As a public service to all those people who enjoy playing FREDDY but
who are slightly in the dark about what it is they're supposed to be
doing while playing it, here's a transcription of the rules from the
game manual.  (I didn't do the original transcription, but I did
attempt to clean it up a little and correct typos.)

This is about 85% of what you need to know to play FREDDY; a lot of
stuff has been left out (like, say, when you can and can't relight the
kick save), but it's not a bad start.  I'm not really into writing
rules sheets, so if anyone else would like to take things from here
and expand it further, they're certainly welcome to do so.

[ begin rules ]

GAME MODE:

THE PLAYER BEGINS PLAY IN THE "AWAKE" STATE WHICH IS THE NORMAL
PLAY MODE.  WHEN THE PLAYER FALLS ASLEEP, THEY ENTER A NIGHTMARE
PLAY MODE.  THESE NIGHTMARE PLAY MODES ARE DESCRIBED BELOW.  THE
PLAYER MAY ENTER A NIGHTMARE PLAY MODE FROM THE PLUNGER SKILL
SHOT, "1... 2..." (MYSTERY) FEATURE FROM SHOOTING THE BOILER
ROOM, OR FROM TIME.

NIGHTMARES (GENERAL):

DURING ANY NIGHTMARE, THE PLAYER ATTEMPTS TO DEFEAT FREDDY
KRUEGER BY SHOOTING ANY OF THE FLASHING "FREDDY" SHOTS.  EACH
SHOT INCREMENTS THE FREDDY METER BILLBOARD.  COMPLETING THIS
METER QUALIFIES THE BOILER SHOT.  MAKING THE QUALIFIED BOILER
SHOT DEFEATS FREDDY, AWARDS TEN MILLION POINTS TIMES NIGHTMARE
NUMBER AND RETURNS THE PLAYER TO THE "AWAKE" STATE UNLESS
MULTIBALL IS STILL IN PLAY.  IF MULTIBALL PLAY IS STILL ACTIVE,
THEN THE JACKPOT SHOTS ARE QUALIFIED.

WHILE THE PLAYER IS AWAKE, THEY CAN EARN ITEMS WHICH CAN HELP
THEM OUT DURING ANY NIGHTMARE.  THESE ITEMS ARE MULTIBALL, EXTRA
POWER, AND SET ALARM.  IF MULTIBALL IS EARNED, THEN THE
NIGHTMARE BEGINS WITH AUTOMATIC MULTIBALL PLAY.  IF MORE POWER
IS EARNED, THEN DURING THE NEXT NIGHTMARE, EACH FREDDY SHOT
INCREMENTS THE FREDDY METER THREE PLACES INSTEAD OF THE USUAL
TWO.  IF SET ALARM IS EARNED, THEN FIVE SECONDS BEFORE THE END
OF THE NIGHTMARE, THE BOILER SHOT IS QUALIFIED TO GRAB FREDDY.
IF THE PLAYER GRABS FREDDY, THEN THE NIGHTMARE CONTINUES INTO
THE AWAKE STATE. DURING ANY NIGHTMARE WITH MULTIBALL, THE LOWER
LEFT TARGET FLASHES TO ADD AN ADDITIONAL BALL.

NIGHTMARE #1:

* BEGIN WITH MULTIBALL

* BEGIN WITH ONE "SAVE SOUL" TARGET LIT.

THE FOLLOWING ITEMS ARE GIVEN TO THE PLAYER ONLY THE FIRST TIME
THROUGH THIS NIGHTMARE

* BEGIN WITH MORE POWER.

* BEGIN WITH ALARM SET.

* BEGIN WITH MOST OF FREDDY METER COMPLETED.


NIGHTMARE #2:

* BEGIN WITH ONE "SAVE SOUL" TARGET LIT.

THE FOLLOWING ITEMS ARE GIVEN TO HE PLAYER ONLY THE FIRST TIME
THROUGH THIS NIGHTMARE:

* BEGIN WITH ALARM SET.

 * BEGIN WITH MOST OF FREDDY METER COMPLETED.

* HURRY-UP EXTRA BALL

NIGHTMARE #3:

* BEGIN WITH MULTIBALL.

