Manhunter: New York (Sierra On-Line, Inc./Sierra On-Line, Inc.)

Last modified on April 24th, 2005

Manhunter: New York

Introduction

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).

Day One

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 (Manhunter Assignment Device), which is a portable device like a laptop computer that acts as a terminal to the Orbs' master computer). You'll be using it first in its tracker mode. You'll see the person being tracked who exploded the bomb. You'll see that person's 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.

The trace will disappear at Prospect Park with a comment that the signal was lost. You can use your MAD to replay the trace report for the current assignment at any time that you want. Your first stop is Bellevue Hospital.

Switch to travel mode and select the Hospital, which will be near the lower right of your home on the next screen, and'll be indicated by a blinking marker. You'll 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'll see that the side of the Hospital has 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."

Point at the body, and go to the close up, to see the "OOPS" feature. Let the sequence play to its end, when you are eaten or killed. The three robed figures, who now show up, are the authors (as noted before). Whenever they appear, they'll give you a hint or advice because you blew it by making a fatal error. They'll restart you at a point prior to where you made the error. After you've been restarted, 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.

Follow the tracer to its next stop, which is Trinity Church. Remember that if you want to check on movements, just rerun the tracer on the MAD. Point at the marker on your map, and go there. Point at the Church to enter. Go to where your suspect went (the candle stand on the left), and get a close-up. If you move the pointer around, you'll 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 don't know yet what the exact procedure is. The procedure, in these cases, 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 try to play the Video Game. You'll 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. 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'll be rewarded by the bartender doing something that looks like shrugging his right shoulder three times. Remember this, as it'll come in handy later. Return to the Video Game. If you check the map that is enclosed with the game, you'll see an ad for this Video Game with a diagram. If you look, you'll 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 the information that the Video Game would provide was just given), you'll be shown a picture of Coney Island (it's a hint). You may wish to make a map of the maze, including the location of the little squares.

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 (on the left). So too, must you. Go in and sit down in the third stall (the very last toilet on the right), and 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. Whoosh! You've just flushed yourself down the drain into the Sewers.

To find your way out, you can either explore, use the map you created, or just use the disguised map that was supplied with the game. 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'll find that it is a KEYCARD. Pick it up and continue. You'll eventually get to a dock and should have twelve key cards. If you look closely at the dock, you'll see something flickering. Move the pointer until it becomes the Magnifying Glass icon. You'll see that it's a medallion with a Barred Circle (the international symbol for "No") around an Orb. It's obviously the sign of the Anti-Orb Underground. Take it.

If you go out the cave entrance, you'll see Coney Island. Remember the Video Game? So go there. The only location you can go to, is the Games Midway. There are three games: Dart Throw, Ball Toss, and Ring Toss. You want the Ball Toss (to knock down Kewpie Dolls). SAVE before you throw the first ball. Throw and try to hit the third doll (top row, second from the right). If you miss the correct target, restart from your SAVEd position, 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 again after successfully knocking down the third doll.

Now get your prize. The guy gives you an odd look. Was it accidental that you knocked down those three dolls in that order, or did you know which dolls to knock down? If you ignore him, you'll get a stuffed orb charm as a prize, and you'll need to restore from your SAVEd position. If you respond to the odd look by using the Medallion, 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'll now get an "ORB OVERRIDE" (you've had enough time to do your mission). So, give them a name. Reno Davis will do as there's no checking of the names you enter in these sequences, but one is needed. You are ordered back to your room. You've done well for your first day on the job.

Day Two

The second day begins similarly to the first day, except this time the crime is an unauthorized entry into Grand Central Station, and the theft of a maintenance robot. Your tracker'll show that there were three people this time. Track the first one and it'll go to a Disco after leaving Grand Central Station. If you replay the sequence, you'll be able to switch to the second and third suspects (see the instruction card for details). The best way to do this is to get the pointer to Grand Central Station, and switch as the traces go past, either before or after their break-in. Do this for the second and third blips.

They'll travel to the Museum of Natural History. One'll enter and travel through the Museum, while the other'll go to a food store. Wait at the southwestern end of the store (Remember this!). Meet someone (Note that this person's signal is VERY distinctive. It'll 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 (Central Park).

