Before swap CD, save state to file, next CD, upload save state file, restart emulator.
Genre: Puzzle
Perspective: 1st-person
Art: Full Motion Video (FMV)
Interface: Point and Select
Narrative: Horror
Published by: Virgin Interactive Entertainment
Developed by: Digital Pictures
Released: 1994
Platforms: 3DO Interactive Multiplayer, DOS, SEGA CD / Mega-CD
The Group of Girls stops at Mr and Mrs. Martin's house for the night. It seems that the family looked respectable. However, during the night, five girls were missing. Convenes a special team (Sega Control Attack Team), which will investigate the incident. As soon as the next party of girls (among whom our agent Ketti) comes to the Martin, something supernatural appears and the house comes to life. But who is to blame, Martina? Hmm.
In the game you control hidden cameras (eight pieces). As vampires creep around the house, it is necessary to monitor them and use all kinds of traps to catch (at a certain point, when the scale below is full, then it is necessary to bring the traps into action). Also it will be necessary to monitor the access code to the traps (colors), they can be learned from the conversation.
It was one of the first games using FMV video, so at that time it was just gorgeous (now there are other standards, but we will not go into this obsessively). Also, although Night Trap did not contain adult scenes, it is considered one of the first games for an adult audience.
Night Trap came out later and on a tandem Sega CD-32x, 3DO, DOS, Macintosh.
Walkthrough
The game involves seven or eight endings, depending on which vampire you leave alive, with the death of which of the girls you will have to reconcile, etc. To save Megan, you need an age. The augurs hold it in a trap, and it will work if you press the button immediately. Wait for the offset - and then click! In the trap instead Megan will fall augur. This same tactic can be applied in another place of the game.
To finish the game successfully. You should trap all augers and all members of the Vampire family, but do not let the "good" (girls, SCAT and Eddie brigade members) get there and make sure that no girl has been trapped and killed.
We give the optimal in our opinion the schedule of passage (in parentheses the number of enemy-augurs for each item is indicated):
0:12 (2) - Hall 1
0:27 (2) - Living room
0:36 (1) - Bedroom
0:43 (1) - Bathroom
0:49 (1) - Bathroom
1:06 (1) - Living room
1:24 (1) - Kitchen
3:39 (1) - Entry way
2:58 (2) - Entry way
1:15 (1) - Hall 1
3:26 (1) - Bedroom
3:32 (1) - Living room
3:42 (2) - Hall 1
3:47 (1) - Driveway
4:11 (1) - Hall 2
4:22 (1) - Bathroom
4:38 (1) - Bedroom
4:55 (1) - Living room
5:04 (1) - Living room
5:32 (1) - Bedroom
5:36 (1) - Driveway
5:40 (code replacement) - Entry way
5:53 (1) - Living room (the code is still blue)
6:10 (1) - Hall 1 (the code changes)
6:19 (2) Hall 2
6:50 (2) - Hall 2
7:05 (1) - Kitchen
7:27 (2) - Bedroom
7:41 (1) -Road
7:51 (2) - Hall 1
8:02 (1) - Bedroom
8:14 (2) - Hall 2
8:27 (1) - Hall 1
8:40 (2) - Bedroom
9:00 am (code replacement) - Living room
9:11 (1) - Living room
9:22 (1) - Entry way
10:48 (1) - Hall 2
10:54 (1) - The road
10:58 (1) - The road
11:31 (1) - Hall 1
12:04 (1) - Living room
12:37 (1) - Bathroom (rescuing Lisa, when passing - immediately disconnect Simms)
13:16 (1) - Hall 1
13:37 (code replacement) - Entry way
13:50 (replacement of CD)
13:57 (2) - Living room
14:15 (code replacement) - Living room
14:41 (2) - Hall 2
15:04 (2) - Entry way
15:30 (neighbor Eddie) - Hall 1 (if you fall into a trap, you will not reach the goals of the game)
16:28 (1) - The road
16:38 (2) - Hall 2
16:45 (1) - Living room
16:59 (1) - Hall 1
17:13 (1) - Bedroom (save Ashley, in case of missing - immediately disconnect Simms)
17:26 (1) - Living room
17:38 (1) - Hall 2
17:47 (1) - Living room
17:56 (1) - Bathroom
18:00 (2) - Hall 2
18:13 (1) - The road
18:17 (1) - The Road
18:27 (2) - Entry way
18:34 (1) - Living room (save Cindy, in case of missing - for a few minutes, disconnect Jeff)
19:07 (Megan) - Hall 1 (kill Megan, in case of a pass - immediately disconnect Simms)
19:09 (1) - Hall 1 (save Megan, in case of missing - immediately disconnect Simms)
19:21 (2) - Living room
19:56 (Tony) - Entry way (save Cally, in case of a pass - disconnect Sheila and within a few minutes -Victor)
20:12 (2) - Living room
21:03 (Charlie) - Hall 2 (if you fall into a trap, you will not achieve the goals of the game)
21:19 (2) - Bedroom
21:31 (1) - The Road
21:45 (1) - Kitchen
21:53 (2) - Hall 2
22:11 (2) - Bedroom
22:24 (2) - Hall 1
23:06 (1) - Hall 2
23:18 (1) - Hall 1
23:34 (Jeff Martin) - Living room (with Swanson, if you fall into a trap, you will not achieve the goals of the game)
23:37 (Jeff Martin) - Living room
23:54 (1) - Driveway
24:04 (1) - Living room
24:28 (1) - Hall 1
24:30 (Sheila Martin) - Bedroom (save Callie, if missed, Sheila will trick Cally after you trap Victor and Sarah)
24:54 (Victor Martin) - Bathroom (save Cally, in case of missing) -Victor will trick Cally after you trap Sarah)
25:10 (Sarah Mirthin) - Hall 2 (save Cally, in case of missed, Sarah will deceive Cally)
25:38 (Kelly) - Hall 2 (only in a successfully completed game)