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Codes for Manhunter: San Francisco

Various Info

INTRODUCTION

MANHUNTER: SAN FRANCISCO is, obviously enough, the sequel to the acclaimedMANHUNTER: NEW YORK. For those unfamiliar with these games, the MANHUNTER seriesdepicts you as a detective investigating crimes against the Orb Alliance, alienconquerors of the planet Earth. Of course, you use your position to thwart yourmasters and free your people, a city at a time. The games combine graphicadventure gaming, puzzle solving, and arcade gaming into one package. You neednot have played MANHUNTER: NEW YORK (MH:NY) to play MANHUNTER: SAN FRANCISCO(MH:SF), but I heartily recommend it to you as an enjoyable adventure game.

MH:SF has a number of differences from MH:NY. Several are described in the gamedocumentation. One not described is a new feature: Fatal mistakes result in asingle graphic message from the authors, as opposed to a set of two or threemessages containing cryptic hints. After appearing once or twice, during arcadesequences, the graphic message is replaced by a "Press ENTER to start again"text message. This gets you back into the action much more quickly, at the costof providing the additional hints. Then again, you don't need hints from thegame if you have this walkthru, do you?

Also, for those who have played MH:NY, note that you must select the Travelfunction an additional time after visiting all sites related to a day's casebefore the Orb Override will appear to demand the names of your suspects.

GAME PLOT

You have pursued Phil Cook, the murderous Manhunter from MH:NY, across thecountry in your stolen Orb spacecraft. The pursuit leads you to the skies of SanFrancisco, where you clip a building and crash as you close in on Phil. Hchortles gleefully and lands in another part of the city, as you stumble fromthe wreckage of your craft....

MANHUNTER: SAN FRANCISCO Part 2

DAY 1: CRASH SITE, BANK, FERRY BUILDING, FOUNTAIN, DEN, WAREHOUSE, HYDE STREETPIER, VICTIM'S APARTMENT, MANHUNTER'S APARTMENT

Once outside of your craft, you see a pair of legs underneath the wreckage.You've crushed someone! The game will move you towards the legs for a closerlook. You will find an I.D. card ("Manhunter 003 - Peter Brown") and a ManhunterAssignment Device (MAD). You can take this Manhunter's place (and cases) as youtry to locate Phil and defeat the Orbs again.

Open the MAD and select the tracking function to begin working on your firstcase. You've missed the Orb's briefing, but the fact that the crime wascommitted at the Bank of Canton might lead you to believe that a robbery tookplace.

Two targets enter the bank from a side entrance, and reappear after beingblocked from tracking for a short while. A third target comes down the street tothe bank's front door, sees something amiss, and confronts the original twotargets as they leave the way they came.

The tracking signals become confused (during a fight, perhaps?), and twotargets leave the screen as the third remains stationary on the sidewalk. Closethe MAD as the targets leave the screen and select Travel. The Bank of Canton ison the travel map screen to the right of the screen the crash site appears on.

Enter through the unlocked door to the left of the bank. A tunnel has been dugthrough the bank wall. Go through the hole into the tunnel, and forward againinto the bank. You will find an empty safe, and a body slumped over a desk. Theletters "bAT" appear above the letters "VOMIT" on the door to the room (BatVomit? Ugh!). The body appears to have a torn throat and a tattoo of a dragon onthe palm of his left hand. The dragon is drawn roughly in the shape of theletter "W." A torn newspaper article is in the wastebasket. The articledescribes the work of a scientist, "Noah G...," in creating hybrid animals; thesame techniques may work in creating superhumans. A note can be found on thedesk. It is addressed to "dragons," notes that "The R3 is the L1 to R4," and issigned by "Tad." Wait a minute! "bAT" is "TAd" backwards! "BAT VOMIT" must be aperson's name, read backwards on a glass doorway. Leave the bank the way youcame.

Move the marker to the left edge of the screen; it will become an arrow toallow you to move down the street. You will find another body, which also has adragon tattoo on its palm. The throat has also been torn, and has a fang brokenoff in it. Retrieve the fang and laundry ticket lying next to the body.

Open the MAD and enter the name "Tad Timov" (the inversion of "Bat Vomit") intothe "Info" function. You will be rewarded with his address and profession (banksecurity officer). We'll visit that address later today. Use the MAD Trackingfunction to follow your two suspects. They both travel to a warehouse,apparently have a scuffle, and separate. The second target enters the warehouseas the first leaves. We'll follow the tagged person for now and come back to thewarehouse later. The target goes to the Ferry Building, visits a desk or dresserin a room near the doors, and leaves. Close the MAD and travel to the FerryBuilding (on the waterfront on the same travel map screen the bank is on).

When you arrive, you'll recognize the building as the location Phil landedbehind. Move your marker to the center of the building, and enter it. The doorsbeyond the stairs "cannot be opened," so we cannot explore the room the targetvisited. We'll see those doors again later. There is a sign posted: "Return theviewer! Special reward -- By the order of the Orb Alliance."

Leave the building and use the MAD to track the target to Embarcadero Fountain;it travels in a clockwise circle around the center of the fountain and enters atunnel on the right of the screen. This ends the tracking record for thissuspect. Close MAD and travel to the fountain.

A complex sculpture stands over the fountain, and one of its branches makes upthe tunnel into which the suspect disappeared. Move the marker into the fountainto enter it. Your first arcade sequence draws you toward the drain in the centerof the fountain. Press ENTER as needed to spin yourself away from the drain andcast yourself into the tunnel.

