. The agency just pointed Carter in the right direction, then he started to take a few steps back as he saw how Carter could walk on his own. Docile test subjects were exchanged for real, live spies. People that played a role in the troubles outside the facility. Carter shouldered this new role - Project Awakening took form, and on paper Carter described it as “experimental interrogation”. It was approved and over a few months, nobody knocked on his door. Screams and moans filled the corridor outside his lab, but wars skew people and what they accept - as long as the enemy is kept at bay. The fluorescent lights flickered more and more often. ECT became a standard dish on the menu. Prisoners held at the facility begged the guards to take them to another lab than Carter’s. Rumours were disregarded in the beginning.
Over the years, Carter became known as the Doctor and no one ever questioned if he had even held a medical certificate or even what happened to the prisoners after they had given up their information. It was only after the Léry Memorial Institute went silent for a week that they finally uncovered the true horror of what had happened there.
Carter’s experimental information extraction had turned to horrific and bizarre torture. Patients and prisoners were found dead or in vegetative states with all types of head trauma. In his office, they found the most terrible of discovery of all, Mr Stamper himself, his head peeled open and an array of electrodes and sensors inserted into his still working but annihilated brain. There was no sign of Herman “The Doctor” Carter, but his research papers suggested that he had been using the prisoners as part of awful ECT experiments as he searched for the panacea of mind control.
The government didn’t want to know. The black site was condemned and all knowledge of the Léry Memorial Institute redacted forever.
Is it a gift, or a curse? The Entity has ignited a corrupted and inexhaustible spark in the Doctor’s heart which allows him to generate electroconvulsive power at will. His insidious treatment corrupts the minds of those it touches. Victims shocked by the corrupt spark begin to lose their grip on reality and, with repeated exposure, inevitably succumb to madness.
The Doctor’s perks is about hindering and creating problems for the Survivors. The sole stature of the Doctor, infuses fear and terror in those around him.
Your presence alone instills great fear. Survivors within your terror radius suffer from inefficiency. Survivors’ item consumption rates are increased.
"Shit!! I dropped the gauze!”
Meticulous in your approach, terrifying in your application. While in a chase, your terror radius is increased. Otherwise, your terror radius is decreased and your field of view is increased. Field of view gains do not stack.
"It's time for your treatment!"
You are fuelled by your hate for progress. Overcharge a generator by performing the Break Generator action. The next survivor interacting with that generator is faced with a difficult Skill-check. Failing the Skill-check results in an additional generator regression. Succeeding the Skill-check grants no progress but prevents the generator explosion.
“It is a trap. But a trap one must step in...”
As soon as Anna was able to walk, her mother started teaching her how to survive a harsh, solitary life in the northern woods. Living in such an extremely remote and dangerous area required skill and resilience. When sunlight became too dim for productive activities, they would take refuge in their house, a sturdy old cabin constructed to resist the toughest winters. Close to the hearth’s warmth, Anna would rest in her mother’s arms, surrounded by the few wooden toys and masks she had crafted for her. Drifting off to sleep with stories and lullabies, she dreamt happy dreams, ignorant of the events that would soon change everything.
Anna and her mother were stalking a great elk through the woods. They knew it was dangerous prey, but it had been a particularly difficult winter and they were almost out of food. The specter of starvation frightened them more than any forest creature. Without warning, the elk reared, bellowed and charged at Anna. She was paralyzed with fear as the whole world seemed to shake under the immense beast's pounding hooves. The elk was close enough for Anna to see the murderous fury in its eyes when her mother threw herself in its path, axe in hand. A bloodcurdling scream escaped from her lips as the elk impaled her upon its antlers and hoisted her into the air. With all her strength, she brought her axe down on its head again and again while it tried to shake her loose. With a sickening crack, the antlers snapped and Anna's mother was free. The beast collapsed.
Anna was too small to move her mother's broken body, so she sat with her in the clearing where she had fallen. To distract her from the dying elk's cries, Anna's mother held her and hummed her favourite lullaby. They stayed like that, the huntress and the elk getting quieter and colder, until Anna was alone in the silent forest. Eventually she stood up and started the long walk back home.
