The Girl Group stops for the night at the home of Mr. and Mrs. Martin. Apparently, the family appeared respectable. However, throughout the night, five girls went missing. A special team (Sega Control Attack Team) is assembled to investigate the incident. As soon as the next girl group (including our manager Ketti) arrives at Martin’s, something supernatural occurs and the house comes to life. But who is the culprit, Martina? Hmm.
In the game, you control hidden cameras (eight in total). While vampires creep around inside the house, you need to observe them and use every kind of trap to catch them (at a certain point, when the scale below fills up, traps need to be activated). You will also need to track access codes for the traps (by colors), which can be learned through conversation.
It was one of the first games to use FMV videos, so it was magnificent at that time (now there are other standards, but we won’t delve into that obsessively). Although it does not contain adult scenes, it is considered one of the early games aimed at an adult audience.
Night Trap later came out along with Sega CD-32x, 3DO, DOS, and Macintosh.
The path to follow
The game includes seven or eight endings depending on which vampire you let live, which girls you need to reconcile the deaths of, etc. You need to be of age to save Megan. The prophecy traps her, and if you hit the button immediately, it works. Wait for the offset – then click! Otherwise, Megan will fall into the trap augur. The same tactic can be applied elsewhere in the game.
To successfully finish the game, you must trap all the vampires and all the members of the Vampire family, but don’t let the “good” ones (the girls, SCAT, and Eddie squad members) get through, and ensure no girls get trapped and killed.
We provide the most suitable transition schedule (the number of enemy prophecies for each item is noted in parentheses):
0:12 (2) – Living Room 1
0:27 (2) – Sitting Room
0:36 (1) – Bedroom
0:43 (1) – Bathroom
0:49 (1) – Bathroom
1:06 (1) – Sitting Room
1:24 (1) – Kitchen
3:39 (1) – Entrance Way
2:58 (2) – Entrance Way
1:15 (1) – Living Room 1
3:26 (1) – Bedroom
3:32 (1) – Sitting Room
3:42 (2) – Living Room 1
3:47 (1) – Car Way
4:11 (1) – Living Room 2
4:22 (1) – Bathroom
4:38 (1) – Bedroom
4:55 (1) – Sitting Room
5:04 (1) – Sitting Room
5:32 (1) – Bedroom
5:36 (1) – Car Way
5:40 (code change) – Entrance Way
5:53 (1) – Sitting Room (code is still blue)
6:10 (1) – Living Room 1 (code changes)
6:19 (2) – Living Room 2
6:50 (2) – Living Room 2
7:05 (1) – Kitchen
7:27 (2) – Bedroom
7:41 (1) – Path
7:51 (2) – Living Room 1
8:02 (1) – Bedroom
8:14 (2) – Living Room 2
8:27 (1) – Living Room 1
8:40 (2) – Bedroom
09:00 (code change) – Sitting Room
9:11 (1) – Sitting Room
9:22 (1) – Entrance Way
10:48 (1) – Living Room 2
10:54 (1) – Path
10:58 (1) – Path
11:31 (1) – Living Room 1
12:04 (1) – Sitting Room
12:37 (1) – Bathroom (rescue Lisa while passing – disconnect Simms immediately)
13:16 (1) – Living Room 1
13:37 (code change) – Entrance Way
13:50 (CD change)
13:57 (2) – Sitting Room
14:15 (code change) – Sitting Room
14:41 (2) – Living Room 2
15:04 (2) – Entrance Way
15:30 (neighbor Eddie) – Living Room 1 (if trapped, you won’t achieve the game’s objectives)
16:28 (1) – Path
16:38 (2) – Living Room 2
16:45 (1) – Sitting Room
16:59 (1) – Living Room 1
17:13 (1) – Bedroom (if missing, save Ashley – disconnect Simms immediately)
17:26 (1) – Sitting Room
17:38 (1) – Living Room 2
17:47 (1) – Sitting Room
17:56 (1) – Bathroom
18:00 (2) – Living Room 2
18:13 (1) – Path
18:17 (1) – Path
18:27 (2) – Entrance Way
18:34 (1) – Sitting Room (save Cindy if missing – disconnect Jeff for a few minutes)
19:07 (Megan) – Living Room 1 (if passing, kill Megan – disconnect Simms immediately)
19:09 (1) – Living Room 1 (if missing, save Megan – immediately separate Simms)
19:21 (2) – Sitting Room
19:56 (Tony) – Entrance Way (if passing, save Cally – disconnect Sheila and do it within a few minutes – Victor)
20:12 (2) – Sitting Room
21:03 (Charlie) – Living Room 2 (if trapped, you won’t achieve the game’s objectives)
21:19 (2) – Bedroom
21:31 (1) – Path
21:45 (1) – Kitchen
21:53 (2) – Living Room 2
22:11 (2) – Bedroom
22:24 (2) – Living Room 1
23:06 (1) – Living Room 2
23:18 (1) – Living Room 1
23:34 (Jeff Martin) – Sitting Room (if trapped with Swanson, you won’t achieve the game’s objectives)
23:37 (Jeff Martin) – Sitting Room
23:54 (1) – Car Way
24:04 (1) – Sitting Room
24:28 (1) – Living Room 1
24:30 (Sheila Martin) – Bedroom (save Callie if missed; after trapping Victor and Sarah, Sheila will trick Cally)
24:54 (Victor Martin) – Bathroom (save Cally if missing) – Victor will deceive Cally after trapping Sarah)
25:10 (Sarah Mirthin) – Living Room 2 (save Cally if missed; Sarah will deceive Cally)
25:38 (Kelly) – Living Room 2 (only in a successfully completed game)