You immediately meet another arcade sequence; rats and bats besiege you as youmove through the tunnel. You can move forwards or backwards, punch a bat, orstomp a rat. Be patient, and move forward gradually, to give yourself enoughlead time to react to the incoming critters. You'll eventually run out ofattackers and be able to cross through to the far end of the tunnel. You maywish to save your game as you progress through the tunnel so you can restore itto the point you've reached instead of starting from scratch (should you getkilled by one of the little buggers).

You find a tattered den with an oddly colored figure lying on a mattress. Thewords "Me be Man again someday" are scrawled on the far wall in what appears tobe blood. Examine the figure, and you will discover that it is not human! Itappears to be a cross between a man and a steer (or perhaps a canine?). Theflesh on its face has been eaten away, and an overturned flask lies near itsoutstretched hand. Pick up the flask; it is labeled "Remedy." Some remedy! Morelikely acid, judging from the state of the body. Back away from the body andexamine the rest of the room. You will find a driver's license issued to "Stone,..."; the first name has been torn from the license. We'll find the remainder ofthis name later.

Back away from the den to enter the tunnel. There is no arcade sequenceinvolved here, but you have the option of walking through the tunnel, or turningback to return to the den. If you walk through the tunnel, you will again begreeted by the whirlpool in the fountain. Press ENTER several times, and youwill be cast out over one of the edges of the fountain.

Open MAD and replay the tracking sequence. Tag the second target sometimebefore the two suspects separate at the warehouse. You may wish to payparticular attention to the path the target takes to move through the warehouse.Close MAD and Travel to the warehouse (on the travel screen above the one you'reon).

You may investigate the street the warehouse stands on, but the only opendoorway is into the warehouse itself. A colorful bird sits outside the warehouseand will noisily fly off if you examine it. In the doorway, you will see a clumpof bloody hair, and inside the warehouse you see a crate of "Flesh Fries" and"Poopsicles" (Ugh!) from New York, as well as some sort of moving object....

Move into the warehouse, and be ready to run for your life! The object you sawwas one of four sentry robots guarding the warehouse. They travel down or acrossone of the rows in the warehouse, and reverse course when they reach a wall. Ifthey detect you, they will run down the row you are in and squash you. You canfollow the path the suspect took, and reach the doorway at the other corner ofthe warehouse. The timing is rather tricky; you can adjust the path if you needto, and/or adjust the difficulty of the arcade sequence. Saving the game aftereach significant progress is a good technique with this and most other arcadesequences.

Once you reach the other end of the warehouse, you will enter a room with adesk and a few items of interest. One is "Schedule: Experimental Station needs 5crates. No New York Shipment. Can't make contact." (Apparently your efforts indestroying the New York Orb occupation in MH:NY were very effective.) Examiningthe desk will reveal a message, apparently in blood: "Zac, Me hurt. Me got it.Traitor Mic. Me at den." There is a mallet next to the desk. Pick it up. Youwill see a faint image on the face of the mallet (the face of a fish?). Take themallet and back out of the room, where the robots await you. Evade them againand leave by the door through which you entered.

You now have some additional names to try. Open MAD and enter the names "ZacStone" and "Mic Stone" into the Info function. "Mic Stone" is the correct name,and reveals that Mic was/is an "Experimental Volunteer" with an unknown address.Well, at least we've found a valid name to report to the Orbs.

Now use Tracking to continue following the second target. It leaves thewarehouse, travels to the Hyde Street Pier, climbs down a ladder, and enters apassageway set into the shoreline (a pipe, perhaps?). The tracking signal islost. Close MAD and Travel to the Hyde Street Pier (on the travel screen to theleft and above the current one).

There are a set of crates behind a fence on the pier. Moving closer toinvestigate, reveals that the crates are "Medical Supplies," but you cannot getpast the fence to check further. Move the marker over to the ladder and climbdown.

Your figure will stand on the beach, awaiting your direction. Move the markerto the pipe and move forward to investigate it. Move the marker to the center ofthe pipe and climb into it. Oh, no! You've awakened a _big_, ferocious animal,and are quickly devoured!

You may be perturbed that I did not warn you to save your game, but as ithappens, you _must_ experience this death in order to advance to Day 2. I'llwarn you to save next time.

Your game will automatically be restarted in front of the pipe. Back up to thebeach. Move the marker under the dock, to the cracked pillar. Move forward for acloser look. Once under the dock, you see a hole in the underside. You can movethe marker towards the hole, and climb the pillar towards it. The hole iscovered by a crate, blocking you from climbing all the way up. We'll come backfor another look later.

You've investigated all the sites our suspects have visited, but we still havean address to visit: the apartment of Tad Timov, the bank security officer.Travel to the apartment (on the travel screen to the right of the one you'reon). Looks like a seedy neighborhood. Move your marker to the front of thebuilding, and prepare to enter. You may wish to save your game here.

Enter the apartment. You can either take advantage of the opportunity to backout immediately, or watch as a slavering dog appears in the chimney, and rushesacross the room. As you reach out to greet it, it jumps up on you and supposedlyrips your throat to shreds. I say "supposedly" since the authors appear toannounce that "That was so disgusting, even we wouldn't show it!" Considerategroup of people, don't you think? We'll obviously have to try visiting herelater.

You've now visited every location related to the crime, but there is yetanother location to visit: home. The apartment of the Manhunter you arereplacing appears on the same travel screen as the Hyde Street Pier. Enter andexplore the apartment; you will find a drawer you can open, and a cloth inside.The cloth has a note pinned to it: "Rub Jewel of Heaven." Take the cloth. Youcan also look out the window and see a few of San Francisco's landmarks: theCoit Tower, which is spewing forth red fumes (apparently the same type ofatmospheric conversion we saw in MH:NY is taking place here), and theTransamerica Pyramid. Dirt appears to periodically drop from one of the upperfloors to the ground. A building next to the pyramid is almost entirely coveredin dirt.

