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- “Copy that request for support. Hang in there guys, help is coming!”
Key Personnel is a mission in the Manhunt series featured as the 19th scene in Manhunt.
Plot Summary[]
Cash infiltrates Starkweather's mansion through the basement. With the door to the basement slightly ajar, he catches wind of the Cerberus Leader's precautions to lock the elevator with a key kept by him and shut down the elevator motor inside the second basement. Knowing this, Cash must get the key from the Leader and turn on the elevator motor to use it while facing the Cerberus who are using security cameras to look out for him and call reinforcements.
Scene[]
Introduction[]
In an unknown location within Starkweather's estate, Piggsy is walking down a path painted with the blood and flesh of his victims.
Meanwhile, Cash is just about to exit the cellar when he sees the Cerberus Leader ahead of him. Luckily, he wasn't looking at him and he isn't aware of his presence yet, so he immediately stops moving and keeps the door slightly ajar to peek and eavesdrop. The Cerberus Leader meets two of his men and he asks them about locking the elevator so that no one can reach Starkweather. Without receiving an answer to the first question, he immediately asks for the elevator key from one of them. One Cerberus complies before the Leader orders them to turn off the elevator motor at the basement and warns them that they aren't safe yet with Cash and Piggsy alive.
The two men give him a 10-4 on those orders and leave to do as he said and the Cerberus Leader follows behind them. Cash quietly closes the door.
East Wing[]
The Cellar[]
Cash starts out just behind the door of the cellar, which is clear of hunters. Before he can leave, he can check the cellar for useful items. Going down the stairs, the player can find a rack that holds two Painkillers, a Bottle, and a Sickle. This is the only indisposable execution weapon in this level, so unless you've brought a Crowbar from Border Patrol, take the Sickle if you feel like executions are needed in your gameplay. Beside the rack are two gas tanks that can be shot at to explode them, just in case a hunter/s come near them.
If this is the player's first time playing this scene, they will be warned about the security cameras the Cerberus use to see where the player is. Unlike hunters, they have a very small field of view and can't see far but will instantly alert a group of up to 3 Cerberus with Heavy Handguns to the camera's location if the player stands within its line of sight. Like in Border Patrol, the supply of hunters is endless and can only stop if the camera is destroyed, avoided, or if the player kills the camera operator or his computer in the Surveillance Room. Additionally, destroying cameras has the same effect as being detected by one, so Cash must prepare himself for incoming hunters after destroying a camera. Cameras can only be destroyed using guns.
Once the player is ready to leave, they can exit the cellar by going upstairs to the wooden door.
L-Shaped Hallway[]
Going through the cellar door, Cash will find himself in a hallway leading to two areas. To his right, there is a camera watching over the way to the area beyond it, which is a circular hall leading to four hallways. Unless the player wants them to know that they're here, the player may avoid going that way. Regardless, there is a damaged picture frame just in front of the cellar door with a Glass Shard in front of the frame.
The other side of the hallway terminates at a short flight of stairs that leads to a dead end with shadows to hide in. But along the right wall is a double door to a room that contains a balcony. This is the only way around the first camera the player sees, so take this route if you want to be stealthy. But be careful, because this room isn't clear...
Balcony Chamber[]
Through the double door is this room where stairs to a walkway and a balcony can be found. At ground level, a lone Cerberus with a Heavy Handgun can be found facing away from the door you entered, provided that you haven't alerted him earlier. Cash neutralizes this hunter with whatever weapon he has and gets up to the stairs to the walkway.
The only item of interest here is a Bottle on a table and a picture frame right next to it that can be hit to drop a Glass Shard. Make sure that there's no hunters around to hear you break the picture frame though, unless you want them to hear you.
Octagon Hall[]
If the player went past the first camera, they will find themselves in an octagonal hall. It is connected to all areas in the east wing: the L-shaped hallway, the balcony chamber, the connected study room and dining room, and the hallway leading to the entrance hall. A lone Cerberus with a Heavy Handgun can be found patrolling this area on ground level, while another one with the same weapon watches over this area from the balcony of the room he's in. There are four corners with shadows to hide in. You are likely to be spotted by the camera or the guards by the time you go here, so expect heavy resistance with the reward of a shorter path to the entrance hall if you survive.
