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- MANHUNTER: NEW YORK
-
- 1 Introduction, Game Plot
- 2 Hospital, Church, Bar, Park,
- Sewers, Coney Island
- 3 Grand Central, Disco, Food
- Store, Central Park, Osborne
- Apartment, Museum
- 4 Church, Cemetery, Theater,
- Pawn Shop, Jones, Empire
- 5 Hospital, Grand Central,
- Tunnels, Endgame
-
-
-
-
- MANHUNTER: NEW YORK
- Part 1
-
- INTRODUCTION
-
- This game is a mixed format type of game. By this, I mean it has portions that
- are arcade sequences, mapping (not too much of this), puzzle solving, and normal
- graphic adventure sequences. Movement (except during the arcade sequences) is by
- use of a joystick, mouse, or the arrow keys to move a pointer to show either the
- correct direction, or a location to which you can move.
-
- For the exact methods of moving, check the card that comes with the game for
- computer-specific directions. Also on that card, you can find instructions on
- how the pointer will function to indicate movement direction (as an arrow icon),
- a request to pick up an object (hand icon), or a request for a closer look at an
- object (magnifying glass icon).
-
- During the arcade sequences, you use the arrow keys (as instructed by the
- screen) to perform movement actions (more on this when we get to these
- sequences). For some portions, I will give only tips on what to do (as in
- Central Park, and escaping from the Hospital); with others, I will give more
- complete directions. This is not only to leave some things for you to discover,
- but also because of the difficulty in describing the exact movements needed.
-
- Since the ideal function of a walkthru is to lead the reader through the game
- without false sidetrips, dead ends, and deaths, many of the game's sequences
- that appear in these situations will be bypassed. To give you a look at some of
- these sequences, I will, at times, instruct you to do a SAVE, and to
- deliberately perform an incorrect action. After this, the walkthru will instruct
- you to either restart from the SAVE, or to simply perform the correct action (in
- the cases where the game invokes the "OOPS" feature). These sections can be
- ignored, if you wish, with no harm, since their only purpose in this walkthru is
- to show you what you are missing by NOT making errors.
-
- This game differs from the normal procedure because whenever you make a fatal
- error, you will be presented with a picture of the Programmers, who will offer
- you a helpful hint, and return you to the point just before you made the error
- (the equivalent of your having saved just before the error, and doing a restart
- from the error). At other points (during arcade sequences), I have suggested
- that you save before and after each milestone (so you can restart from that
- point if you miss a move, such as in the Coney Island sequence).
-
- GAME PLOT
-
- Earth has been invaded by an Alien Race called the Orbs. It is now two years
- later, and you have been selected to work for them as a "Manhunter." Your job is
- to investigate crimes, and to find those who committed them. There have been
- some odd changes going on since the invasion. The air is becoming hard to breath
- and is turning color; people are disappearing; and everyone has had a device
- implanted to make tracking their movements possible. Manhunter, you're being
- paged....
-
-
-
- MANHUNTER: NEW YORK
- Part 2
-
- DAY 1: HOSPITAL, CHURCH, BAR, PROSPECT PARK, SEWERS, CONEY ISLAND
-
- You have just completed your training, and it is your first day on the job.
- Welcome to being a Manhunter. The game will begin with an automatic sequence
- where you will be briefed on your mission of the day by an Orb (this procedure
- and sequence will be repeated each day with a different mission).
-
- Someone has attacked Bellevue Hospital and exploded a bomb there. The game will
- release control to you when it is time for you to look at your MAD (which is a
- portable device like a laptop computer that acts as a terminal to the Orbs'
- master computer). You will be using it first in its tracker mode. You will see
- the person being tracked who exploded the bomb. You will see his (her?)
- movements (for a while) before and after the attack. After entering the Hospital
- (and moving around), the trace will go to Trinity Church (you will get a
- close-up of the movements inside), a bar in Flatbush, and Prospect Park.
-
- At Prospect Park the trace will disappear with a comment that the signal was
- lost. Any time you want, you can use your MAD to replay the trace report for the
- current assignment. Okay, now, let's start. First stop: Bellevue Hospital.