* BEGIN WITH ALL "SAVE SOUL" TARGETS LIT.

THE FOLLOWING ITEMS ARE GIVEN TO THE PLAYER ONLY THE FIRST TIME
THROUGH THIS NIGHTMARE:

* BEGIN WITH MOST OF FREDDY METER  COMPLETED.

NIGHTMARE #4:

* BEGIN WITH FREDDY'S JACKPOT ACTIVE.

* BEGIN WITH ONE "SAVE SOUL" TARGET LIT

THE FOLLOWING ITEMS ARE GIVEN TO THE PLAYER ONLY THE FIRST TIME
THROUGH THIS NIGHTMARE:

* BEGIN WITH MORE POWER.

* BEGIN WITH SOME OF FREDDY METER COMPLETED.

NIGHTMARE #5:

* BEGIN WITH MULTIBALL.

* BEGIN WITH NE "SAVE SOUL" TARGET LIT.

THE FOLLOWING ITEMS ARE GIVEN TO THE PLAYER ONLY THE FIRST TIME
THROUGH THIS NIGHTMARE:

* BEGIN WITH SOME OF FREDDY METER COMPLETED.

NIGHTMARE #6:

* BEGIN WITH FREDDY'S JACKPOT ACTIVE.

* BEGIN WITH ALL "SAVE SOUL" TARGETS LIT.

THE FOLLOWING ITEMS ARE GIVEN TO THE PLAYER ONLY THE FIRST TIME
THROUGH THIS NIGHTMARE:

* BEGIN WITH SOME OF FREDDY METER COMPLETED.

FINAL NIGHTMARE:

THIS ROUND ALWAYS BEGINS WITH FOUR BALL MULTIBALL.  IF THE
PLAYER HAS NOT COMPLETED ALL OF THE SHOTS WHEN MULTIBALL ENDS,
THEN THEY ARE GIVEN A GRACE PERIOD TO COMPLETE THE SHOTS.  THE
PLAYER MUST COMPLETE FIVE STROBING SHOTS TO QUALIFY THE BOILER
ROOM.  IF THE PLAYER SUCCESSFULLY COMPLETES ALL FIVE SHOTS AND
THEN COMPLETES THE BOILER SHOT, THEY DEFEAT FREDDY AND RECEIVE
THE FOLLOWING AWARDS:

* COLLECT 1,000,000 POINTS FOR EACH SOUL.

* COLLECT 1,000,000 POINTS FOR EACH KRUEGERAND.

* COLLECT 10,000,000 POINTS FOR EACH FREDDY DEFEATED UP TO THIS
POINT.

MULTIBALL JACKPOTS:

IF THE PLAYER IS IN MULTIBALL WHEN ANY FREDDY IS DEFEATED, THEN
THE FIVE JACKPOT LAMPS FLASH.  EACH SHOT AWARDS THE PLAYER THE
JACKPOT VALUE AND TURNS OFF THE CORRESPONDING LAMP.  THIS
CONTINUES UNTIL THE PLAYER REACHES THE LAST SHOT WHICH CONTINUES
TO REMAIN ACTIVE. THE LAST SHOT SWITCHES TO THE CAPTIVE BALL.

DREAM WARRIORS

THIS IS A MULTIBALL MODE WHERE SHOOTING THE STROBING SHOT AWARDS
SUPER JACKPOT.  COMPLETING A STROBING SHOT CHANGES THE STROBING
SHOT TO ANOTHER LOCATION.  THIS CONTINUES UNTIL THE SHOT IS THE
UPPER LEFT SPOT TARGET WHICH REMAINS ACTIVE. THIS FEATURE LASTS
UNTIL THE PLAYER LEAVES MULTIBALL.

HIDDEN MODE:

THIS IS A MULTIBALL WHERE EACH BOILER SHOT AWARDS 10,000,000
POINTS.  THIS FEATURE LASTS UNTIL THE PLAYER LEAVES MULTIBALL.
ONLY ONE HIDDEN MODE PER PLAYER IS ALLOWED.