Select the Travel function, and you will be greeted with the Orb Override.Enter the names "Tad Timov" and "Mic Stone," and settle back for a well-deservedrest. You've a _busy_ day ahead of you tomorrow!

MANHUNTER: SAN FRANCISCO Part 3

DAY 2, PART 1: PIER 5, VICTIM'S APARTMENT, TEMPLE, SMOKE HOUSE, SHOP,TRANSAMERICA PYRAMID

You are awakened by your two-eyed Orb supervisor, who orders you to investigatea burning boat on Pier 5. There are a number of targets to track; we'll followeach target to the end of its path before switching to another to lessen theconfusion. The tracking record begins with two targets entering Pier 5, andvisiting a third target aboard a boat. The signals jumble, indicating a fight ofsome sort took place. Two targets leave the pier, while the third remains on theboat. Close MAD and Travel to Pier 5 (on the waterfront on the travel screen tothe right of and below the one "your" apartment sits on).

The boat in question sits in front of you on the pier. Move the marker to it,and you will discover an area you can examine more closely. The body of amutated human lies here! The mutant looks very dog-like, and is wearing amuzzle. Move the marker to the muzzle and take it. The creature is missing afinger, which "hasn't been gone long," and has a broken fang. Hm. Take the fangout of your robe. You match the fang to the creature's mouth and find it fitsperfectly. The fang returns to your inventory. There's not much else to seehere, but that muzzle might come in handy. While we're thinking about it, Travelback to Tad Timov's apartment.

Enter the apartment and wait for the dog to appear. Take the muzzle out of yourrobe (I will use the term USE as shorthand for this in the future) at any timebefore the dog leaps up on you, and it will obediently let you muzzle it. Itthen disappears back into the chimney, leaving you alone to investigate. Atapestry is hanging on the left wall of the room. The word "Heaven" appearsabove the word "Vision" on the tapestry, and two sets of Chinese ideogramsappear as well. There is a camera on the bench near the right wall of the room.Take it, but do not use the flash! You need it for later, and besides, youalready know what you look like. If you like, save the game here and ignore myadvice. The game will warn you, "Uh-oh, you just used your last flash!" It mustbe fairly important to save it for later. Restore your game.

Open MAD and resume tracking your first suspect. The two original targets leavethe pier and travel to the Temple, where the first target stops. The secondsuspect continues to another location. The first suspect enters the temple, andapparently climbs onto one of four thrones or altars. The tracking signal islost. Close MAD, back out of the apartment, and travel to the Temple (on thetravel screen below the one you are currently on).

Enter the Temple. Since the only thing you can do is back out, or pick up theshield in the center of the room, you may as well pick up the shield. Wow! In adisplay of genuine Ninja magic, four black figures materialize above the thronesin each corner of the room. Turn your figure towards the shuriken (throwingstars) the Ninja hurl at you, and deflect them with the shield. Remember thatyou can adjust the difficulty of this (and all other) arcade sequences if youfind them coming in faster than you can handle them. After a while, the Ninjawill run out of stars (or get bored), and leave the way they came. Your figureplaces the shield back in the center of the room.

Apparently, your survival has earned you admittance. The large Buddha at thefar end of the Temple rises, revealing a doorway. Move through it, and you willfind a candle-lit stairway. A series of labeled busts appears interspersed withthe candles:

EARTH BRIDGE FREEDOM HELL TRUTH CASTLE HEAVEN BALANCE GATEWAY ACTION

Each of the statues has a jewel set in the neck of the figure. Hm. Look at the"Heaven" statue, and move your marker to the jewel. Use the cloth you got fromthe Manhunter's drawer, and it will rub the jewel. The mouth of the bust opens,and the following symbols spill out: The letter "F," a paddle-shaped object, theletter "P," and a ruler. I will provide the translation of this clue when it isneeded. In the meantime, give it some thought.

These busts serve a second purpose: They fill out one of the first clues wefound: the "Dragon Note" written by Tad. "The R3 is the L1 to R4" deciphers to"The CASTLE is the GATEWAY to HELL," whatever that means. As a matter of fact,if you view the busts in order, the authors will appear to congratulate you, butthey won't provide any additional hints.

Climb the stairs, and you will see yourself examine the ornate dragon statue atthe head of the stairs. You'll also see yourself surrounded by a set of veryunfriendly Ninja. You're thrown out of the room and into your next arcadesequence: balancing on a rolling log above a pool of acid! As always, save thegame periodically as you make progress, and adjust the difficulty level if youhave to. When you reach the other side, you'll find yourself in a room with aflaming caldron. Watch as a priest directs another robed figure to put his handto a dragon brand on the side of the caldron. The person does, and then showsyou his brand, which is identical to the brand you found on the bodies in Day 1.He collects a scroll from the priest, and leaves over the log. Now is a verygood time to save your game.

There are several things that can happen at this point, as the priest points toyou to brand your hand. Try the following actions if you are curious: Wait(don't worry, the game _will_ react!), or dutifully press your hand against thebrand. Aren't you glad you saved your game? You can also move your marker to thewindow to jump through it, but what you need to do is move the marker to the boxof scrolls first. Take a scroll, and then make your escape. After you bounce offthe pavement of the sidewalk and stand up, you will be shown the scroll: "Westis our only chance." Save your game _now_.

There are three things you can do here: wait, Travel, or move the marker to theright edge of the screen, and go down the street. Since you've saved your game,you can afford to wait in front of the Temple. How rude! I guess they didn'tappreciate your stealing from them. Restore your game, and go down th streetbefore you get killed.

