Freddy: A Nightmare on Elm Street

Gottlieb, 1994 — shot-by-shot rules and strategy guide.

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Freddy runs on one idea almost nothing else in pinball copies: you are either awake or asleep, and the two states play completely differently. Awake is ordinary pinball, where you gather items, currency and saves. Asleep is a nightmare, where you fight Freddy on a clock. Players who do well treat the awake state as preparation, not filler — what you are holding when you fall asleep decides whether the nightmare is winnable.

Falling asleep, and what happens next

Three things put you under: the plunger skill shot, the 1... 2... mystery award from the boiler room, and simply running out of time on the sleep meter. Once you are in a nightmare, every flashing FREDDY shot advances the Freddy Meter billboard by two places. Fill it and the boiler room qualifies; shoot the boiler and Freddy goes down for 10,000,000 times the number of the nightmare you are in. If multiball is still running when he falls, you do not wake up — the jackpots light instead.

There are seven nightmares in the ladder, each opening with its own mix of multiball, lit Save Soul targets and an active Freddy jackpot. The first time you see one the game is generous, handing over free items and a partly filled meter. Play it again and none of that help arrives.

The three items

The sleep meter is a vertical billboard in the upper centre of the playfield, and it works both ways. Time drives it down toward asleep; coffee shots drive it up. Push it all the way to the top and you become Fully Awake, which does two things: the captive ball starts strobing, and two otherwise unreachable awards come online. Hit the centre left spot target while fully awake for Hidden Mode, a multiball where every boiler room shot pays a flat 10,000,000 — you get one per player, per game. Hit the captive ball spot target instead for Freddy's Bones, which hands you all three next-nightmare items at once, or twenty kruegerands if you already have them.

Kruegerands and the shop

Kruegerands are currency and worth hoarding — anything unspent is collected at the end of the game, and each is worth a million points in the Final Nightmare. To spend them, roll the right return lane while lit, which flashes Freddy's head for exactly one shot; the head is reached by shooting up through the pop bumpers. What is on the shelf depends purely on how many you carry: 10 to 19 buys ten souls, 20 to 29 buys Kruegerand Multiball, 30 to 39 a hurry-up extra ball, 40 to 49 a straight extra ball, and fifty or more buys Dream Warriors outright. Shopping early is usually a mistake.

Jackpots, combos and Dream Warriors

Defeat Freddy during multiball and five jackpot lamps flash. Each shot collects one and puts that lamp out, and when only one is left it relocates to the captive ball and stays active there — so the end of a jackpot round is a shot you can repeat. Separately, the combo feature is a three-part chain: roll the left return lane to qualify the captive ball, hit the spot target in front of it while lit, and that opens the top left gate and briefly flashes the centre jackpot. The window is short, so plan the third shot before you take the second.

Those two plus a Freddy jackpot are what Dream Warriors needs: one multiball jackpot lamp, one Freddy jackpot lamp, one combo jackpot lamp, and the lower left kicker qualifies. Inside it, the strobing shot pays a super jackpot then jumps elsewhere — until it lands on the upper left spot target, where it stops moving and stays live as long as you hold multiball together.

Saves, points and the endgame

The Final Nightmare always opens as a four-ball multiball. Complete five strobing shots to qualify the boiler room, then finish him there; if multiball ends first, the game gives you a grace period rather than cutting you off. The payout is why you hoard all game — a million per soul, a million per kruegerand, and ten million for each Freddy you have already put down.

How Freddy: A Nightmare on Elm Street plays

Freddy's table swings between being awake, where you stockpile items and currency, and asleep in a nightmare, where you battle Freddy at the boiler room. Work up the ladder of seven nightmares and hoard souls and kruegerands for a huge Final Nightmare payout.

The loop

  1. Fall asleep one of three ways -- the plunge skill shot, the boiler-room mystery, or the sleep meter draining to the bottom -- to drop into a nightmare.
  2. Inside a nightmare, hit any flashing FREDDY shot to step the meter billboard forward, then finish him at the boiler for ten million times that nightmare's number.
  3. While awake, farm the three carry-in items and a pile of kruegerands, and push the meter all the way to Fully Awake for its two hidden awards.
  4. Bank one jackpot of each type to qualify Dream Warriors, and hoard souls and kruegerands to cash them all at once in the Final Nightmare.

