Due to the high frequency
of emails that we receive asking us ‘how do I?’ and
confusion that some have towards Manhunt it was decided to create
this page.
This guide was written with the PlayStation 2 version
in mind, if you notice any specific button mentioned then please
refer to the controller configuration section to find the button
that is more appropriate for the platform you are playing on.
Please note that this guide is written with the intention of introducing
new people to the play mechanics of the game, with that in mind
some of the content may seem obvious to those that are familiar
with the game.
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| Button: |
Action: |
| X Button |
Light Attack, Fire Weapon, Throw Lure, Execute, Tap |
| Square Button |
Strong Attack, Reload Weapon, Execute. |
| Triangle Button |
Action button, Wall Hug, Pick Up Corpse, Use Current
Item. |
| Circle Button |
Switch Weapon, Exchange Weapon. |
| Left Analog Stick |
Move |
| L1 Button |
Target, Toggle Strafing |
| L2 Button |
Strafe Left. |
| L3 Button |
N/A |
| Right Analog Stick |
Free Look, L/R Switch Targets while holding down L1
button. |
| R1 Button: |
Sprint. |
| R2 Button: |
Strafe Right. |
| R3 Button: |
Look behind, free look while targeting. |
| L2 Button + R2 Button |
Quick 180-degree turn. |
| Left Directional Button |
Peek Left |
| Right Directional Button |
Peek Right |
| Up Directional Button |
N/A |
| Down Directional Button |
N/A |
| Select |
N/A |
| Start |
Pause/Menu |
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| Key: |
Action: |
Key: |
Action: |
UP or W |
Forward |
Left Mouse Button |
Action 1 |
Down or S |
Back |
Right Mouse Button |
Action 2 |
Left or A |
Strafe Left |
End or R |
Reload |
Right or D |
Strafe Right |
End or Space |
Use |
Right Ctrl or Left Shift |
Run |
Mouse Button 3 |
Inventory Swap |
| Insert or Left Ctrl |
Sneak |
Mouse Button Up |
Inventory Up |
| Right Shift or F |
Look Back |
Mouse Button Down |
Inventory Down |
| Right Shift or F |
Peak Left |
1 |
Inventory 1 |
| Page Down or E |
Peak Right |
2 |
Inventory 2 |
| End or X |
First Person |
3 |
Inventory 3 |
| ESC |
Pause/Menu |
4 |
Inventory 4 |
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| Button: |
Action: |
Y Button |
Light Attack, Fire Weapon, Throw Lure, Execute, Tap. |
X Button |
Strong Attack, Reload Weapon, Execute. |
Y Button |
Action button, Wall Hug, Pick Up Corpse, Use Current
Item. |
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Switch Weapon, Exchange Weapon. |
Left Thumbstick |
Move |
Left Trigger
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Target, Toggle Strafing. |
White Button
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Strafe Left. |
Right Thumbstick
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Free Look, L/R Switch Targets while holding down L1
button. |
Right Trigger
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Sprint. |
| Black Button |
Strafe Right. |
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Look behind, free look while targeting. |
| White Button + Black Button |
Quick 180-degree turn |
| Left Directional Button |
Peek Left |
| Right Directional Button |
Peek Right |
| Up Directional Button |
N/A |
| Down Directional Button |
N/A |
| Start |
Pause/Menu |
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There are two difficulty selections to
choose from in Manhunt, they are Fetish (normal) and Hardcore
(hard). The only real difference between the two options
is the removal of the radar. In fetish mode you are given
a handy radar that is positioned in the bottom left hand
side of the screen, while playing in Hardcore removes the
radar.
If you are new to the game then it is advised
that you select fetish mode. Once you have completed the
scene and become familiar with the environment and hunter
patrol layout then you can go back and play in hardcore
mode. |
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Once you complete a scene in Manhunt you
are given a star rating of one through five. When playing
in Fetish four stars is the highest achievement possible,
only when playing in Hardcore are you able to achieve the
fifth star.