You are in front of a door. Open it and go inside. A man sits in front of apipe and a set of bowls of tobacco. You can pick up one or more pinches oftobacco from any of the bowls, fill the pipe, then smoke it. A number of cluespoint to what you need to do: The tapestry in Tad Timov's apartment "Heaven" /"Vision" (Heaven will show you the way to a Vision?), and the message from the"Heaven" bust: F (oar) P (inches) -- four pinches. The ideograms on the tapestryare apparently a third clue, but to be truthful, I do not know how to correctlydecipher it. What you should do is take four pinches from the second bowl andfill the pipe. As you finish smoking it, a billow of smoke will appear from thepipe. Within the smoke, you will see a female face; it gradually changes intosomething monstrous. Remember this face, for you will see it again. The owner ofthe house, overjoyed by what he has seen, offers you a statue. Take it, and youlearn that the face was his daughter's; the statue is labeled "To Daddy FromMing." Having nothing else to do here, let's track our next suspect.

Open MAD, and replay the tracking sequence. Tag the second suspect before thetwo leave the pier, and follow it to the Shop. The suspect enters the Shop andmeets with a person inside. He then leaves and meets a third target which camedown the street. The two leave together. Close MAD and Travel to the Shop (onetravel screen to the left).

Enter the Shop, and you will see the owner looking at an animal's finger(perhaps the finger that was missing from the body on the pier). He puts thefinger away. Move forward for a closer look. The owner waits for you to dosomething. You'll discover that he isn't interested in anything you have, buttake a look around: Signs posted behind the owner indicate that he deals inMagic Tricks, Games, Chain Snips, Masks, and Rubber Chickens. A sign behind himsays "Try your luck! Don't have enough to get what you want? Play my game andwin big. You can buy something better every time you win. But lose, and you loseit all." We'll come back here later when we're ready.

Open MAD, and continue tracking the second suspect. He and his new companiotravel to the Transamerica Pyramid, apparently break in, and seize a targetmarked as a letter "S" on the tracking screen. The three targets leave. CloseMAD and Travel to the Transamerica Pyramid (on the same travel screen as thebank and Timov's apartment).

Outside the Pyramid, you see clumps of dirt being dumped from one of the upperlevels. A nearby building is almost entirely buried in dirt. Move towards thePyramid, and you will see a doorway with a broken chain in front of it. Gothrough the door, and you will see people going up and down a ladder, andbuckets of dirt going up conveyer belts in the background. Closer to you, aChinese man cringes before a Shepherd Robot, which shocks him periodically. Awindow case is set into the wall. Move the marker over the case for a closerlook. An Orb weapon! Take it, and dash out before you're caught! You're back infront of the Pyramid.

You may have already heard this, so I'll tell you that the gun is a redherring; it has no power, and it has no use in this game (maybe in MANHUNTER3?). Go back into the Pyramid, and see what else you are able to do. Moveforward into the room, and confront the robot tormenting the person. It willturn its attention toward you. Move in a circle around it, and the other personwill move in the other direction towards the exit. You will start over from thebeginning if the robot shocks you at any time during your circle, so save thegame as you make progress. If you are shocked, the authors note that "This robotis quick but there is a trick." I believe that the trick to this arcade sequenceis to move forward as the robot brings its weapon to bear on you because itpauses slightly before firing. When you succeed in freeing the Chinese man andmaking good your escape, you'll see him leave the Pyramid, and get a good lookat his face. You'll also see yourself leave, and wind up in front of thebuilding again. If you go towards the door again, you'll find the chainreattached; you've done all you can here. We'll pick up from this point in thenext installment.

MANHUNTER: SAN FRANCISCO Part 4

DAY 2, PART 2: DOCTOR'S HOUSE, LAUNDRY, CABLE CAR BARN, CLUB, SCIENTIST'SHOUSE, WAX MUSEUM

We paused after escaping from the Transamerica Pyramid. Open MAD and resumetracking. Your two suspects take the "S" target to a doctor's house, and leavehim there. Close MAD as they leave, and Travel to the Doctor's House (on thetravel screen to the left and above the one you're on).

Enter the house, and examine the person lying on the examination table. He isan odd shade of blue, and obviously dead. A gruesome "P" has been carved intohis forehead with a dull knife, the trademark of the murderous Phil Cook fromMH:NY. The body has an "S" cut into his left upper arm. His right arm is missingfrom above the elbow, apparently torn off. Move through the doorway in the rearof the room, and you will discover the doctor, slumped over a lab table. Examinehim and you will find he is also dead, apparently stabbed, and has a "P" carvedon his forehead as well. There is a letter in his pocket. I will quote thesignificant portions of it: "I have the card. Creations can help...must be freedby an Orb...must reach Hell. All entrances are guarded; only there can they bestopped." The note is signed, "N. Goring." Next to the doctor is a test tubefilled with urine. Move the marker to the tube, and use the flask. The tube willbe emptied into the flask, and the flask returned to your inventory.

Open MAD and continue tracking. Two new targets enter the screen shortly afteryour suspects leave the doctor's. We'll pick them up again shortly. Yoursuspects separate, your current suspect goes into a laundry, and his trackingrecord ends here. Close MAD and travel to the Laundry (on the travel screen tothe right of the Doctor's House). Move towards the door, and you will discoverthat the laundry is closed today. We'll check back tomorrow. Open MAD again andreplay the tracking record a third time. Tag the second target at the Pier, andfollow it until it reaches the Shop. Now, tag the third target, and follow it.Remember that you can use the Skip command to bypass parts of the trackingrecord you have seen previously. The suspect travels to the Transamerica Pyramidand the Doctor's House, as you have already seen, then to the Cable Car Barn. Itfollows a convoluted path around a set of boxes or pillars to another part ofthe barn, and goes through a door which opened when the target stopped.