Reading the lights

  • Freddy Meter (ladder) — lit: Inside a nightmare every flashing FREDDY shot counts the same and steps the meter billboard two places, or three if you carried extra power in with you. · flashing: A shot only flashes while a nightmare is running; awake, these same shots do other jobs entirely. · then: Fill the meter and the boiler room qualifies -- shoot it to put Freddy down for ten million times the nightmare's number and wake up. Beat him while a multiball is still going and you stay under with the jackpots lighting instead.
  • Sleep Meter (status) — lit: The billboard in the upper center reads how awake you are, and left alone it only ever slides toward sleep, so coffee shots at the boiler are what push it back up. · flashing: The captive ball strobing is the tell that you have hit the top and are Fully Awake. · then: Hitting bottom sends you into the next nightmare; reaching the top arms two awards -- the center-left target for Hidden Mode, a boiler multiball paying a flat ten million a shot, and the captive-ball spot target for Freddy's Bones. Hidden Mode is a once-per-game gift, so set it up.
  • Save Soul Targets (status) — lit: Nightmares open with one or all of these targets lit, and the souls you collect on them bank away for a big payout much later. · then: Down Freddy with a multiball still alive and five jackpot lamps light, and the last one relocates to the captive ball and stays live to camp on. Every banked soul is worth a million when the Final Nightmare tallies up.
  • Combo Jackpot Chain (shot arrows) — lit: Rolling the left return lane arms the captive-ball spot target, and hitting that target while it is lit throws the top-left gate open and flashes the center jackpot for a brief window. · then: Drive the ball through the opened gate before the window shuts to bank the combo jackpot, which also lights one of the three Dream Warriors lamps you are gathering. Pick that last shot before you hit the spot target, because the timer is short.
  • Dream Warriors Lamps (status) — lit: Three lamps track one jackpot of each kind -- a multiball jackpot, a Freddy jackpot and a combo jackpot -- and each stays lit once you have banked its type. · then: All three together qualify the lower-left kicker for Dream Warriors, where a strobing super jackpot leaps to a new shot each time you collect it until it settles on the upper-left target and holds. From there it is a repeatable super until you drop out of multiball.
  • Freddy's Shop (status) — lit: The right return lane arms the trade, which flashes Freddy's head for a single shot reached by going up through the pop bumpers. · then: Make the head to spend your kruegerands, and what is on the shelf scales with how many you hold -- ten buys souls, twenty a Kruegerand Multiball, forty a straight extra ball, and around fifty buys Dream Warriors outright. It pays to wait and shop rich rather than early.
  • T.V. Set (multiplier) — lit: Once lit the television flashes out, and only a hit landed during that flash pays, ten million times however many you have strung together in a row. · then: Line up a second hit off the return instead of striking once and moving on, because the multiplier is the entire point and four straight is a wholly different score from one. Should the set flash mid-nightmare, the hit banks your end-of-ball bonus rather than points.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Take the plunge skill shot so you enter a nightmare holding your own items rather than whatever you happen to have when the sleep meter runs out. While awake, farm the boiler mystery for carry-in items and feed the pops to build an end-of-ball bonus worth keeping. — Plunger Skill Shot, Earn Your Items While Awake, Build The Bonus In The Bumpers
  • Building — Beat nightmares at the boiler, drive the meter to Fully Awake for Hidden Mode and Freddy's Bones, and stack kruegerands while lighting one jackpot of each kind for Dream Warriors. Relight your saves off the Take That target so a middle drain or an outlane does not end the run. — Defeat Freddy, Coffee And The Sleep Meter, Bank Kruegerands, Dream Warriors, Take That
  • The big one — The Final Nightmare opens as a four-ball multiball where five strobing shots qualify the boiler, and finishing him tallies everything you hoarded -- a million per soul, a million per kruegerand and ten million per Freddy already beaten. Dream Warriors' repeatable supers are the other top-end score. — The Final Nightmare, Dream Warriors

Does Freddy: A Nightmare on Elm Street have an action button?

There is no third button to press — Freddy is a 1994 Gottlieb, so flippers, plunger and nudge cover everything. Its unusual controls live on the playfield instead: the claw between the flippers that catches balls once you have spelled C-L-A-W, and the glove flipper by the lower left kicker that gives you a swing at the captive ball.

Goals in Freddy: A Nightmare on Elm Street

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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