The star rating is as follows, three stars
can be achieved through execution style; these are generated
by performing gruesome kills. One star is awarded for completing
the scene within a specific amount of time. The fifth star
is achieved by simply completing a level on Hardcore. |
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The radar is only available
when playing in Fetish mode. The radar is displayed
in the bottom left hand corner of the screen and is
used to display game objectives and hunter locations.
Hunters are represented by triangles, the direction
in which the triangle is pointing indicates which
direction that the hunter is looking.
Any sound that you make from running, shooting or
knocking on objects displays on the radar as a red
circle, this circle indicates the range of the noise,
any hunter within this perimeter will come to inspect
the cause of the noise.
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Radar Icon Key |
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Cash / Player possition |
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Idle Hunter |
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Objective / Locked gate |
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Suspicious Hunter |
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Gas / Cerberus Leader |
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Aware Hunter |
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Hunter |
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Hunter floor above |
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Tramp |
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Hunter floor below |
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Journalist |
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Dead hunter |
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The musical score in Manhunt is unique in that it is
entirely interactive and constantly changing to suit the
mood of the game. The music will change depending on the
player's current standings and the hunter awareness to the
presence of the player. Understanding how to follow the
musical direction in Manhunt can be crucial to your survival.
There are five levels to the insanity of the music in Manhunt
and they are; Very High, High, Medium, Low and Very Low.
It is entirely possible to understand the happening in
the game through purely listening to the audio in the game.
Generally speaking the music tends to be louder and more
frantic when the player is spotted or being chased/confronted
by a hunter. If the player is entirely hidden then the music
will be comprised primarily of subtle ambient sounds. |
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There are three pillars to character
movement in Manhunt, they are, sneaking, walking and running.
In terms of speed they follow the natural progression
with sneaking being the slowest, walking normal and running
the fastest of the three options.
Sneaking is the least intrusive of the
three and is advised for use when stalking a hunter or
if you are walking over gravel as is causes no sound.
Walking is faster than sneaking but slower than running,
you will probably spend most of the game walking but watch
out when approaching gravel as it can be heard by near
by hunters and can give away your position. Running is
advised when there are no hunters nearby or you have been
spotted.
Within these three stances it is possible
to strafe left and right. Strafing is particularly useful
when stalking a hunter but being cautious about staying
out of their line of vision or alerting them to your attention.
Additionally there is the option to peak
left and right, this involves Cash leaning to his left
or right and forcing the camera to reach from its usual
position and lean heavily in the direction in which you
are peaking. Peaking is particularly useful when hiding
in shadows or around corners as it allows you get a better
view of your position. If you peak out when hiding in
a shadow Cash cannot be seen, even if his head pops out
the boundaries of the safe zone. |
|
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| There are three levels of execution
for every weapon in the game with the exception of firearms.
The severity of the execution is dependent on how long
you hold the execute button down. The more extreme the
execution the higher it ranks on your execution points
at the end of the level, not to mention it pleases Starkweather.
The three levels of execution are represented by colour
code:

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Hasty:
Represented by three white reticles around the hunters
head. Hasty executions can be achieved by simply
taping the execute button. Hasty executions result
in shorter less gruesome executions, perform too
many of them and the director is likely to get a
little peeved. |
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Violent: Represented
by three yellow reticles around the hunters head.
Violent executions are achieved by keeping the execute
button down for two seconds before releasing. |
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Gruesome: Represented
by three red reticles around the hunters head. Gruesome
executions are the most severe of all three execution
levels and can be achieved by holding the execution
button down for three seconds before releasing. The
executions tend to be more prolonged resulting in
Cash striking the hunter several times before finishing
them off. Gruesome executions are the director’s
preferred method of kill. |
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Immediately
next to the player icon you will see two vertical
green bars. These are your health and stamina
bars. These bars represent how much health
and stamina Cash has left.
Health:
When under attack your health meter drains,
you can replenish health by consuming painkillers
that you stumble across. As tough as Cash
is he can’t take a whole lot of a beating,
he is no superhero. Make sure to keep your
eye on your health at all times.