-
- Switch to travel mode and select the Hospital (it will be near the lower right
- of your home on the next screen, and will be indicated by a blinking marker; you
- will be told what it is when your pointer is over it). Point to the right side
- of the screen and move in that direction. You will see the side of the Hospital
- (with a gaping hole). Point at the hole, and you can see in the room. Point at
- the room to enter. That robot looks like it's guarding the door (we'll take care
- of it later). For now, though, let's look at the body on the table. Move your
- pointer to the tag on the body's toe, and get a closer view. The tag reads "Reno
- Davis."
-
- To see the "OOPS" feature, point at the body, and go to the close up. Let the
- sequence play to its end, when you get eaten/killed. The three robed figures who
- now show up are (as noted before) the authors, and whenever they appear, they'll
- give you a hint or advice because you blew it (by making a fatal error); they'll
- restart you from before you made the error. When they restart you, just go back
- to the outside again. Call up your MAD and enter "Reno Davis" to get his record.
- Interesting! Not only was he a fellow Manhunter, but the record claims he was
- transferred to Chicago.
-
- Let's follow the tracer to its next stop: Trinity Church (if you want to check
- on movements, just rerun the tracer on the MAD). Point at the maker on your map,
- and go there. Point at the Church to enter. Go to where your suspect did (the
- candle stand on the left), and get a close-up. If you move the pointer around,
- you will find that you can get a match, light it, and light the candles.
- Remember this for later. This is the first of many times when you will discover
- that an action is required, but you do not know yet what the exact procedure is.
- In these cases, the procedure is to just remember that you have an unsolved
- problem, and wait until you get more data to aid in solving it.
-
- Go to the Flatbush Bar and play the Video Game (or try to). You will find that
- you have been challenged to a game of knife toss. Toss the knife between the
- bartender's fingers; missing, or even worse, hitting a finger is a no-no --
- especially hitting the finger). After each success, SAVE since blowing a throw
- will require a restart of the sequence. Restart from the SAVE as required.
-
- After you have made all four throws, you will be rewarded by the bartender's
- doing something that looks like shrugging his right shoulder three times.
- Remember this: It will come in handy later. Now go back to the Video Game.
-
- If you check the map that is enclosed with the game, you will see an ad for
- this Video Game with a diagram. If you look, you will see that you can thread
- the maze by going from lower right to upper left (and passing over three
- markers). In the real game, you want to follow this path. Whenever you cross a
- marker, a ball will bounce over the board, and knock down one of the dolls. The
- order will be 3-6-12 (numbering the dolls from left to right, and top to
- bottom). When you complete the Video Game (if you can't, don't worry because I
- just gave you the information that the Video Game would provide), you will be
- shown a picture of Coney Island (it's a hint).
-
- Now run to Prospect Park and enter. The game will go on automatic until you are
- standing in front of the bathrooms. Your suspect used the LADIES room; so, you
- must, too. Go in and sit down in the third stall (point right at the seat).
- Moving the pointer now will display a hand icon on the Flushing Handle. The
- movement when you flush is vaguely familiar (remember the bartender?), so flush
- twice more. You've just flushed yourself down the drain (into the Sewers).
-
- To find your way out, you can either explore (and map), or just use the
- disguised map that was supplied. Yes, that video game diagram is also the Sewer
- map. Use that map to walk though the Sewers (like you did with the game), but
- take any side passages you need to, so that you hit every one of those markers.
- When you get to a marker in the Sewer, you will find that it is a KEYCARD. Pick
- it up and continue. You will eventually get to a dock (and should have 12
- keycards). If you look closely at the dock, you wil see something flickering.
- Move the pointer until it becomes the Magnifying Glass icon to see that it's a
- medallion with a Barred Circle (the international symbol for "No") around an Orb
- (this is obviously the sign of the Anti-Orb Underground). Take it.
-
- If you go out the cave entrance, you will see Coney Island (remember the Video
- Game?), so go there. The only location you can go to is the Games Midway; do so.