KRUEGERAND MULTIBALL:

THIS IS A MULTIBALL WHERE EACH BOILER DOOR SHOT AWARDS 5
KRUEGERANDS.  THIS FEATURE LASTS UNTIL THE PLAYER LEAVES
MULTIBALL.

SOULS SAVED:

VARIOUS FEATURES AWARD "SOULS" TO THE PLAYER.  THESE SOULS ARE A
BONUS WHICH MAY BE COLLECTED AT A LATER TIME.  IF THE PLAYER
EXCEEDS HIGH SOULS TO DATE, THEY ENTER THEIR INITIALS.

KRUEGERANDS:

VARIOUS FEATURES AWARD "KRUEGERANDS" TO THE PLAYER.  THESE
KRUEGERANDS ARE A BONUS WHICH MAY BE TRADED FOR ITEMS OR
COLLECTED AT A LATER TIME.

CLAW SAVE:

COMPLETING C-L-A-W ALLOWS PLAYER TO ACTIVATE THE CLAW SAVE DEVICE
BETWEEN THE FLIPPERS.  ONCE THIS DEVICE IS ACTIVATED, THE LETTERS IN
C-L-A-W ARE RESET.

"TAKE THAT" (TOP L. TARGET)
DURING THE AWAKE STATE, IF THE AVERAGE GAME IS LESS THAN THREE
MINUTES, THIS TARGET LIGHTS KICK SAVE. IF THE KICK SAVE IS ALREADY
LIT, THEN CLAW SAVE IS LIT.  IF THE CLAW SAVE IS ALREADY LIT, THEN
ENABLE THE HURRY UP EXTRA BALL. IF THE PLAYER HAS ALREADY WON
TWO HURRY UP EXTRA BALLS, THEN SCORE 20M INSTEAD. IF THE
AVERAGE GAME TIME IS GREATER THAN THREE MINUTES, THEN
THE FIRST AWARD = 5M, SECOND = 10M AND THE THIRD = HURRY UP EXTRA BALL.

GLOVE FLIPPER:

THIS DEVICE IS POSITIONED NEAR THE LOWER LEFT UP KICKER.  IF THE
PLAYER HAS THIS DEVICE QUALIFIED WHEN THE BALL ENTERS THIS
UP KICKER, THEN THE PLAYER IS ALLOWED TO FLIP THE BALL OFF OF THE
RAMP USING THIS DEVICE.  IF THE PLAYER FLIPS THE BALL INTO THE
CAPTIVE BALL, THEY RECEIVE AN AWARD.

LOW GAME SPECIAL:

IF THE PAYER BEGINS THE LAST BALL WITH LESS THAN 20,000,000
THEN THE RIGHT OUTLANE SPECIAL WILL BE LIT FOR A TIMED PERIOD.
(SEE GAME ADJUSTMENTS)

1... 2... (MYSTERY):

GIVE PLAYER A RANDOM AWARD.

SLEEP/AWAKE METER:

THIS A VERTICAL BILLBOARD POSITIONED IN THE UPPER CENTER OF
PLAYFIELD.  THIS METER IS ACTIVE WHILE THE PLAYER IS "AWAKE".
TIME INCREMENTS THIS METER TOWARD "ASLEEP".  IF THE PLAYER
COMPLETES A "COFFEE" SHOT, THIS METER IS INCREMENTED TOWARD THE
TOP.  IF THIS METER REACHES THE BOTTOM, THE PLAYER ENTERS THE
NEXT NIGHTMARE.  IF THIS METER REACHES THE TOP, THEN THE PLAYER
IS "FULLY AWAKE" AND THE CAPTIVE BALL IS STROBED AND HIDDEN MODE
IS QUALIFIED. IF THE PLAYER SHOOTS THE CENTER LEFT SPOT TARGET
WHILE FULLY AWAKE, THEN THEY ARE AWARDED THE HIDDEN MODE.  IF
THE PLAYER HITS THE CAPTIVE BALL SPOT TARGET WHILE FULLY AWAKE,
THEN THEY ARE AWARDED "FREDDY'S BONES" FEATURE.