The target goes to a parked cable car and waits. An "S" target appears, meetsthe suspect briefly, then returns the way it came. In the meantime, two targets(the new targets we saw at the beginning of the last paragraph) enter the barn,and rush to confront the suspect when they discover the open door. A fightensues, the suspect is carried to the parked cable car, and left behind by thenew targets. The suspect's tracking record ends here. Close MAD and travel tothe cable car barn (on the same travel screen as the Doctor's House).

Once outside the barn, move the marker to the windows in the center of thebuilding. Move forward for a closer look, and you will see cable cars runningthrough the barn, as well as one of those pesky guard robots you had to avoid atthe warehouse. Back up, and you will be near the cable car entrance. Move themarker towards the entrance, and press ENTER to "ride the next car in." Inside,you will find the expected arcade sequence; avoid the guard robots and reach thepillar the suspect went to. You can follow the path the suspect used, or ridethe car around its track to get closer before you make a dash for it. If youtouch any of the pillars or the boundaries of the room, you will beelectrocuted. This must be the power grid for the cable cars, and the "pillars"must power transformers. When you reach the appropriate transformer, you willfind a switch on its side. Throw the switch, and a gap will appear in the powergrid (the "door" I mentioned earlier). Avoid the robots until you get throughthe gap. The game will obligingly take you to the parked cable car at which thesuspect was left.

The cable car is filled with bodies. A quick look at the posters on the side ofthe car will reveal the covers for MANHUNTER: NEW YORK, and apparently,MANHUNTER: LONDON (good plug, Murrays!). At the end of the car, you will findthe body of the suspect. He has a dragon mark on his left palm, and thetrademark "P" carved into his forehead. He also has a letter tucked into hissash (probably given to him by the "S" target), which reads "Stop them...bringus to Hell, and we will show you Freedom. Beware the Surface Robots...." Thereis nothing more to see here, so leave the way you came, avoiding the robotsuntil you can jump on a car and ride it out of the barn.

Time for more tracking (thorough detective work is so time-consuming). Liberaluse of tracking device's Skip option is called for here. Open MAD and replay thetracking sequence: Tag suspect 2 at the pier, follow it to the shop, tag suspect3, follow suspect 3 to the cable car barn, and tag the next suspect there. Youwill find that you can only tag one of the two new suspects at the barn; theother registers differently on MAD. Players of MANHUNTER: NEW YORK willrecognize this signal as the same type assigned to Phil Cook, whose specialstatus would not allow you to tag him. (As a matter of fact, this signal _is_Phil Cook!) Follow the two suspects to the Doctor's House, and you will witnessthe record of the murders which took place there before you arrived. The targetsleave and separate; your tagged suspect enters a Private Club, and his trackingrecord ends there. Close MAD and travel to the Club (on the tracking screenabove the one the cable car barn appears on).

Move your marker over the peephole in the door, and move forward for a closerlook. You may want to save the game here. Move the pointer over the peepholeagain, and knock. A pair of baleful eyes appears, an arm reaches through thehole, and drags you into the club -- through the hole which is, unfortunately,too small for you. Strained Manhunter! Yum, yum! The authors appear to suggestthat "He must not have liked your looks!" You've died, but you've gained avaluable clue about how to get into the club. We'll have to wait until tomorrowto be able to get in, however. Restore your game.

We have tracked every target and visited every location found during tracking.Now we can use the Info function and look up addresses. We've collected enoughclues for two names, one of which is fairly obvious (and you were probablywondering why I didn't describe it earlier). The first is the combination of thename from the newspaper article, "Noah G..." and the letter from the Doctor'sHouse, "N. Goring." Open MAD and select Info. Enter "Noah Goring." Bingo! Youare rewarded with his address. Close MAD and Travel to the Scientist's House (onthe travel screen to the right of the current one).

Enter the house. On the table in the corner there is a matchbook. Take it.There is also a needle and thread, which cannot be taken. The scientist musthave been darning his socks recently. The view out the window shows Coit Tower,spewing noxious gases, and Julius Castle. Alcatraz Island lies on the water. Aset of file folders has been dumped out onto the floor. Examine the pile, andyou will find four dated folders. Read each of the folders. The first (11-5-02)records the Orb directive to create more productive underground workers. Thesecond (9-27-03) notes that 100 Rat/Dog/Human hybrids are in testing belowground. The third (1-07-04) reports that the testing failed, and that loyal testsubjects were released in the area of the wharf. The last (8-20-04) reveals thatGoring discovered the price of his cooperation. The Orbs must be stopped! As youclose the last folder, the gam will show Phil Cook murdering the Rat King andtaking his place. (Manhunters not only bounce well, they're clairvoyant!) Youare warned that Phil has the Viewer. (Oh, no!) Nothing to do for now but carryon.

Open MAD and select Info. There is another name we have encountered, but itcertainly isn't obvious (well, at least it wasn't obvious to me). We haven'tused "Zac" yet, but what to do for a last name? The scroll from the templedeclared that "West is our only chance." Oh! Not west as in "Go west, youngman," but "Zac West." Enter "Zac West" into the MAD. Another match! Close MA andtravel to the address, which is the Wax Museum (on the same travel screen as"your" apartment).

Move closer to the entrance, and you will find a sealed door and a wax figureoutside the museum. The figure is of a wizened fisherman holding a hook in onehand and a fish in the other. Hm. The mallet has the faint image of a fish onits head (left by wax perhaps?). Use the mallet, and watch your figure bash thefish. The door dutifully opens, and in you go.