- There are three games: Dart Throw, Ball Toss, and Ring Toss. You want the Ball
- Toss (to knock down Kewpie Dolls). Before you throw the first ball, SAVE. Throw
- and try to hit the third doll (top row, second from the right). If you miss the
- correct target, restart from the SAVE; otherwise, SAVE with one doll down. Your
- second target is the sixth doll (row 2, second from the left). Your third target
- is the twelfth doll (bottom row on the right). Save after the third ball.
-
- Now get your prize. He is giving you an odd look. Was it an accident that you
- knocked down those three dolls in that order, or did you know which dolls to
- knock down? If you ignore him, you will get a stuffed orb charm as a prize.
-
- Restore from the SAVE, and respond to the odd look by using the Medallion.
- Bingo! He takes you for a Resistance Member, and gives you a DATACARD. The game
- will open your MAD and use the DATACARD to get a message. Looks like there is
- something being planned for a "Lady," and "Phil" is bad news.
-
- You will now get an "ORB OVERRIDE" (you have had enough time to do your
- mission); so, give them a name (Reno Davis will do). There does not seem to be
- any checking of the names you enter in these sequences, but one is needed. You
- are ordered back to your room. You have done well for your first day on the job.
-
-
-
- MANHUNTER: NEW YORK
- Part 3
-
- DAY 2: GRAND CENTRAL STATION, DISCO, FOOD STORE, CENTRAL PARK, OSBORNE
- APARTMENT, MUSEUM
-
- Day 2 begins the same as Day 1, except this time the crime is an unauthorized
- entry to Grand Central Station (GCS), and the theft of a maintenance robot. Your
- tracker will show that there were three people this time. Track number 1, and it
- will go to a Disco (after leaving GCS). If you replay the sequence, yo will be
- able to switch to suspects 2 and 3 (see instruction card for details). The best
- way to do this is to get the pointer to GCS, and switch as the traces go past,
- either before or after their break-in. Do this for the second and third blips.
-
- They will travel to the Museum of Natural History. One will enter and travel
- though the Museum, while the other will go to a food store, wait at the
- southwest end of the store (remember this), meet someone (note that this
- person's signal is VERY distinctive -- it will not only come in handy, but is a
- subtle hint about this person's status with the Orbs), and travel to (and in)
- Central Park (CP).
-
- Let's work on the First Blip's movements now. Go to GCS. Use the pointer to get
- a close-up. We see a worker fixing a panel over a window and an Orb. There is
- nothing more here (right now), so leave it (like the Hospital and Church) for
- later. Next stop: The Disco. The guard will not let you through, so point to the
- left (into the Alley). Uh-oh, muggers! We will have to get past them (via an
- arcade sequence). The process is very simple. You have three options: Duck,
- Jump, and Punch.
-
- There will be four muggers. The first three will be throwing weapons at you
- (more about the fourth one later). The weapons will be traveling from the Mugger
- towards you in a stream. All you need to do is Jump over the lows, and Duck
- under the highs. (Make a wrong move or get your timing wrong, and you die and
- get returned to the start of that mugger. After you get past one, you will not
- need to redo him.)
-
- Ducking keeps you in place, while Jumping will advance you towards the Mugger.
- The ratio of lows to highs (i.e., the opportunities to advance) seem to decrease
- from Mugger 1 to 3 (but do not hold me to this), so they get harder. When you
- get close enough, you use the Punch to knock him out. Watch out at this point!
- Too near, and you will be killed; too far away, you will be killed. You may want
- to try to SAVE during this sequence so you won't need to cross the full screen
- after getting part way across.
-
- After you get past Mugger 3, the difficulty goes up. Number 4 is using a gun.
- The process is the same, but you must make your move before he fires (no
- watching the approaching weapons and reacting to them). When he draws, he will
- either hold the gun over his shoulder, or at his waist; shoulder is high and
- Waist is low. Just watch him, and enter the correct counter-move (Duck or Jump).
- The shot will come after a variable amount of time, or will be triggered by your
- command. An automatic shot will kill you, so enter your command as soon as he
- draws. When you get close enough, Punch him. Unlike the others, you will not
- connect (unless you get killed), but instead, you'll be thrown though a window
- into the Disco.