Let's work on the First Blip's movements now. Go to Grand Central Station. Use the pointer to get a close-up. We see a worker fixing a panel over a window and an Orb. There's nothing more here right now, so leave it for later. No proceed to the Wretched Excess Nightclub. The guard will not let you through, so point to the left into the Alley. Uh-oh, muggers! We'll have to get past them and an arcade sequence ensues. The process is very simple. You have three options: Duck, Jump, and Punch.

There'll 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 low weapons, and duck under the high weapons. If you make a wrong move and die, you're returned to the start of that mugger. After you get past one, you won't need to redo him, thus there's little need to SAVE here.

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) seems to decrease from Mugger 1 to 3 (but this may not be true), so they get more difficult to evade. When you get close enough, use "Punch" to knock him out. Watch out at this point! If you're too near or too far away, you'll be killed. You may want to try to SAVE during this sequence so you won't need to cross the full screen again after getting part way across.

After you get past Mugger 3, it becomes more difficult. The fourth Mugger uses a gun. The process is the same, but you must make your move before he fires (i.e 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 nightclub.

Wait until the screen stops moving and SAVE. Use your Pointer/Magnifying Glass to locate a RED (it may be Brown) Robe, and go for a close-up. If you get a Blond Woman, you've got the correct suspect. If not, you'll need to restore and retry. In any event, you're going to get punched out, and the bouncer will come and kick you out. If you get the Blond, you'll 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'll 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). Central Park has been turned into a Mine Field (read that sign on the screen), but if you watch this sequence on MAD, you'll 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. Point your arrow at the lower right edge of the screen, and move it upward for three beeps (i.e., the arrow'll move this many times). You'll be pointing between two close-set trees (the front tree'll be fully visible). Now move. If you did this correctly, you'll now be on a new screen, otherwise, you'll see yourself walking into a clearing and getting blown up. Unless you make the correct move on each screen, this sequence'll 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 ok. SAVE after each successful move.

WARNING: When you get to the screen that shows a Street Sign, you'll 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'll see a new screen. Look at MAD again, and see where the move is made just prior to the circling. It's near some bushes. It'll be in the upper left area on your screen. SAVE as usual and then go to those bushes. You'll 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'll eventually be lead to a body. Look at the body, and you'll see a "P" on the forehead. The victim attempted to write in his own blood a clue to the killer's identity, in true mystery style. He died before finishing as is usual. He got out "COO" and a partial letter that started with a down slash (e.g. 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. There's no need to know this as the game'll tell you when you get there. It's interesting that he's a Civil Servant.

Look around, and you'll find some litter near the body. Look at it, and you'll 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 Empire State Building at this time, you may find the door locked. 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. There's a button inside on the wall to the right of the doorway. 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'll see his "P".). Close the door, and look in the Shopping Bag. You'll find a key, that; you'll take. Now go to the Museum.

Go around the side to the right, and use the key to get in. You can either follow MAD at this point, or just use the map that came with the game. After you enter, go to the right and up the stairs. You'll be at the end of a hallway with the stairs to your back and two doors on the sides. Turn left and SAVE. Use a Keycard on the Slot and just wait. You'll see the hallway again, so point left and move.

You'll 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 and take the right hand set. Go through the right door. You should now have two doors next to you. If there's 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'll run out of Key cards before the end, but don't worry about it. You'll come to a door with a 2 x 4 beam locking it. SAVE, and use the Crowbar on the door. Oops! King Kong, Jr. seems to have been guarding the door, and he just killed you. You'll be restarted by the game. This time use the Medallion to show you're a Good Guy, and he'll remove the 2 x 4 for you.

Enter and you'll see or hear an explosion in the next room. Enter and it appears that the Maintenance Robot just blew up. Look around and IGNORE the body for right now. You'll 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 or Lighted dots so you can reproduce the pattern with the candles in the Church.

Take the object near the body's hand, which is called "Module A". Then TRY to use Travel to get out. You'll get an "ORB OVERRIDE" again and be asked for names. Tell it "HARVEY OSBORNE," "ANNA OSBORNE," and (why not confuse them since he met or killed Harvey?) "PHIL COOK." You're now ordered back to your room, and it is the end of Day 2.

Day Three

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 the pending problem of Trinity Church.

