Freddy: A Nightmare on Elm Street

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

Open Freddy: A Nightmare on Elm Street in the Pinball Genie app →

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.

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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