Study & Dining Room[]
The connected study room and dining room can be accessed through the octagonal hall. Its entrance is marked by a large doorway with a lamp on each side. There's nothing much of interest in this area other than a bottle of Painkillers found between a bunch of couches near the hallway to the dining room and a picture frame that can drop a Glass Shard when hit. A short hallway connects it to the dining room. While this room has double doors connecting it to the hallway to the entrance hall.
The dining room is much larger and is characterized by its long dining table. Two Cerberus with Heavy Handguns are found in this area, but one of them is facing the double fireplace where Starkweather's portrait hangs above it. The other is actively patrolling the room. One of the Cerberus from the hallway leading to the entrance hall may walk in here and stay for a while before returning to the hallway. Walking up the stairs to the balcony that overlooks the dining room, there is an Ammo Clip (30) at the center. There is a bottle of Painkillers at the other end of the dining table near the fireplaces.
Entrance Hall Hallway[]
This hallway can be accessed through the dining room or the octagonal hall. Either way, this hallway leads straight to the entrance hall, but there are two cameras positioned at both ends of the hallway that connects it to the octagonal hall and the entrance hall. Going through the study/dining rooms allows the player to bypass the first camera, but the camera watching the path to the entrance hall cannot be avoided. That being said, this hallway is connected to another room, the recreation room.
There are two Cerberus found in this hallway, one with a Heavy Handgun watching and facing an entrance to the recreation room that's away from the connected billiards room and one wielding an Assault Rifle patrolling this hallway with a route that brings him to the dining room and the double doors to the entrance hall. A Cerberus with an Assault Rifle from the rec room's bar may come here, only to return to the bar as part of his routine. The area has no items of interest in here.
Recreation Room[]
This room contains one Cerberus who will oscillate between the bar in this room and the entrance hall hallway where he'll frequently meet the Cerberus facing the entrance to this area. That aside, there is a picture frame between the bar and the entrance that be broken to yield a Glass Shard. A Bottle is found on the bar's counter. There is also a bottle of Painkillers between a couch and two chairs that are near the entrance to the billiards room where the Cerberus Leader and his bodyguards are hunkered down in.
Billiards Room[]
The billiards room is an octagonal area where the Cerberus Leader and his four man team, all armed with Assault Rifles, are found in. They will never leave this room (unless a hunter's call to other hunters to check a corpse reaches them) until one of the following conditions are satisfied:
- If all the eight guards in the east wing are killed stealthily by never entering the suspicious or spotted status
- If exactly 5 Cerberus guards in the east wing are killed while entering the suspicious or spotted status before these status wear off
- If the player kills three out of four Cerberus guarding the Leader before losing their suspicious and spotted status without killing any of the east wing hunters before
Once any of these are satisfied, a cutscene will play where a Cerberus will report to the Leader that one of their men isn't responding to comms before insisting on moving him to a more secure area. The Leader will then demand Cash's head for another trophy, which the Cerberus happily agrees to do before ordering them to move upstairs to the Head of Security room. All remaining hunters in the east wing will then enter a prolonged state of suspiciousness. That being said, there's nothing of interest in this room.
Grand Hall[]
Second Floor[]
Surveillance Room[]
Head of Security[]
East Wing[]
Basement[]
Stair Tower[]
Scene Objectives[]
- Reach the basement in the west wing and turn Starkweather's ELEVATOR on
- Find the LEADER of the Cerberus team and acquire the ELEVATOR KEY
- Use the ELEVATOR to reach Starkweather
Related Trophies[]
- Time 2 Die
Earn at least three stars on scenes 16 through 20.
Gallery[]
Map[]
Official Screenshots[]
Trivia[]
- In Grand Theft Auto: San Andreas, several rooms on the top floor of the Las Venturas City Planning Department have blueprints of Starkweather's Estate interior, which is the level map of Key Personnel.
- “Key Personnel” refers to the Cerberus Leader because he is carrying the key to the elevator, one of the key objectives of this scene.
References[]
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