Freddy: A Nightmare On Elm Street pinball rules and strategy

The Strategy

Freddy starts each Nightmare at the Boiler Room, then five Freddy-face shots fill the meter needed to defeat him. Start a Nightmare, shoot the five flashing faces, return to the Boiler Room, then collect the five Jackpot shots during Multiball and repeat the right captive ball.

The goal

Start each Nightmare at the Boiler Room. Fill the The left orbit, upper-left target, center loop, Boiler Room, and right captive ball add two lights each; More Power adds a third. at the five face shots, then return to the Boiler Room to defeat him. During a Two-ball play has a short opening save, and the add-a-ball target can add two balls during one Nightmare., defeat Freddy before one ball remains, collect five The five different shots score 10,000,000 through 50,000,000; after all five, the captive ball repeats at 50,000,000., then repeat the captive-ball Jackpot.

  1. Time the plunge so the ball enters the Boiler Room while its moving wall is down and starts the next Nightmare.

  2. During a Nightmare, shoot the five flashing Freddy-face shots until the red meter is full.

    • The left orbit, upper-left target, center loop, Boiler Room, and right captive ball add two lights each; More Power adds a third.: The left orbit, upper-left target, center loop, Boiler Room, and right captive ball add two lights each; Each Freddy-face shot adds one extra meter light. adds a third.
  3. When the meter is full, shoot the Boiler Room to defeat Freddy.

    • The collect scores 10,000,000 times the Nightmare number and adds 10,000,000 to Final Nightmare value.: The collect scores 10,000,000 times the Nightmare number and adds 10,000,000 to Final Nightmare value.
  4. During Nightmares 1, 3, and 5, hit the flashing lower-left standup early to add a ball.

    • Two-ball play has a short opening save, and the add-a-ball target can add two balls during one Nightmare.: Two-ball play has a short opening save, and the add-a-ball target can add two balls during one Nightmare.
  5. Defeat Freddy while at least two balls remain to start the Multiball Jackpot phase.

  6. Shoot each of the five lit Jackpot shots once, then repeat the right captive ball for 50,000,000 until one ball remains.

    • The five different shots score 10,000,000 through 50,000,000; after all five, the captive ball repeats at 50,000,000.: The five different shots score 10,000,000 through 50,000,000; after all five, the captive ball repeats at 50,000,000.
  7. Before Nightmares 2, 4, and 6, hit Coffee until the Awake meter reaches the top.

  8. When Fully Awake, hit the flashing captive ball for Freddy's Bones and all three Items.

    • Each Freddy-face shot adds one extra meter light.: Each Freddy-face shot adds one extra meter light.
    • The Boiler Room gets a short continuation after the timer or multiball ends.: The Boiler Room gets a short continuation after the timer or multiball ends.
    • The next single-ball Nightmare becomes a Multiball Nightmare.: The next single-ball Nightmare becomes a Two-ball play has a short opening save, and the add-a-ball target can add two balls during one Nightmare..
  9. Start the next Nightmare and use its side feature only when it does not delay The collect scores 10,000,000 times the Nightmare number and adds 10,000,000 to Final Nightmare value..

  10. Repeat through all six Nightmares.

Alternative route: Build and spend Kruegerands

Use this when the Boiler Room or Freddy shots are unreliable.

  1. Shoot the left orbit or center loop in single-ball Awake play for three Kruegerands.
  2. Reach at least 20, roll through the lit right inlane, and shoot the left orbit to open Freddy's Shop.
  3. Buy Kruegerand Multiball at 20 to 29 and shoot the Boiler Room wall for five Kruegerands per hit.
  4. If Dream Warriors is offered, buy it instead of storing more currency.
  5. Ignore the Soul purchase unless Final Nightmare value is already important.
Need to know
Nightmares
Start each numbered battle at the Boiler Room, fill the The left orbit, upper-left target, center loop, Boiler Room, and right captive ball add two lights each; More Power adds a third., and return there to defeat Freddy.
Multiball Nightmare
Nightmares 1, 3, and 5 normally start two-ball play with a short save and target-based add-a-balls.
Three Items
Fully Awake qualifies Freddy's Bones for Each Freddy-face shot adds one extra meter light., The Boiler Room gets a short continuation after the timer or multiball ends., and Multi Ball support.

Machine setup

  • Confirm Gottlieb Freddy and operator settings for Nightmare order, timers, and Extra Ball.
  • Test Boiler Room, Freddy Meter shots, captive ball, Glove, and Claw save.
Sources and references5 source links and outbound references.
Contribute to this ruleset!

Your email is stored privately and only used to follow up about this report.

Edit on GitHub

Playbooks

Freddy: A Nightmare On Elm Street playfield

100%