Inside, you will find yourself in front of an exhibit. Press the button, andyou will be treated to the first of a set of propaganda pieces set up by theOrbs; "Two planets unite to help the people of Earth use the riches of theirplanet for the good of all." (Gag!) Move your marker to the left edge of thescreen, and move to the next exhibit. A set of Orb robots stands triumphantlyover a pile of human bodies; "Earth welcomes its friends with open arms. Withfew exceptions, its people gladly accept Orb rule." While trying to keep yourblood pressure (and your lunch) down, move to the left again to view the lastexhibit. A small group of tattered people grovel in a small home with afireplace; "A Typical American Family -- Life on Earth is improving each day."Move your marker to the fireplace, and move up the chimney. This is Zac's house.There is nothing of interest here, but you've discovered where Zac lives. Goback down the chimney, and leave the Wax Museum.

Once outside, attempt to Travel and you will receive the Orb Override. Enterthe names "Noah Goring" and "Zac West" when prompted. You are sent back home.Bone-weary, you deserve a good night's sleep.

MANHUNTER: SAN FRANCISCO Part 5

DAY 3, PART 1: LAUNDRY, SQUARE, SHOP, CLUB, WAX MUSEUM, LAIR, HYDE STREET PIER,ALCATRAZ ISLAND

You awaken from a deep sleep to the ugly mug of your supervisor. Yourassignment for the day: Investigate the body hanging on the sign in GhirardelliSquare.

Use tracking to watch your first target. Two suspects enter the Square; thesecond waits at the base of a building, while the first climbs to the roof. Asthe target moves toward a doorway on the roof, he suddenly turns the other wayand flees! A new target appears from the doorway, chases the suspect across theroof, and onto the sign on top of the building. The two move back and forth, upand down, until the pursuer finally catches up with the first suspect. You maywish to note the path the suspect takes as he is chased around the sign. Thepursuer leaves and returns to the doorway, leaving the suspect on the sign.Well, at least we know where the body is. As the pursuer retires, two moretargets come out of the building on the ground floor and confront the firstsuspect's companion. A melee ensues, one target moves between buildings, and theother two leave the area. We'll track these two subjects later.

Before we check out the Square (I promise never to type that name again!),let's take care of some unfinished business. Close MAD and Travel to the Laundry(on the travel screen below and to the right of "your" apartment). Enter thelaundry. A woman stands in front of the door to the back room. Move the pointertoward the woman and move forward. As the (blue-eyed?) oriental scrutinizes you,give the laundry ticket to her. She will go into the back room and consult witha robed figure, while another person sweeps the floor. The curtains part, andthe winsome lady winks at you to admit you.

Press ENTER to follow the woman into the back room. She will escort you to meetthe man sweeping the floor -- the very same man you rescued from theTransamerica Pyramid. He seems pleased to see you, and then reacts in horror asyou are struck from behind! You are thrown inside a closet in the laundry.Several hours pass, and a figure enters the darkened laundry as you regainconsciousness. The door to the closet opens, and as the lights come on, yourecognize your benefactor as the man you rescued, returning the favor. He leavesthe laundry, leaving you to fend for yourself. On your way out, pick up thewalking stick by the door. Serves them right for treating you so poorly!

Travel to the Square (on the same screen as your apartment). Move your markerbetween the two buildings in front of you, and move forward. A rope leads to thebuilding's roof, and a bloody hand lays on the ground. Pick up the hand -- arat's paw (by the middle finger?). Save the game, and move the marker down thealley between the buildings. Take a look down the alley. Oops! The rest of therat belonging to the paw awaits you, and it's not in a very happy mood. Restoreyour game; this is one death you don't need to experience to continue. Move themarker to the rope, and climb to the roof. Move the marker to the right of thescreen, and cross over to the adjoining roof. Ah, the obligatory DONKEY KONGarcade sequence.

(You know, I never really liked DONKEY KONG, but if the Murrays don't put oneinto MANHUNTER 3, I'll miss it. Weird how some things grow on you.) Pullyourself along the intact wires that make up the sign, and avoid the sparksshowering down from the "G" from which the suspect's body is hanging. I suggestsaving the game every four moves or so. You will need to backtrack quite a bitto reach the body, but I will describe the general path you need to take. Climbto the top of the "I" and down the other side to the base of the "H." Return tothe bottom of the sign, and move to the left edge of the Transamerica Pyramid.Climb to the base of the "G," above the pyramid, and cross back over it. Movedown, back to the right slightly, up, and right again to underneath the "H." Jogup, and back to the left, then climb up between the "G" and "H" to reach thefigure hanging from the sign.

The game will present a closer view of the body, sparks flying from thelighting. Hm. The body has a ring hanging around its neck; it might come inhandy. Why not save the game, and pick up the ring? Ow! I had no idea a bodycould conduct so much electricity! Restore the game, and retrieve the ring withsomething non-conductive; use the walking stick, and you will be able to get thering without getting toasted for someone else's breakfast. You can beconscientious, and retrace your steps to get off the sign, or just move yourselfto a broken section of wire and drop to the roof. The game will walk you back tothe other rooftop. Just for curiosity's sake, save the game, and enter thedoorway at the rear of the roof. As you stumble down the stairs, you drop yourflask, and it shatters. The game warns you "You'll be dead if you go ahead." Youmust make use of your flask before proceeding (or at least, you must if you wishto successfully complete the game). Restore your game.

Let's conclude some more unfinished business; Travel to the Shop (two travelscreens below the one you are on). You now have something the owner will beinterested in: the rat's paw. Hand the paw to the owner (inadvertently givinghim an obscene gesture, or are you making a commentary on his hobbies?), andplay the three-of-aces game. Watch the cards as they are shuffled, and save thegame before picking the ace. If you pick the wrong card, the correct positionwill be revealed, and you can restore the game and choose the correct card.After making three correct guesses, you will have the opportunity to choose oneof two prizes, or continue playing. The two prizes presented are a flashlightand a lantern. Skip these and continue playing. After another three correctguesses, you may again choose a prize or continue playing. The available prizesare two types of rat masks. If you are curious as to future prizes, save thegame here, and continue playing (save to a separate file if you need to savewhile playing). The last set of prizes are a key and an anti-Orb medallion.Neither are of any use to you. Restore the game to the previous set of prizes,and choose the rat mask on your left.