-
- Wait until the screen stops moving and SAVE. Use your Pointer/Magnifying Glass
- to locate a RED Robe (may be Brown), and go for a close-up. If you get a Blond
- Woman, you've got the correct suspect. If not, you will need to restore and
- retry. In any event, you are going to get punched out, and the bouncer will come
- and kick you out. If you get the Blond, you will see something fluttering to the
- ground. Use the pointer to point at this object (the pointer will then become
- the Pickup Hand icon), and get the object (a 13th Keycard) before the end of the
- sequence. You will be kicked out, but you got what you came for.
-
- Your next task is to follow the suspect who went to Central Park. First go to
- the Food Store and look at the Bulletin Board on the southwest wall. There is a
- message here signed HARVEY. (Note the signature for future reference.) Go to
- Central Park (for the most frustrating arcade sequence of the game). CP has been
- turned into a Mine Field (read that sign on the screen), but if you watch this
- sequence on MAD, you will see that it can be threaded. The important move is the
- initial direction that the blips move in (each move will generally be one screen
- in this sequence).
-
- First do two things: Run MAD in tracer mode until you get to the entrance of
- Central Park, and SAVE. I will give you the first move. Point your arrow at the
- lower right edge of the screen, and move it upward for three beeps (i.e., the
- arrow will move this many times). You will be pointing between two close-set
- trees (the front tree will be fully visible). Now move. If you did this
- correctly, you will now be on a new screen; otherwise, you will see yourself
- walking into a clearing and getting blown up. Unless you make the correct move
- on each screen, this sequence will become very familiar. If you made it, pull up
- the MAD's display, and play it to get your next move.
-
- The images on the screen will match the images on the MAD TRACER display. Just
- point in the direction of that first move, and you'll be okay. Save after each
- successful move.
-
- WARNING: When you get to the screen that shows a Street Sign, you will notice
- that the MAD display shows the tracers moving off to the right, doing some
- circling, and RETURNING to the original location. This is where the game gets a
- little tricky. Make the move to the right, and you will see a new screen. Look
- at MAD again, and see where the move is made just prior to the circling. This is
- near some bushes; on your screen, it will be in the upper left area. Save as
- usual and then go to those bushes. You will find a Crowbar that you should get.
- Then, just let the arrow (which should be pointing DOWN) take you back to the
- Street Sign.
-
- Now follow MAD again to the TOP of your screen. You will eventually be lead to
- a body. Look at the body, and you will see a "P" on the forehead. In true
- mystery style, the victim attempted to write in his own blood a clue to the
- killer's identity. As is usual, he died before finishing. He got out "COO" and a
- partial letter that started with a down slash, like K, D, L, B, etc. Since that
- "P" and the warning on the datacard about "PHIL" seem to relate, use MAD to
- check out PHIL "COO?" You hit the jackpot with "K" (COOK). His address is the
- Empire State Building [ESB] (no need to know this; the game will tell you when
- you get there), and he is a Civil Servant (interesting).
-
- Look around, and near the body you will find some litter. Look at it, and you
- will find a note to meet Anna, and a handkerchief marked "H. Osborne." That
- message at the Food Store was from Harvey; so, ask MAD about HARVEY OSBORNE and
- ANNA OSBORNE. Both are at the same address. If you go to the ESB at this time,
- you will find the Door locked. (I am not totally sure of this. The opening of
- the door is triggered by you having completed some actions. Since this is a Day
- 3 item, just ignore it for now, even if the door is open. Your actions will be
- given in Day 3 for that sequence.)
-
- Now go to the Osbornes' Apartment. Inside on the wall to the right of the
- doorway is a button. Pressing it will open the panel, and a hanged body will be
- revealed. ("P" was at work again; if you do the close-up, you will see his "P".)
- Close the door, and look in the Shopping Bag. You find a Key; take it. Now go to
- the Museum.
-
- Go to the right (around the side), and use the Key to get in. At this point you
- can either follow MAD, or just use the MAP that came with the game. Afte you
- enter, go to the right and up the stairs. You will be at the end of a hallway
- with the stairs at your back and two doors to the sides. Turn left and SAVE. Use
- a Keycard on the Slot and just wait. You will see the hallway again, so point
- left and move.
