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manhnt1b.sol
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1988-12-31
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Solution to MANHUNTER: New York
courtesy of FTT and EAHT
General: The key to all of the arcade sequences is save,
save, save. Save just about whenever you make any progress at
all.
Day 1
You start out in MAD tracking the perpetrator. Note each
location he goes to, and procede to each in the same order.
Location 1: Bellevue Hospital. Go to right side of the building
and enter the hole. Do some general observation of the scene.
L-2: Trinity Church. There is really nothing you can do here at
this time.
L-3: Flatbush Bar. Enter and go to the videogame. You will be
challenged to a game of mumblety-peg; after you win this, you
will be allowed to go back to the video. You should draw a plan
or map of the videogame, as you will need it later. You will
also need to note which Kewpie dolls are knocked down by which
squares (particularly the squares which you *must* pass in order
to exit the maze).
L-4: Prospect Park. Head in to the rest rooms. The third stall
in the woman's side is your target. Flush three times to enter
the sewers. The plan of the sewers is identical to the layout of
the videogame from location 3; the squares in the game correspond
to access cards in the sewers. You need to collect all 12 cards;
don't leave without them. Leaving the sewers you will see a
glittering dot on the pier. This is a medallion you will need.
Now travel.
L-5: Coney Island. The kewpie doll (middle) stall is the one
you want. Note that the dolls are arranged in the same order as
they are in the videogame; you must knock down the three which
correspond to the three that lie in the direct path through the
maze in the videogame, in the correct order. If you do this with
your three balls, the operator will give you an odd look; use the
medallion at this point and he will give you a data card. After
you read this, the Orbs will demand a name for the suspect; you
can give them the name of the dead man from location 1 if you
like, but they don't seem to care what you put down.
Day 2.
Again you start in MAD, but this time with three possible
targets. Follow the first one all the way through and note the
locations, then reopen Tracker and tag a different target; note
that each of the three ends up at a different location.
Location 6: Grand Central Terminal. Note the repairs.
L-7: Wretched Excess Nightclub. Go to the alley. You need to
dodge the knives, bombs and bullets long enough to get within
punching range of 4 thugs. Once you finally get in the
nightclub, save. The person you want is wearing a brown hood and
is standing near the left side of the screen. Make sure you grab
the dropped card before you are kicked out.
L-8: Central Park. Most of the park is a minefield. Each
screen will give a large number of choices of directions to go.
The proper ones are as follow:
Entrance: Starting from the right side, the 3rd click
counterclockwise.
Carousel: From left side, 8th click clockwise.
Fountain: From right, 4th click counterclockwise.
Statue: From left, 6th click clockwise.
Signpost: From left, 6th click clockwise.
Grove: From right, 4th click counterclockwise. Take the crowbar
and back up to the signpost; then go from left, 7th click
clockwise.
Castle: From right, 4th click counterclockwise.
Cleo's Needle: From left, 6th click clockwise. Note the letter,
scrawled message, and hanky. The message on the rock is part of
the killer's name. Travel from here.
L-9: Vend-o-deli. Go in and check the bulletin board on the
right (far). Now you have the first and last names of the
corpse, so use MAD info to look up the address; and voila, you
can travel there. (If you still can't figure out the name, it's
listed at the end.)
L-10: 150 W. 82nd. Go into the apt. Take the key from the bag.
Travel.
L-11: Museum of Natural History. Go to the side doors and use
the key. Now you must take the exact route taken previously by
the suspect (watch MAD and write down exactly which doors he
takes), using your 13 keycards to open the doors; you will need
all 13, so if you missed any, forget it. Now you are at a barred
door. To open it, you will need both the crowbar and the
medallion. Continue heading down to the last room. Pick up
Module B and note the fresh tatoo. This is a very important clue
to something; I only figured this out much later, so I will give
you the answer during day 4. Also note the diagram on the wall.
Leave by travel. Again, it dosn't seem to matter what names you
give to the Orbs.
Day 3.
Location 12: Greenwood Cemetary. Note the information on the
tombstone where the Orb is impaled.
L-13: Theatre in Times Square. You don't have the combination
yet. Note the pictures and dates; get the drift?
L-14: Abdul's Pawn Shop. The correct badges are known by solving
the clue from location 11; I had to guess, which is tedious but
possible. The correct choices are cross, star, and panpipes.
Beneath the shop, the answers to the puzzles are: 41; 1031; 264;
and 425. Look at the corpse very carefully; you should be able
to figure out his name now (if not, it's given at the end). Slug
the killer and grab the note; MAD will automatically record the
information on it. Now you need to use MAD to look up the name
of the corpse.
L-15: 21 Pearl St. You may recognize this room from a diagram.
You need to use the crowbar to get Module C.
(L-13): Theatre. Return here and use the combination you got
from location 14. Take the note; it will again be stored by MAD.
At this point (if you haven't already) you will have to figure
out the name of the Orb's human agent (the guy who's been killing
all these people) to enter into MAD. If you haven't got it, see
the end of the solutions.
L-16: Empire State Bldng, AKA 5th Ave. and 34th St. Go to the
terminal, turn it on, and enter the password from location 13.
Determine the four real locations that correspond to Alpha, Beta,
Gamma, and Delta. In Alpha, you need to switch the top Security
switch to Hall Patrol. In Delta, you need to switch Security to
Signal Tracker. Otherwise, everything should be switched back to
its original setting when you leave. An Orb Override now occurs,
and again they don't seem to care what names you give.
Day 4.
First off you need to go through the Signal Tracker routine.
Now you find that the suspect is you. There is no sense
following yourself around, so you will be re-visiting some
previous locations.
(L-2): Trinity Church. If you didn't figure this out before,
what you need to do is to light 3 candles in the left rack, in
the same pattern as the tattoo from the man at location 11. This
opens a secret compartment containing Module A; it also shows the
symbols you should pick at location 14.
(L-1): Bellevue Hospital. By changing the Alpha Security, you
can now get into the halls. You will quickly be captured and
thrown into a room. Crawl up to the window; wait until everyone
leaves and then use the crowbar. (If the robot never leaves, you
messed up back at location 16). Take module D. Move the handle
up and get on the conveyor belt. Negotiate the maze up to the
window.
(L-6): Grand Central Terminal. Use the ever-useful crowbar to
open the grate. Enter the ship and insert Modules A - D. The
lightning bolt button must be pushed first, then the middle lower
button. After this all the buttons can be pushed, but you must
push the lower right button before the lower left button. Fly
out and negotiate the maze (take the downward branch, on the next
screen take the middle branch to the right, on the next screen
take the middle branch.) Now that you're in the air, you will
need to bomb 4 locations; the Empire State, Grand Central,
Bellevue, and the Statue of Liberty (which is located at the
purple square on the island at the lower left corner of the
lowest (harbor) screen. Note that you can't do this if you
turned the Air Defense on way back at location 16.
That's all!
Names you need to put into MAD
Harvey Osborne
Harry Jones
Phil Cook