Stamina:
When running your stamina meter drains. The
stamina meter regenerates after a period of
inactivity. If your stamina meter is completely
drained then the speed in which |
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| Cash runs will be greatly reduced. As well as this
visual clue there is also audio clues as to how your
stamina is, if your stamina is running low then Cash
will begin to breath more heavily. |
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Above your health and stamina
bars appears a rectangular shaped box, this box changes
its icon depending on what weapon you have in hand.
When you don’t have any weapons or lures in
your possession a fist icon appears where the weapon
indicator icon would regularly be, this is to represent
that you are without weapon and that hand to hand
combat is an option available to you. |
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| In Manhunt there are four
weapon classes. You are only able to carry one item
for each weapon class, this add some tactical choice
to the game. Whenever you stumble across a weapon
of the |
same
class you have to drop the weapon you have
in that class to pick up the new one, as indicated
through the circular arrows icon that appears
on the HUD: |

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The bottom right hand of the screen shows
an image of the game character, James Earl Cash. This
image changed depending on the situation and stance that
Cash is in and is used to indicate any possible option
available to the player.
The default caricature shown of Cash
represents that the player is in the ‘walk’
state. In this state the player has the option to creep
and walk. To creep all that is required is to slightly
push the left analogue stick.
The stance of the player icon changes
once the run button is held down in order to display to
the player that once the left analogue stick is moved
Cash will run rather than walk. When running Cash makes
more noise, if there is a hunter near-by then they will
become alerted to your position. |
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| When near a wall it becomes possible to wall lean, this
allows for Cash to strafe against walls and peak around corners
and is particularly useful in hardcore mode as there is no
radar available.
When pressed against a wall a similar icon pops up, but
with the arrow pointing in the opposite direction. This
symbolises that it is possible to pull off from the wall
and return to free control. |
Wall
lean : Attach |
Wall
lean : Detach |
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When you walk over a dead hunter the player icon changes
to show Cash hunched over with an arrow pointing up to the
sky. This indicates that Cash can pick the dead hunter up
and move his body. With the hunter over his shoulder the
arrow flips and points down to the ground indicating that
Cash can put the hunter’s body down. |
Dead
Hunter: Pick Up |
Dead
Hunter: Put Down |
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| There are two icons to represent interaction in the game.
One icon has Cash raising his leg as if to kick something,
this pops-up when you are nearby a bin, oil drum, gasoline
can, box, bag and other materials that litter the environment.
This can be used to unearth hidden items or to lure in nearby
hunters.
The second icon is an environmental interaction. This icon
pops up in instances when Cash must interact or manipulate
the environment such as cutting rope or pulling switches. |
Interact:
Kick |
Interact:
Environment |
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At certain points
in the game you will come across non-playable characters
that you must direct. The objective during these scenes
is to secure the safety of your partner. This is done through
a simple two command system; the commands being wait and
follow. |
Command:
Follow |
Command:
Wait |
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The colour of the player stance icon
changes depending on the situation. When in the normal state,
where the hunter’s aren’t alerted to your position
the colour is light blue. When the icon is this colour it
means that if a nearby hunter turns around he will be aware
of your position.
As soon as you step into a shadow then
the icon will turn to a dark blue indicating that you are
out of enemy sight. As long as your player icon is dark
blue you are safe from being spotted by a hunter.
If a hunter spots you then the player icon
flashes red symbolising danger. Once you manage to evade
the hunter then the icon returns to normal or if you are
in a shadow then the icon turns dark blue.
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Status:
Normal |
Status:
Hidden |
Status:
Spotted |
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| Manhunt isn’t inventory heavy,
but there are a few objects that you will stumble across
in the game and undoubtedly wonder what purpose they serve.
Save Tape – These act as check
points, this means that should you die you will restart
from this point. If you pause the game and click save
then the next time you load the game it will start you
off as this point.
Pain Killers – You use pain killers
in order to restore health. Each bottle of pain killers
restores 50% of your health bar.
Padlock – Padlocks are used to
contain the player in a specific location. Now and then
you will be required to bust a padlock in order to enter
the next area. Padlocks are busted open with a crowbar.