-
- You will need to repeat this sequence (point, close-up, use Keycard, point,
- move) for each door you encounter. Follow the halls to the stairs and go up to
- the third floor. Go forward to the next set of stairs, take the right hand set,
- and go through the right door. You should now have two doors next to you (if
- there is only one, you took the left stairs; so, go forward and use the LEFT
- DOOR). Go forward two moves and take the RIGHT DOOR.
-
- Follow the halls going FORWARD at every intersection. You will run out of
- Keycards before the end, but do not worry. You will come to a door with a 2x4
- beam locking it. SAVE, and use that Crowbar on the door. Oops! King Kong, Jr.
- seems to have been guarding the door, and he just killed you. You will be
- restarted by the game; this time use the Medallion (to show you are a Good Guy),
- and he will remove the 2x4 for you.
-
- Enter and you will see/hear an explosion in the next room. Go in. It looks like
- that Maintenance Robot just blew up. Look around (IGNORE the body for right
- now), and you will find a picture on the left wall that seems to be a drawing of
- a room, showing an arrow from the door to a table on the lower left side
- (remember this). Now you can look at the body; first note that TATTOO on the
- wrist. What does it remind you of? It looks like that Candle Stand at the
- Church. (Note the White/Lighted dots so you can reproduce the pattern with the
- candles in the Church.)
-
- Take the object near the body's hand (it is something called "Module A"), and
- then TRY to use Travel to get out. You will get an "ORB OVERRIDE" again and
- asked for names. Tell it "HARVEY OSBORNE," "ANNA OSBORNE," and (why not confuse
- them since he met/killed Harvey?) "PHIL COOK." You are now ordered back to your
- room, and it is the end of Day 2.
-
-
-
- MANHUNTER: NEW YORK
- Part 4
-
- DAY 3: CHURCH, CEMETERY, THEATER, PAWN SHOP, JONES APARTMENT, EMPIRE STATE
- BUILDING
-
- The crime this time is the Assassination of an Orb. The track is from a
- Cemetery, to a Theater in Times Square, to a Pawn Shop. Before we start tracking
- the suspect, let's clean up a pending problem: Trinity Church.
-
- At the Church, light the candles that match the tattoo from the body at the
- Museum. (You did mark them down, didn't you? If not, save here, then restore to
- the save at the 2x4, just before King Kong, Jr.; then rerun the sequence, copy
- down the Tattoo, and restore this save.) Lighting the correct candles will open
- the door over the candles. Get "Module B" from there and look at the patterns on
- the inside of the door: a Star and an "L" shape. Blow out the candles, and the
- door will close, revealing a third pattern: a Cross.
-
- Now back to our tracking. First stop: The Cemetery. Enter the Cemetery, and you
- will see the Orb on a spike in front of a grave. Read the grave marker: oh, a
- young boy who died saving his father from the Orbs. If you interpret this
- picture as a symbolic "I killed this Orb for you, Son," you read it correctly.
- We now know (okay, we _assume_ we know!) that the Orb's killer is "Father"
- Jones. Next stop: the Theater.
-
- Enter and go to the right. Inspect the painting to the far wall on the left (as
- the Blip did). Ah, the old "Hidden-Safe-Behind-the-Painting" routine. We have no
- safe combination (right now), so let's look around. If you look at th pictures
- on the right side of the far wall, you will find that there are two of a young
- boy. The Dates/Ages given match those on the grave marker, so we can safely
- consider that he is the boy in the grave, and this is his father's Office.
-
- Now go to the Pawn Shop. Enter and look at the Badge Board the owner is showing
- you. SAVE, then point at the Triangle Badge. Looks like picking the wrong badge
- is dangerous (you can lose you head!). Restore, and this time, point at the
- Star, the Cross, and the "L"-shaped Badges. (The clues in the Church, remember?)
- Now, instead of you losing your head, you take a one-way trip through a Trap
- Door (you gave the correct "high sign" for _this_ member of the Resistance).