We now have the means to gain admittance to an exclusive site. Travel to theClub (two travel screens above the Shop). Move toward the door and use the ratmask. Your view changes as you look through the eye holes in the mask (the otherrat mask would have been useless: It had no eye holes). Knock on the door. Theeyes appear, and their owner (a rat-man) admits you to the club. The viewchanges to third-person perspective as the rat-men begin a game of craps. Thefirst player brandishes a severed arm as his ante. This arm looks like it mightbelong to the murdered patient at the Doctor's House; it is blue, and has an "S"carved in the upper arm. Some Orb letters are tattooed on the palm: "UNNC."

The rat rolls the dice and comes up a winner. The second rats rolls, and loses.He pays up by chopping off one of his fingers with a hatchet and tossing it tothe first rat. The rats point to you and you foolishly agree to play. The dicerolls...you're a loser! When you hesitate to mutilate yourself, the rats corneryou and remove your mask. Save the game now, and watch. Not a very hospitablegroup, are they?

Restore the game, and before you are killed, present the group with adiversion; hand them the flask. Apparently rats like the contents (yuck!); theyfight over the flask, giving you an opportunity to escape. Before you dash outthe door, take the hatchet the rats left on the floor.

Open MAD and review the tracking record. As the first target was chased (andkilled on) the sign, two new targets appeared from within the building, engagedin a scuffle with the first target's companion, and one of the new targetstraveled with the companion to the Wax Museum. The new targets left thecompanion in the pile of wax bodies, and climbed into the chimney. Travel to theWax Museum, and enter as you did before. Go to the second exhibit. Sure enough,there is an extra body on the pile. Move closer to examine it, and you willdiscover all that remains of Noah Goring, disheveled glasses and all. His tiehas flipped over, revealing stitching on the back. Hm. If we only had a needle,we could pull that stitching out, but the needle in the scientist's apartmentcould not be picked up. Is there anything in our inventory remotely like aneedle?

Aha! Use the fang, and watch as it pulls out the stitching. The scientist hidsomething inside his tie; move the marker to it, and take it (an Orb accesscard, which was mentioned in Goring's note to the doctor). To satisfy yourcuriosity, move to the last exhibit, and put the marker on the fireplace. Saveyour game, and climb up the chimney. A ferocious rat-man awaits, dining on ahuman leg. He makes short work of you -- after all, it's rude to interruptsomeone while they're eating. Restore the game and leave the museum.

Having used the flask, we should be able to safely traverse the stairwell ontop of the building in the Square. Travel to the Square, and climb the rope tothe roof. Move the marker to the column at the rear of the roof, and climb downthe stairway. Well, stumble is more like it, but at least there is no direwarning not to continue. The bottom of the stairway reveals a locked gateleading to the sewers. Move toward the gate; the lock resembles the ring foundon the body hanging from the sign. Use the ring to unlock the gate, and begincrawling through the sewer pipes. As you crawl, another clairvoyant visionreveals Phil Cook using the Orb viewer. It reveals what appears to besubterranean drilling toward lava packs in the Earth's crust.

Your crawl is interrupted by a trap door, which dumps you right onto Phil'slap! The two of you are momentarily stunned, and Phil drops the viewer. As itfalls, it knocks an Orb ornament off the throne he was sitting on. Pick up theOrb-on-a-stick. As Phil picks himself up from the ground, you discover to yourhorror that his arm is missing, and sparks are flying from the wires protrudingfrom the stump! Phil must be a cyborg! And he's none too happy to have youvisit. He picks you up, and in fine World Wrestling Federation style, tosses youto the pack of rat-men in the lair below. You've encountered rat-men enough toknow they aren't very friendly, so you need to escape, and quickly! As the ratshave been underground for some time, you can stun them by using the flash onyour camera (which is why it was so important for you to save that last flash!).

As the rats stumble about blindly, you dash for the exit and encounter therat-man that had you for lunch on Day 1. Since he is guarding the entrance tothe sewer pipe, he doesn't see you coming; you knock him down, and make yourescape. Your figure climbs to the top of the pier, and awaits your direction.Climb back down onto the beach, and move under the pier. Climb up the pillar,use your hatchet to break into the crate above the hole in the pier, and climbup. Before you have a chance to break out of the crate to investigate further, arobot from the ship docked next to the pier loads all the crates (includingyours) on board. The ship then travels to lovely Alcatraz Island, where therobot unloads your crate, and delivers it to a building on the far end of theisland.

We'll pick up from this point in the next (and last) installment of thisexciting walkthru!

MANHUNTER: SAN FRANCISCO Part 6

DAY 3, PART 2: ALCATRAZ ISLAND, HELL, FREEDOM, ENDGAME

In the last installment, you had just been delivered in your crate to abuilding on Alcatraz Island.

After your crate is deposited, use the hatchet again to break out. As you dashfor the door, you stumble and grind your face on the floor. The hatchet fliesinto the air and embeds itself in the wall, far above your reach. You continueinto the next room and find a set of cells, filled with rejected mutated humans.These must be the creatures that the Orbs did not release after the failedunderground experiment; they were not loyal to the Orbs. Search through thefaces, and you will find one you have seen before in the vision you saw in thesmoke house. If you have trouble recalling the face, look in the second cell inthe second row. This creature is the transformed Ming, and it is to youradvantage to befriend her. Give her the statue you got from her father, and shewill smilingly accept it. Now to get those cells open!

