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Remember Me

Summary

When the Obsession loses a health state, gains Tokens that increase the time required to open Exit Gates. The Obsession is unaffected by this penalty.

In-game description
Effect

Whenever the Obsession loses a Health State by any means, Remember Me gains +1 Token, up to a maximum of 3/4/5 Tokens:

  • Increases the Opening time of both Exit Gates by a stack-able 6 seconds per Token, up to a maximum additional Opening time of 18/24/30 seconds.
    • This results in a maximum possible Opening time of 38/44/50 seconds for both Exit Gates.

Remember Me does not apply its penalty to the Obsession, allowing them to open both Exit Gates in the default time of 20 seconds.

You can only be obsessed with one Survivor at a time.

Quote

You don't remember? You must. You're my number one, and you'll never wake up again.

Freddy Krueger

Remember Me Mini Guide

Remember Me mini guide: utility-driven usage with explicit activation, pairing, and correction rules.

What This Perk Is For

  • Whenever the Obsession loses a Health State by any means, Remember Me gains +1 Token , up to a maximum of 3 / 4 / 5 Tokens : Increases the Opening time of both Exit Gates by a stack-able 6 seconds per Token , up to a maximum additional Opening time of 18 / 24 / 30 seconds .
  • Real-match effect: Whenever the Obsession loses a Health State by any means, Remember Me gains +1 Token , up to a maximum of 3 / 4 / 5 Tokens : Increases the Opening time of both Exit Gates by a stack-able 6 seconds per Token , up to a maximum additional Opening time of 18 / 24 / 30 seconds .
  • Tier values shown: 1 / 3 / 4 / 5
  • Route heals through safe transitions so activation lines do not collide with chase pressure.

How To Pilot It In Match

  • First phase: force one clean trigger before committing to risky tempo lines.
  • Mid-match phase: convert triggers into down/hook pressure.
  • If two trigger windows are missed: fallback to your safest baseline pattern and re-enter later.
  • Role: Killer (142 perks in role pool)

Common Throw + Fix

  • Common throw: Playing this perk as passive value and never routing around its trigger.
  • Fix line: Choose one match phase where this perk is your primary decision anchor, then pivot after conversion.
  • Character: Nightmare
  • Chapter context: 6: A Nightmare on Elm Street
  • Tag set: Heal, Haemorrhage, Exit Gate, Tokens, Obsession
  • Bloodpoint focus: Deviousness

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