-
- Look around and you will see a Door, a Sign over the Door, and a Painting. The
- Sign tells you to look at the Painting and find the hidden number. To see what
- happens if you are wrong, enter "42" on the keys. The "4" will be accepted (a
- good sign), but the "2" will drop that rock on your head (a bad sign). If you
- look closely, you will see that the Tree's Shadows form a "41," so enter that,
- and you go through the door.
-
- You are now in another room (no sign this time). The code this time is 1031.
- (Do I have to tell you that it is a Halloween Picture? [i.e., OCT 31 = 10/31].)
- Another room, another picture. The hidden number is 264 (and it is shown as a 3
- with an arrow pointing left (BEFORE 3 [2]), 3+3= [6], and 3 with a right arrow
- [4]). One last picture: 425 (3 twigs, with 4, 2, and 5 branches).
-
- Now you find another dead body. Look at this one, and you will see that "P"
- again. Also, look at the left (your right) side of the Hood and you will see
- HARRY. (Sneaky aren't they? A hidden clue). Go around the bend and you will
- catch the killer, Phil, trying to make his getaway!
-
- Watch out for him. He is going to jump down (as you approach), pull a knife,
- and attempt to kill you. Since you made it through the Back Alley at the Disco,
- you should know the routine by now. This time, however, it is close-in fighting.
- You Duck his High Thrusts, Jump over his Low Thrusts, and (while he is not
- attacking) try to punch him out. Even if you get a good blow in, he might just
- jump/duck and avoid it (getting only one in may not be enough). Eventually, you
- will score on him, and he'll drop a piece of paper and escape. Pick up the paper
- and MAD will note its contents. It's a string of numbers, so if you guess that
- it is the Combination to the Safe at the Theater, you are correct!
-
- Climb the ladder, and you will find yourself outside the ESB (ignore it for
- now). Ask MAD about HARRY JONES, and you will get an address (and get
- confirmation that the Theater was his). Go to the Jones Apartment, and you will
- notice that the layout matches the floorplan in the Museum. Follow the map and
- go to the Radio. Turn it on and listen to the music. Nothing much, but there
- must have been _some_ reason for that map! Use the crowbar on the Radio, and you
- will find the reason: "MODULE C" is hidden inside!
-
- Go to the Theater and open the Safe (MAD has the Combination if you need it).
- Quickly get the Paper inside. Read the Paper (MAD will make a copy), and you
- will find that it is made up of U's and C's (UCUCC). Go to the ESB and enter.
-
- This must be Phil's office. The only thing of interest is that Computer
- Terminal, so turn it on. Looks like it wants a PASSWORD. Try that U+C string
- from the Safe. Holy Hacker, Batman! It worked! Do a SAVE right now. You can now
- experiment with each setting. You will now discover what is going on, and that
- the Orbs have four main areas secured (ESB, GCS, Bellevue, and the Statue of
- Liberty). As you experiment with the settings, you will trip the SECURITY SCAN
- at the ESB and get killed. (That is what that SAVE was for.) Before leaving,
- make the following settings:
-
- ESB: Leave Transmitter OFF but the Signal Tracker ON (leave the security sc at
- its original setting).
-
- GCS: (no setting but note that the Repairs are now Complete).
-
- Liberty Island: Leave Guard on GROUND Patrol (you will see why on Day 4. You do
- _not_ want the Ground-to-Air Defenses activated).
-
- Hospital: Set the Door Robot on Roving Patrol. (Remember on Day 1, I said we
- would take care of him. We just did, and we can go through that Door now!) Set
- the other Guard on ORB protection. He should be there now. In the other setting,
- he will be left Guarding a Room that we will need to get into on Day 4.
-
- Now you can close down the terminal and try to exit the room. You will get a
- snide remark about doing a SAVE (do so if you want, but you have the correct
- settings right now), and then an "ORB OVERRIDE." Tell them "HARRY JONES," and go
- home for a good night's rest. You're going to need it: Tomorrow's going to be a
- _big_ day.