Move your marker to the stand to the left of the cells, and move closer for alook. There is a Cell Door Access Machine here, and a camera mounted on thewall, pointing at you. Slide the access card into the slot, and hold theOrb-on-a-Stick in front of the camera before you are scanned. The "Orb" will berecognized, and the cell doors will open. Chaos reigns, as the releasedcreatures make a break for it. Your new friend Ming obligingly picks you up andcarries you out of the fray (if you had not befriended her, you would have beentrampled by the escaping creatures). As the creatures stream from the prison,and leap into the bay, Ming deposits you in a hot air balloon and waves goodbyebefore disappearing.

Move your marker to the bottom of the balloon's bag, and take a look at thecontrols. Move the marker to the valve on the right, turn it on, then to the gasflowing into the bag, and use the matchbook to light the flame. The balloonfills rapidly, and rises above the island, leading to your next arcade sequence:piloting the balloon over San Francisco and selecting a landing site. Press theenter key as needed to keep the balloon aloft until you reach your destination.Landing among the buildings will place you at a location y have already visited,and essentially at a dead end. At the right end of the screen, you willrecognize Coit Tower, belching noxious gases, and Julius Castle, the onelocation not yet visited. Make your way over to the Castle and land on top ofit.

When you land, you will be pitched out of the balloon and through a skylight.Your fall will take you deep into the castle, to an Orb control center labeled"Hell" ("The Castle is the Gateway to Hell," remember?). Your fall will bebroken by the Orb running the control panel! Messy, but better than a brokenneck by far. As you shake off the Orb remains, the escaped creatures wreak theirvengeance against the Orbs, smashing them like eggs at several locations in thecity. The Ferry Building is even bombed by a resourceful mutant (I told you we'dsee that doorway again, didn't I?).

Take a look at the control panel on the wall in front of you. There are a setof passageways, gates (which can be opened or closed), and three sensor buttons.The buttons select which items will be highlighted on the control panel. Lava isshown in yellow, slaves in blue, and robots in red. With the proper planning, wecan turn the Orbs' machinery against them!

Save the game periodically as you make adjustments to the settings. Move therobots to the chamber on the lowest level, next to the lava filled chamber. Youdo this by selecting the Robot sensor, moving the marker to a red highlightedchamber, pressing ENTER to select the robots in that chamber, moving the markerto the destination chamber, and pressing ENTER again. Next, gather the slavestogether in chambers which will be safe once you release the lava. Proceedcarefully; if you move too many slaves into any one chamber, or move them to thechambers labeled "Hell" or "Freedom," robots will drop down tunnels from thesurface, and permanently interrupt your adjustments. There are three chamberswhich you can use: "Slavery," the chamber to the right of "Hell," and thechamber to the left of and below "Hell" with gates immediately above and belowit.

Now, close _all_ the gates; there are only three that need to be opened todestroy the Orb operation. Opening any additional gate will result in flooding"Hell" and bringing your good works to a premature end. Then, open the gateabove the chamber to which you relegated the robots, and the only gate on thelevel above "Slavery." Save your game so that you can recover if my instructionson where to make adjustments have not been clear. Now, open the gate to theright of the robots, and watch the lava flow!

The Orb installations are smothered in lava, and an interesting side effect oftheir destruction is the reversion of every mutated human into normal (albeitnaked) form! You are even witness to the reunion of Ming and her father, andstrangely enough, when she reverts, she is dressed (I guess I'll neverunderstand modern science). You also witness the welcome sight of Orb robotsroasting in the lava. The view of the control panel returns, to allow you tofinish your work. Move all the slaves from their chambers to "Hell." They giveyou a hero's greeting and carry you to "Freedom" where an earth-drilling machineawaits to carry you to the surface.

Four labeled buttons appear in a row on the control panel before you. A redbutton is centered above them. Press the buttons in turn to enter the passwordfor this machine, and press the red button to activate. An incorrect passwordwill result in a flashing message in Orb language, and no reaction from theearth drill. The only Orb word we've noticed was the one tattooed on the palm ofthe severed arm in the club: "UNNC." Enter the letters and press the red button.Bingo! Move the marker to the now lit view screen, and press ENTER to navigatethe machine.

You will work your way through the maze of lava packs to the surface. Needlessto say, making contact with the lava will end your trip. Save your game often asyou make progress. Move up the left of the first screen, and exit the screenfrom the top. On the second screen, move up slightly, over to the right, and godown to exit the screen from the bottom, at mid-screen. This returns you to theoriginal lava screen. Follow the open path down and to the right, and exit thescreen from the right, near the bottom. The next screen should be exited fromthe top, near the right corner. There are two tight spots in the path, near themiddle of the screen, and around a triangle of lava at the bend in the path.Maneuver over the mid-screen obstacle, and unde the triangle.

The next screen you encounter will contain the San Francisco skyline; you willexit from this screen, but first you must curl to the left and down to return tothe screen you just left. Once there, follow the path to the left, and exit thescreen from the top, to the left of the center of the screen. Now, follow thepath on the skyline screen diagonally to the upper right corner, and breakthrough the surface near the Ferry Building.

As you break through the surface, a scowling Phil Cook makes a run for it. Hereaches his spacecraft (parked behind the Ferry Building) as you crawl from thecockpit of the drill. He takes off just as you reach the craft, leaving you noalternative but to grab on to the landing gear! As you hold on for dear life,the gear retracts, pinning your fingers. You're in for the ride, so get"comfortable" and hold your breath as Phil pilots the craft to your nextdestination: London. The game closes with a message in the distance, which isrevealed when you examine it: "To be continued...." Congratulations! You havfinished and can now join the throng of people anxiously awaiting MANHUNTER 3!

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