Gas Canister – On a few occasions
you will be required to find gas canisters in order to
advance in the game. When you have a gas canister in hand
you are vulnerable to attack so always make sure to put
the gas down if you are spotted. |
Save
Tape |
Pain
Killers |
Padlock |
Gas
Canister |
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| You will also stumble across objects that litter the city
that can be kicked in order to lure hunters in (should they
hear the noise). These objects will also occasionally contain
items such as painkillers or single use execution items. |
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Shadows act as ‘Safe Zones’,
what this means is that when you are hidden within a shadow
then the hunters cannot see you thus you are free from
attack. Using shadows allows you to regain composure and
think about your next move.
Whenever you enter a new area look for
the nearest shadow and take the time to scope the area
out. Become familiar with the location before deciding
on how to eliminate the hunters.
You can tell when you are hidden in a
shadow by looking at the colour and stance of Cash. If
hidden then Cash will slouch over and go dark blue. The
hud icon of Cash on the right hand side of the screen
will also turn blue.
If a hunter sees you running into a shadow
then the shadow is useless, immediately run out of sight
of the hunter and hide in the nearest shadow.
When moving in shadows with a hunter
in front of you it is best to keep movement to a minimal
as on occasion a hunter will spot you even when in a shadow.
On occasion hunters will walk into shadows
unprovoked so always make sure you keep ample distance
from a hunter while he is looking into the shadow you
are positioned in.
If a hunter bumps into you while you
are a shadow then he will get startled and be aware of
your position, once started you have a brief second to
run for it. |
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Lure objects are used to attract a hunter
into a position where it is safe to take them out. Items
such as a brick, can, bottle and a severed hunter head
can be used as throwing lures. Use throwing lures to bring
a hunter close to you and separate them from the pack.
You can also lure a hunter by banging
on the nearest wall. The object that you have in your
hand determines how loud the noise is, so if you have
a baseball bat in your hand it is going to create a larger
noise radius than say a shard of glass.
Make sure to be aware of what you want
to achieve when luring a hunter in. If there is a pack
of hunters then it is best to make just enough noise to
attract a single hunter, make too much noise and the whole
pack will come to inspect the noise.
There are boxes and litter bags scattered
around the environment that can also be used to lure a
hunter in, when near one of these objects push the action
button and Cash will kick the bag or box.
It is best to wait until the hunter is
not suspicious of you before luring them in as indicated
by them showing as yellow arrows on the radar. If a hunter
is nearby and is aware of you then making a noise could
alert him to your exact position. |
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Always be aware of your surroundings
before targeting a hunter. If another hunter spots you
then your target will become aware of your presence. If
a hunter is in an alerted state then it is best to leave
him until he is unaware of your presence.
Always come at a hunter from behind,
some hunters have bigger fields of view. Select packs
of hunter can be approached from the side as they have
a far denser field of vision.
Some surfaces such as gravel give off
a sound when walked over alerting the hunters to your
presence. If you are sneaking up behind a hunter and he
walks over gravel then make sure to tread lightly. |
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Whenever you are about to execute a hunter
it is always advised to target them beforehand. It makes
the whole execution process a lot easier as it keeps you
semi-attached to the hunter and reduces the chance of inadvertently
making a noise such as swinging a punch thus alerting the
hunter and forcing them to turn around and spot you.
Once you have a hunter targeted you can then push or hold
the execution button down to initiate the process of killing
the hunter.
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As they do when used to lure a hunter
some weapons are louder when executing. The noise is determined
by the size of the weapon and severity of the execution,
longer executions will give off larger sounds due to the
hunters screaming or wheezing. If you are in a populated
area it might be better to explore alternate means of
execution, i.e. quieter executions such as those made
with the plastic bag or fibre wire.
If you are looking to achieve a five-star
rating on levels then you are going to have to mix it
up, using a mixture of weapons and execution levels of
severity. |
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The hand to hand combat breaks down to
strong and weak strikes. Strong attacks are more powerful
and consume more of a hunter’s health but they are
also slower and open you up to attack yourself. As you
can imagine weaker attacks are faster but take off less
of the hunter’s health.