Still a child, she knew just enough about life in the frozen forest to survive. She followed her instincts and became one with the wild. She got older and stronger and practiced her hunt. As she grew into a dangerous predator, her humanity became a half-remembered dream.
She widened her territory and lived off her hunts. She worked her way up through squirrels and hares and mink and foxes. Eventually she grew tired of them and hunted more dangerous animals like wolves and bears. When unsuspecting travelers came through her woods, she discovered her new favourite prey: humans. Unlucky souls who strayed into her territory were slaughtered like any other animal. She liked to collect their tools and colourful garments and especially toys when there were little ones. But she could never bring herself to kill the little girls.
Girls she would take back to her house, deep in the woods. They were precious, and looking at them woke up something deep in her heart. She craved the closeness of a loved one, a child of her own. Among the pillaged wooden toys, dolls and story books she couldn’t read, the girls would be tied by the neck with a rough and chafing rope fastened firmly to the wall. She couldn’t let them wander off, or they would surely die outside.
Every time, the girls would waste away and die of cold or starvation or sickness. Every time, it plunged Anna deeper into pain and sorrow and madness. She was compelled to try again, and started raiding the nearest villages to slaughter families and kidnap their daughters. She wore one of the animal masks her mother crafted for her so many years earlier to try to calm the frightened children. Villagers spread the legend of a half-beast lurking in Red Forest: The Huntress, who killed men and ate little girls.
War eventually came to the forest. German soldiers began to pass through, on the march to attack the collapsing Russian Empire. During these dark times, there were no more travelers. The villagers had abandoned their homes, and no more little ones to be found; only soldiers. Many of them were found with violent axe wounds. Whole groups disappeared mysteriously. Once the war was over, the rumours of The Huntress disappeared with it, engulfed by the Red Forest.
A skill taught by her mother and mastered in the wild. The Huntress can throw Hatchets with deadly precision. For the Huntress to learn how to master this art was a must. Long distance kills are key if you are to survive and not get trampled by an elk or mauled by a bear. So her throws became more and more precise. And now, nothing evades her hatchets.
The Huntress perks revolves around the hunt of the prey, to track and find so that she can get close enough to make the kill.
Unlocks potential in one's Aura Reading ability. Survivors' Auras are revealed to you when they enter the basement and you are more than 24 meters away from the basement entrance.
"We’re not safe anywhere....”
Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable.The red stain disappears for a limited time once Bloodlust kicks in.
"Where did she go?"
Your hunt is an irresistible song of dread which muddles your prey's attention. Survivors within your terror radius receive a regression penalty when missing any Skill Check. Each time a Survivor is hooked, Huntress Lullaby grows in power; the time between the Skill Check and its sound warning becomes shorter.
“That song, it drives me crazy!”
Whether killers perform their heinous acts by the compulsions of their diseased minds, or if they are forced into them by external pressures, has long been a matter of debate. But for one killer, nature and nurture are inextricably linked.
Leatherface kills not from a desire to exert his will over others, to satisfy carnal urges, or even to quiet the voices in his head. He kills because he is scared. Scared that others will hurt him; scared that his family will be displeased with him, scared that their shared willingness to eat human flesh will be discovered.
He does as he is told, his family loves him and that is all that matters. Outsiders are a threat, and threats need to be dealt with.
Like those kids that came into the house, uninvited. Walked in like they owned the place. Looked around the house, trying to find out his family’s secrets, no doubt. But Leatherface deals with them, protects his family, just as he’s been taught.
He is not just protector, he has many roles, and each role has its own face. He serves dinner, cares for the family, dresses well when they eat. His Grandpa and Ma used to care for them all, but Grandpa he is old now and she has been still for a while, so Leatherface and his brothers had to take over. Family is everything to him. Family is security and safety.
But, even though he did his best, one of the kids got away. He tried to stop her, chasing after her as fast as he could, but she had help: another outsider, driving a truck. The evil trucker killed his brother, ran him over like he was a possum. In a fury, Leatherface leapt at him, the saw ready to avenge his family, but the trucker was too quick. He knocked Leatherface aside and turned his own saw against him.