Go to the Church and light the candles that match the tattoo from the body at the Museum. 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. They're a Star and an "L" shape. Blow out the candles and the door will close and reveal a Cross as the third pattern.

Now back to our tracking. Go to the Cemetery and enter it. You'll 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 believe that the Orb's killer is "Father" Jones. Go to the Theater.

Enter and go to the right. Inspect the painting on the far wall on the left (as the Blip did). Ah, the old "Hidden Safe Behind the Painting" routine. We've no safe combination right now, so let's look around. If you look at the pictures on the right side of the far wall, you'll find that there're two of a young boy. The Dates or 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 (Remember the clues in the Church?). Now 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'll 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. 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're now in another room. There's no sign this time and the code is "1031" (i.e., OCT 31 = 10/31]). It's a Halloween Picture! Another room, another picture. The hidden number is "265", which is shown as a 3 with an arrow pointing left (BEFORE 3 [2]), 3+3=[6], and 3 with a right arrow [4]). The code for the last picture is "425" (3 twigs, with 4, 2, and 5 branches).

Now you find another dead body. Look at this one, and you'll see that "P" again. Look also at the left (your right) side of the Hood and you'll see "HARRY" (Sneaky aren't they? A hidden clue). Go around the bend and you'll catch the killer, Phil, trying to make his getaway!

Watch out for him. He's 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 Wretched Excess Nightclub, 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 or duck and avoid it. Getting only one in may not be enough. Eventually, you'll 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's the Combination to the Safe at the Theater, you're correct!

Climb the ladder, and you'll find yourself outside the Empire State Building. Ignore it for now. Ask MAD about HARRY JONES, and you'll get an address and confirmation that the Theater was his. Go to the Jones apartment, and you'll notice that the layout matches the floor plan 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'll 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 and read it. MAD'll make a copy, and you'll find that it is made up of U's and C's (UCUCC). Go to the Empire State Building 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'll discover what is going on, and that the Orbs have four main areas secured (the Empire State Building, Grand Central Station, Bellevue Hospital, and the Statue of Liberty). As you experiment with the settings, you'll trip the SECURITY SCAN at the Empire State Building and get killed (That's what that SAVE was for.). Before leaving, make the following settings:

  1. Empire State Building: Leave the Transmitter OFF, but the Signal Tracker ON. Leave the security scan at its original setting.
  2. Grand Central Station: There's no setting, but note that the Repairs are now Complete.
  3. Statue of Liberty Island: Leave the Guard on GROUND Patrol. You'll see why on Day 4. You do NOT want the Ground to Air Defenses activated.
  4. Bellevue Hospital: Set the Door Robot on Roving Patrol. This is where we take care of the robot that we encountered at the hospital on Day 1. 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'll get a snide remark about doing a SAVE. You can do so if you want to, but you have the correct settings right now. Perform an "ORB OVERRIDE." Tell them "HARRY JONES," and go home for a good night's rest. You're going to need it as tomorrow's going to be a BIG day.

Go to the cemetery. There's nothing you need here, but the sight of the dead orb with the spear through him is worth seeing. Go to the Church. Go to the set of candles on the left. Light them in this order:

  1. Top Row, first candle.
  2. Middle Row, third candle.
  3. Bottom Row, fourth candle.

Take the Module out of the compartment. Extinguish the candles. Go to Abdul's Pawn Shop. Take a closer look at him. Buy the badges in this order:

  1. The Cross.
  2. The one near it that looks like one vertical line, with a bunch of horizontal lines extending out of it to the right, the longest one being the one on the bottom.
  3. The Star.

You should now fall through a trap door and land in a secret room with a painting and a door. Take a closer look at the painting. You'll be prompted to enter a code. The correct code will let you pass to a series of rooms, each one identical to the first. The codes, that were obtained under the pawn shop are as follows:

  1. 4,1
  2. 1,0,3,1
  3. 2,6,4
  4. 4,2,5

You should now see a dead body. Take a close look at this one too. Round the corner and you should see a guy standing on a ladder, leading to a manhole. He'll jump down and try to stab you. This section is similar to the one with the punks in the alley behind the nightclub. When you punch him and he runs away, pick up the piece of paper he drops. It reads: 843769. Now climb up the ladder. Go to the theater in Times Square. Go to the room on the right and remove the picture on the left of the wall facing straight ahead of you. The code is (yep, you guessed it): 843769. Take out the paper. It reads: UCUCC.