-
-
-
- MANHUNTER: NEW YORK
- Part 5
-
- DAY 4: HOSPITAL, GRAND CENTRAL STATION, MAZE OF TUNNELS, SKIES OF NEW YORK,
- SUCCESS (?)
-
- Your mission today is to find out who "hacked" their way into the Orbs' Main
- Computer. When you use MAD to do the tracking, you will be shown a diagram of
- some of the Computer Equipment. You will see a message entering the computer.
- The "Signal Tracker" will then be activated. All you need to do is use your
- pointer to flag the correct signal (like you did with the blips on Day 2), so
- the Tracer can trace it.
-
- Once you get the correct signal, you will find that it came from an office in
- the ESB. The trace will then follow the "Intruder" to an Apartment Building on
- Fifth Avenue. If you smell something rotten in Denmark, you're right. Your task
- today is to track down _yourself_. As if that were not enough, the Orb mentioned
- in passing that you were being transferred to Chicago (you know what that means
- -- remember Reno Davis on Day 1?) after this assignment.
-
- Your neck, and more importantly, your body and your life, are now on the line.
- Like it or not, you are now a member of the Resistance and may be Earth's only
- hope (melodramatic, aren't I?)! Okay, let's go and save Earth!
-
- First stop: The Hospital. Enter as you did on Day 1. That door in the back is
- now clear (you set the robot on Hall Patrol, remember?). Go through it and
- explore. Rats! You just ran into an Orb, who called the Hall Robot, which is now
- chasing you. Don't panic! (Sorry, I just remembered we're not playing
- HITCHHIKER'S GUIDE TO THE GALAXY.) Make that: Don't worry or restore...you
- _want_ to be captured!
-
- You will be thrown into a locked room. Look at those bones. Looks like you are
- not the first to get stuck in here. Climb the Pile of Bones, and look through
- the Grating. It appears that machine is slicing and dicing bodies to make ORB
- CHOW. If you wait, the machine will be turned off, the ORB CHOW container will
- be escorted by the Orb, and (since you set the robot's orders to guard the Orb)
- the robot will leave the room with the Orb (leaving the room unguarded). This
- looks like your chance.
-
- Use the Crowbar on the Grating and enter the room. Examine the machine, and you
- will find "MODULE D." Turn on the machine with the Conveyer Belt going to the
- LEFT (i.e., into the wall), and climb onto it.
-
- You now have to perform the task of getting to that window in the upper left
- (though that yellow bar). All you need to do is weave your way up, down, right,
- and left. Movement is via the Arrow Keys. You climb up and down the bars, and
- move from side to side to adjacent bars. The Horizontal Bars block your path
- (touch them and you fall off and must restart). There is one more danger. After
- you start, Acid (or something) will start to drip down the bars at random. Get
- touched by it, and you will also fall off.
-
- Before you start, trace your route. You will see that you can get there by
- following a path of sections of adjacent bars. To get from one segment to the
- next, you go up (or down) a long bar that connects the one segment to the next.
- Save periodically, and restart from the save when needed. To avoid the Acid,
- just swing to an adjacent bar. (If you remember DONKEY KONG, there was a
- sequence like this in one of the games in that series).
-
- After you take the plunge from the top floor of the Hospital and shake yourself
- off, go to GCS. Use the Crowbar on that Plate and enter. Look at that: an Orb
- Spaceship! Enter it. Let's look at that Control Panel. Those four slots look
- interesting. Use each of the four Modules, and the Controls will power up. Now,
- if we only knew what controls to use. Move the Pointer around, and you will
- locate the controls. There seems to be only one (upper left), so activate it
- (the controls and the ship power up), then look for controls again. This time
- you will find five (potential) controls. SAVE at this point.
-
- Activate the Control in the upper right. You will then get a view from outside
- the ship. Uh-oh, here come some Guard Robots! They blast you though the open
- door. Looks like that was the wrong control to try first. This time use the one
- in the lower center. You will again get that scene, but let it run. This time,
- the ladder closes before they get there, and the robots can't get at you (they
- just get mad about failing to protect the ship).
-
- Activate the lower right control, and the Exit Door will open. Then use the
- lower left control, and the ship will take off. Maneuver it through the exit.