FREDDY BONES:

AWARD PLAYER ALL THREE "NEXT NIGHTMARE" FEATURES. IF PLAYER HAS
ALREADY EARNED ALL THREE "NEXT NIGHTMARE" FEATURES THEN AWARD
TWENTY KRUEGERANDS.

T. V. SET:

AWARD 10,000,000 TIMES HIT IN SUCCESSION NUMBER WHEN
FLASHING-OUT.  BEGIN FLASHING-OUT WHEN LIT.  COLLECT BONUS WHEN
FLASHING DURING A NIGHTMARE.

BONUS:

POP BUMPER HITS ADD 300,000  TO THIS END OF BALL BONUS.  IF
BUMPERS ARE FLASHING, POP BUMPER HITS ADD 1,000,000 TO  THIS
BONUS.

THREE JACKPOTS:

COMPLETING ANY MULTIBALL JACKPOT TURNS ON ITS CORRESPONDING
LAMP. COMPLETING ANY FREDDY JACKPOT TURNS ON ITS CORRESPONDING
LAMP. COMPLETING ANY COMBO JACKPOT TURNS ON ITS CORRESPONDING
LAMP.  COMPLETING ALL THREE LAMPS QUALIFIES THE LOWER LEFT
UP KICKER FOR "DREAM WARRIORS".

COMBO FEATURE:

THE LEFT RETURN LANE ROLLOVER QUALIFIES THE CAPTIVE BALL FOR THE
COMBO FEATURE.  HITTING THE CAPTIVE BALL SPOT TARGET WHEN LIT
OPENS THE TOP LEFT GATE AND FLASHES THE CENTER JACKPOT SHOT FOR
A SHORT TIMED PERIOD.  COMPLETING THIS JACKPOT SHOT AWARDS THE
COMBO JACKPOT.

TOGGLE FUNCTION:

VARIOUS FEATURES (SEE ADJUSTMENTS) CAN BE PERCENTAGED BY
ACTIVATING AND DEACTIVATING THEM. THE TOGGLE CAN TURN SOME OFF
AND TURN OTHERS ON.

FREDDY'S SHOP: (TRADE KRUEGERANDS)

A BALL GOING THROUGH THE RIGHT RETURN LANE WHEN LIT
FLASHES FREDDY' HEAD FOR ONE SHOT (SHOOT THROUGH THE POP
BUMPERS). MAKING THIS SHOT ALLOWS THE PLAYER TO PURCHASE
AN ITEM USING KRUEGERANDS. THE ITEM OFFERED DEPENDS ON
THE AMOUNT OF KRUEGERANDS THAT THE PLAYER PRESENTLY
HAS: (ANY UNUSED KRUEGERANDS ARE COLLECTED AS AN
END OF GAME BONUS)

* 10 THRU 19 KRUEGERANDS-    10 SOULS
* 20 THRU 29 KRUEGERANDS-    KRUEGERAND MULTIBALL
* 30 THRU 39  KRUEGERANDS-    HURRY-UP EXTRA BALL
* 40 THRU 49  KRUEGERANDS-    EXTRA BALL
* 50 ,70, 90 (ADJUSTABLE) -    DREAM WARRIORS



PLAYFIELD FEATURES:

OUTHOLE:

* COLLECT END OF BALL BONUS(ES).


LEFT OUTLANE ROLLOVER:

* SCORE 3,000.

* ACTIVATE KICK SAVE WHEN LIT.

RIGHT OUTLANE ROLLOVER:

* SCORE 3,000.

* AWARD SPECIAL WHEN FLASHING.

LEFT RETURN LANE ROLLOVER:

* SCORE 30,000.

* QUALIFY CAPTIVE BALL FOR COMBO FEATURE WHEN LIT.

RIGHT RETURN LANE ROLLOVER:

* SCORE 30,000.

* ACTIVATE TRADE KRUEGERAND FEATURE WHEN LIT.

KICKING RUBBERS:

* SCORE 30.

* PERFORM TOGGLE FUNCTION.

[ end rules ]

--
    Steve Baumgarten       |  "New York... when civilization falls apart,
    PANIX, New York, NY    |   remember, we were way ahead of you."
                           |
    Email: sbb@panix.com   |                            - David Letterman