As he watched the outsiders driving away, the rage, grief and pain combined with the worry about what would happen to his family now. They would surely return with the police, and the police would take his brothers, his Grandpa. Without them, what would he do? Without their commands, he would wither and die.
As his world collapsed, Leatherface spun in circles, swinging the saw all around, trying to fight off the myriad external threats that surrounded him.
Then another feeling overtook him. It came from outside his vision, crawling over his skin with cold dread. He realized that no matter what outsiders could do to him, there was something worse, something bigger that lived in the shadows. He was filled with a terror unlike any he had ever felt before. But it was almost comforting, like the fear he’d felt with his family. The fear of disappointing them.
He was brought to a place that was familiar but unknowable, and he instinctively knew what he had to do. He couldn’t fail it, the way he had his family. Outsiders would come but he would use his skills to overcome any threats. There would be screaming, but he could make the world quiet again. Until the only sound remaining was the blessed howl of the saw.
Let the outsiders come.
An incredibly powerful and heavy Chainsaw which sank its teeth in countless victims. A suiting birthday gift to The Cannibal. The Chainsaw is Leatherface's most deadly weapon. He can use it at will, doing devastating sweeping attacks with it.
Leatherface’s Perks revolve around the unknown. Nobody knows where anyone is. Especially Leatherface himself. You are now aware of his presence until his chainsaw bursts through your spinal cord.
The trauma caused by your brutal attacks makes crying for help painfully difficult. Dying survivors' auras are not revealed to other survivors when they are standing out of range.
"Oh, that gun's no good. The old way... with a sledge! You see, that way's better. They die better that way." -Nubbins Sawyer
A deep bond with The Entity unlocks potential in one's aura reading ability. After hooking a Survivor, all other Survivors' aura are revealed to you for 3 seconds when they are further than 36 meters from the hook. Grants bonus Bloodpoints on any scoring event while a Survivor is on the hook.
"I just can't take no pleasure in killing. There's just some things you gotta do. Don't mean you have to like it." -Drayton Sawyer
Your vicious attacks make the Survivors drop their item on impact. The lost item is damaged in the fall, losing a portion of its base amount of charges.
"Sally I hear something. Stop! Stop!" -Franklin
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.
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.
Once in the Dream World:
“You have nothing to worry about. This won't hurt one... little... bit.” –Freddy Krueger
Freddy’s perks revolve around stopping Survivors from fleeing. Freddy’s perks will make surviving a real pain for all, and managing to escape the Hunting Ground won’t be easy.
The increased pressure of losing your preys fills you with anger and give you unsuspected motivation. Each time the Survivors complete repairs on a generator, Fire Up grows in power and grants speed bonus to pick ups, drops, pallet breaks, generator breaks and vaults.
“Now why don't you just fucking die?” –Freddy Krueger
You become obsessed with one survivor. Each time you Hit your Obsession, you increase the opening time of the Exit Gates up to a maximum. 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
Once per match, once the Gates are opened, hooking a Survivor summons The Entity to block the exits for all Survivors for a limited time. While Blood Warden is active, auras of survivors located within the Exit areas are revealed to you.
“This is my world. And you can't ever leave.” –Freddy Krueger
The Killer can destroy objects obstructing the way. As a Survivor may have pulled down some rubble, the Killer can destroy it by pressing a button.
Killers are able to search closets to try to find Survivors hiding in them. This is done by walking up close and pressing a button. Killers are not able to know if a Survivor is hiding inside a closet, but has to search to find them.
Dead by Daylight is a trademark of Starbreeze AB and Behaviour Interactive. All other trademarks are properties of their respective owners. Developed by Behaviour Interactive and published by Starbreeze AB. All rights reserved. Starbreeze AB and the Starbreeze logo are registered trademarks of Starbreeze AB. ©Valve Corporation, Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S and/or other countries. The ratings icon is a trademark of the Entertainment Software Association. All other marks and trademarks are the property of their respective owners. All rights reserved.