-
- You are now in a maze of tunnels under Manhattan and Brooklyn. You must find
- your way to the exit. I will leave _finding_ it to you, except to tell you that
- your first move should be to go DOWN, and the exit is a few screens to the
- right. All the Tunnels, except for the exit, will be dead ends. When you get to
- the screen with the exit, you will find that it is in Prospect Park; in exiting,
- you will destroy the Sewer and the Rest Rooms. As soon as you exit, the game
- will go on automatic, show you coming out of the ground and flying off. The game
- takes you on a sidetrip ("Meanwhile, in another part of the City...") to show
- Phil enter _his_ Spaceship to intercept you, and then returns control to you in
- the Orb's spaceship. Now is the time for that upper RIGHT hand control (it arms
- the four bombs, and activates the Bomb Sight). Now use the upper center control
- under the View Screen (to Activate it), point at the Screen (to get a close-up),
- and SAVE (you will need this if you blow your bomb run at Liberty Island).
-
- You will be flying over Brooklyn. Practice flying on this screen and the one to
- the LEFT (NY Bay). Do _not_ go to the upper left of the Screen (over the
- Bridges), or you will end up in Lower Manhattan (you do _not_ want to go there
- yet). Once you are happy with your flying, then enter NY Bay. In the lower left
- corner of the NY Bay screen is Liberty Island. IGNORE the Island in the center
- with the Star on it -- that is Governors Island and _not_ your target. Make your
- bomb run and drop a bomb when you are over Liberty Island. This will be a little
- hard, since the game will not let you get too close to the lower left.
-
- Since you left the Guards on Ground Patrol, you will _not_ run into any
- Anti-Spaceship Defenses as you make your run (aren't you glad I had you leave
- the Defenses turned off?). If you score a hit, you will be shown a picture of
- the bombed island (now SAVE). If you miss, restore and try again (you have four
- targets and four bombs: Don't waste them). Now you are ready for the three
- targets on Manhattan Island.
-
- After you enter the airspace over Manhattan, Phil will find you. If you had
- gone there before attacking Liberty Island, he would have tracked you, and you
- would have had him to contend with during your bomb run (this way you are 1/4
- done before having to worry about him). There is no way to eliminate him. The
- only thing you can do is out-fly him, while at the same time doing your bomb
- runs. Even though he can attack you by causing you to crash, you have one
- advantage over him: If you leave a screen, you will have about 10 to 15 seconds
- before he shows up again. Use this wisely. You will find that you can duck out
- from a screen where a target is, wait for him to appear, RETURN to the target's
- screen, and make your bomb run before he re-appears.
-
- After each successful bomb run, SAVE. If you get killed or miss a target,
- restore! (Simple, isn't it?) There is one "gotcha," however. There is a bug in
- some (all?) of the games that will cause it to ignore a direct hit if you leave
- the screen after making the drop, but before the bomb lands (and destroys the
- target). Your targets will _not_ be shown in any way, so make sure you know
- where they are before you get to this point.
-
- The Hospital and GCS should be easy to spot and destroy; a hit is scored by
- dropping anywhere on them). The ESB will be harder to spot/hit, so go for it
- first, or last, or in the middle for that matter -- hit any target you can.
-
- After your fourth successful bomb run, you will automatically land, and get a
- small parade from the Resistance (you will be lifted on their shoulders and
- cheered). Unfortunately, Phil (remember him?) was not invited, so he decides to
- crash the party. He flies overhead in his spaceship, fires a ray at everyone,
- then flies off. You are suddenly back on the ground (the crowd and the people
- carrying you are now just ashes), so you calmly walk back into your ship and
- take off.
-
- You see a skyline of New York (just like in the opening credits). Suddenly a
- Spaceship flies up and off the screen, closely pursued by another ship. You get
- a "TO BE CONTINUED," followed by a "THE END" logo. (I warned you about this with
- my "SUCCESS (?)" heading.)
-
- MANHUNTER: NEW YORK is published and distributed by Sierra On-Line.
-
- This walkthru is coypright (c) 1989 by Robert Rosenberg. All rights reserved.
-