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Manhunt - Play Mechanics

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.

 

PlayStation 2 Controls
PlayStation 2 Controls
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
PC Controls
PC Keyboard & Mouse Controls
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
Xbox Controls
Xbox Controls
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.
Switch Weapon, Exchange Weapon.
Left Thumbstick
Move
Left Trigger
Target, Toggle Strafing.
White Button
Strafe Left.
Right Thumbstick
Free Look, L/R Switch Targets while holding down L1 button.
Right Trigger
Sprint.
Black Button Strafe Right.
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
Difficulty Selection

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.

Scene Rating

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.

Radar
Radar

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.

Radar Icon Key
Cash / Player possition

Cash / Player possition

Idle Hunter
Idle Hunter
Objective / Locked gate
Objective / Locked gate
Suspicious Hunter
Suspicious Hunter
Gas / Cerberus Leader
Gas / Cerberus Leader
Aware Hunter
Aware Hunter
Hunter
Hunter
Hunter floor above
Hunter floor above
Tramp
Tramp
Hunter floor below
Hunter floor below
Journalist
Journalist
Dead hunter

Dead hunter

Audio

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.

Movement

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.

Executions

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:

Hasty Execution

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.

Violent Execution 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.
Gruesome Execution 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.
Health and Stamina
Health and Stamina

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

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.
Weapon Indicator
Weapon Indicator 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.
Weapons Classes
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:

Yellow Class

Yellow: All yellow class items are lure items and can't be used to execute hunters, however if thrown at their head then they can be temporarily stunned.

Green Class Green: Green class weapons are single use items. What this means is that after they have been used to execute a hunter they disappear. All green class items can be used as execution weapons.
Blue Class Blue: Blue class items are stored on Cash's belt and are a mix of multi-use execution weapons and small firearms. Guns can't be used to execute hunters.
Red Class Red: Cash carries all red class items on his back and are primarily large firearms but also include execution items such as the metal baseball bat.
Player Stance

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.

Stance: Walk

Stance: Run

Stance: Walk
Stance: Run
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

Wall lean : Attach
Wall lean : Detach

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

Dead Hunter: Pick Up
Dead Hunter: Put Down
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

Interact: Kick
Interact: Environment

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

Command: Follow
Command: Wait

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.

Status: Normal

Status: Hidden

Status: Spotted
Status: Normal
Status: Hidden
Status: Spotted
Objects

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
Save Tape
Pain Killers
Padlock
Gas Canister
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.

Garbage Bag

Box

Bin
Garbage Bag
Box
Bin
Using Shadows

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.

Luring Hunters

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.

When to Execute

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.

Targeting Hunters

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.

What to Execute With

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.

Hand to Hand Combat

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.

Using Firearms

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!

Concealing Dead Hunters

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.

Introduction
- Introduction
Controller Configuration
- PlayStation 2
- PC
- Xbox
Game Basics
- Difficulty Selection
- Scene Rating
- Radar
- Audio
- Movement

- Executions

- Health and Stamina
- Weapon Indicator
- Weapons Classes
- Player Stance
- Objects
Game Tips
- Using Shadows
- Luring Hunters
- When to Execute
- Targeting Hunters
- What to Execute With
- Hand to Hand Combat
- Concealing Dead Hunters
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