Go to your MAD Info. Look up Harry Jones. Go to Harry Jones's House. It's on the southern tip of Manhattan. Go over to the radio, and smash it with the crowbar. Remove the Module. Go to your MAD Info. Look up Phillipe Cook. Go to the Empire State Building. Go to the computer and turn it on. The password is (yep, you guessed it): UCUCC. Select Site Alpha, and switch the robot from Special Detail (or whatever) to Hall Patrol. Quit the computer. End of Day Three.

Day Four

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'll be shown a diagram of some of the Computer Equipment. You'll 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'll find that it came from an office in the Empire State Building. 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're now a member of the Resistance and may be Earth's only hope (melodramatic, isn't it?)! Ok, let's go and save Earth!

Go to the Hospital. Enter as you did on Day 1. That door in the back is now clear because you set the robot on Hall Patrol. 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! You WANT to be captured!

You'll be thrown into a locked room. Look at those bones. Looks like you're not the first one 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 and the ORB CHOW container will be escorted by the Orb. 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'll 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'll also fall off.

Before you start, trace your route. You'll 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. Just swing to an adjacent bar to avoid the Acid. 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 Grand Central Station. Use the Crowbar on that Plate and enter. Look at that, there's 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'll locate the controls. There seems to be only one (upper left), so activate it. The controls and the ship power up. Then look for the controls again. This time you'll find five potential controls. SAVE at this point.

Activate the Control in the upper right. You'll then get a view from outside of 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'll 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 for 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. FINDING it is left to you, except 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'll find that it is in Prospect Park. You'll destroy the Sewer and the Rest Rooms by exiting. As soon as you exit, the game will go on automatic, show you coming out of the ground and flying off, then takes you on a side trip ("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's the time for that upper RIGHT hand control, which arms the four bombs, and activates the Bomb Sight. Next use the upper center control under the View Screen to Activate it, and point at the Screen to get a close-up. SAVE (you'll need this if you blow your bomb run at Liberty Island).

You'll be flying over Brooklyn. Practice flying on this screen and the one to the LEFT (New York Bay). Do NOT go to the upper left of the Screen (over the Bridges), or you'll end up in Lower Manhattan (you do NOT want to go there yet). Once you are happy with your flying, enter New York Bay. You must drop bombs on Sites Alpha, Beta, Gamma, and Delta. There's no exact order, but you might go from the hardest to hit to the easiest to hit, so you don't hit all the easy ones and then mess up on the hard ones after all that work. Liberty Island is in the lower left corner of the NY Bay screen. IGNORE the Island in the center with the Star on it. That's 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 difficult, since the game will not let you get too close to the lower left.

Since you left the Guards on Ground Patrol, you'll NOT run into any Anti-Spaceship Defenses as you make your run (aren't you glad you left the Defenses turned off?). If you score a hit, you'll be shown a picture of the bombed island (now SAVE). If you miss, restore and try again (you have four targets and four bombs, so don't waste them. Now you're ready for the three targets on Manhattan Island.

After you enter Manhattan airspace, Phil will find you. If you had gone there before attacking Liberty Island, he would have tracked you, and you would have had to contend with him during your bomb run (this way you are 1/4 done before having to worry about him). There's 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'll have about 10 to 15 seconds before he shows up again. Use this wisely as you'll 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! There's one "gotcha," however. There's a bug in some, perhaps all of the games that will cause the game 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 Grand Central Station should be easy to spot and destroy. A hit is scored by dropping anywhere on them. The Empire State Building will be harder to spot and hit. You must drop bombs on Sites Alpha, Beta, Gamma, and Delta.

After your fourth successful bomb run, you'll automatically land, and get a small parade from the Resistance (you'll be lifted on their shoulders and cheered). Unfortunately, Phil 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're suddenly back on the ground. The crowd and the people, who were carrying you, are now just ashes, so you calmly walk back into your ship and take off.

You see the skyline of New York just as 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 "THE END".

Return to the Manhunter: New York index entry