For maximum effect it is best to use
a combination of the both when fighting a hunter in hand
to hand combat.
Combinations
Both strong and weak attacks can be used
to perform 3 hit combinations. At first performing combinations
may be difficult to perform as they have to be timed just
right.
If you miss the first swing then it is
best to retreat as on the second swing the hunter will
take advantage of the fact that you are open for attack.
Blocking
It is possible to block hunter attacks
by moving backwards. You will know if you are successfully
in the blocking state as Cash raises both hands and covers
his face from attack. While blocking the amount of damage
you take is minimalized. Once the hunter breaks into combo
if you time it just right you can take advance of him
being open to attack.
Grapple
You can also grapple a hunter by pushing
both the weak and strong buttons at the same time, while
in a grapple it is possible to perform a 3 hit combo.
You can also grapple a hunter when you have a weapon in
hand.
Downed
Enemy
After you have weakened the enemy they
will fall to the ground and beg for mercy, while they
are down make sure to continue kicking them or else they
will get back up and attack you again. After 2 or 3 kicks
the hunter will die as shown by the aiming reticle no
longer being around their head and the lack or noise and
movement. |
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As you advance in the game you are going
to be forced to engage in some large scale gun fights.
As is with the hand-to-hand combat you can’t take
too many hits and if you are outnumbered you surely have
no chance if you run aimlessly into a gun fight.
Kicking
Open Doors
When standing near a closed door with
a gun in hand it is possible to kick the door open and
take the hunters by surprise. When taking this approach
it is best to have auto target held down as it will target
the closest hunter and allow for an instant kill before
the hunter has time to process what is happening.
Shooting
Around Corners
When leaning against a wall it is possible
to lean around corners and pop out and shoot hunters if
you hold down the target button. You can pop back around
the corner by releasing the target button. This technique
is incredibly useful when you have to deal with multiple
hunters in enclosed areas.
Should you pop out in front of a hunter
he will temporarily be stunned before taking aim at you,
use this time to take of as many shots as possible to
put the hunter down.
The best approach to take is to wait
until the hunter is just approaching the wall end and
pop out and shoot him. The closer he is the better the
chance is of a head shot instant kill being possible.
If there are multiple hunters approaching
and you time it right with the appropriate weapon (such
as the shotgun) it is possible to take two hunters down
with a single head shot.
Head Shots
If you are close enough to an enemy
it is possible to achieve a head-shot. Head shots are
instant kills and are advised whenever possible as it
reduces the chance of taking damage yourself and conserves
ammunition. When thinking of making a head shot you should
take several things into factor:
• Are there any hunters near by? If so it might
be best to wait until the area has cleared or at least
have an escape path planned out.
• What weapon is the hunter carrying? If they
have a shotgun or a rapid fire gun then it might not
be worth the risk of getting to close to them as at
close range you stand no chance should they manage to
make you.
The best approach is to come at the hunter
from behind just as you would when thinking about executing
a hunter. If you must come at a hunter face on then it
is best to charge at them and when close enough the aiming
reticle will rotate around their head indicating that
a headshot is possible.
Using
Explosive Barrels
Some levels have oil drums laying around
that can be blown up by shooting at them with any firearm
including the nail gun. In these instances a good piece
of advice would be to lure multiple hunters around the
barrel then blow it up thus taking out a few with one
single shot!
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When dealing with locations populated
by many hunters it is advised to hide the dead hunter’s
body. The process of hiding a dead hunter is as simple
as picking up the dead body and placing it in a shadowed
location.
The perks of hiding dead hunters include
avoiding alerting other hunters. If a hunter notices a
dead member of his squad then he will run over to the
body and call in backup forcing the entire pack into an
extended alerted state making it difficult to execute
the hunters and separate them off from one another thus
risking the chances of being spotted.
Also make sure to hide severed heads,
if a hunter stumbles across a severed head then he will
react similarly to how he would if it was a dead body.
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