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Get rid of the pink dressed freak and get up to the watch room. Mr. Rabbit has left you a gift!
Director informing Cash about White Rabbit's weapon gifts.

Kill the Rabbit is the 13th scene featured in Manhunt.

Plot Summary[]

The Director's snuff film reaches its climax as Cash is directed to follow the White Rabbit, all while Cash plows through these Smileys who attack him in numbers that he has never faced throughout the manhunt. The Director's own snuff film reaches its end when the White Rabbit dooms Cash to die to the remaining Smileys, but he survives them and hunts down the White Rabbit for his key while facing the Cerberus who are tasked to ensure Cash's retirement.

Scene[]

Introduction[]

After Cash goes through the shower block from the previous scene and enters the locker room, he meets the White Rabbit, a fellow actor in the Director's snuff film. As he runs off to exit the cellblock in front of him, the Director tells Cash to play the role as a “big ugly Alice” who has to follow the White Rabbit down to the rabbit hole of death and madness.

Cellblock[]

Cash runs from the locker room through the open door to the cellblock in front of him. As the player almost approaches the Shotgun near the fifth cell, a cutscene plays showing a Smiley entering the locker room and pulling a lever on the wall, locking the gate. The cells begin to unlock and four Smileys armed with Knives, a Meat Cleaver and their bare fists spring from the cells and try to kill Cash. Cash may shoot and kill them with the Shotgun, but he can also use other available means. The player can pick up 2 Painkillers in the fourth and eighth cells and a Knife inside the second cell.

Cash returns to the locker room and enters the shower block, killing the three Smileys hiding there, one of them being the one who pulled the lever down earlier. The player can pick up a bag of Shotgun Shells (8) and a Brick inside the showers.

Cash returns to the locker room and pulls the switch on the wall to open the gate in the cellblock. As the player proceeds down the first hallway after the cellblock, another cutscene shows the White Rabbit in the next hallway running into the next area while more Smileys take up positions to cover him.

Hallway[]

Cash runs into the hallway. The player can take cover behind the overturned bed in the hallway, allowing them to safely shoot and kill the six Smileys that he will encounter in this area: one with a knife, two carrying revolvers, and three wielding Shotguns.

The player can pick up the Bottle inside the dentist chair room to the left where a revolver-wielding Smiley is. To the right is the morgue where another Smiley with a revolver is. A staircase in the morgue's left side leads to a connecting hallway where one Smiley with a shotgun comes from.

A bottle of Painkillers is placed in a shadowy corner in said hallway, leading to a furnace room that connects to the original hallway. There are two garbage bags in a corner that have a chance to drop a Bottle. Next to the furnace are three barrels that can be used to make noise. The player may take this route to sneak up or flank behind another Smiley near another overturned bed to be killed by any means possible.

Cash continues through the hallway turns left to enter the empty "Warden Secure Post" room where the third Smiley with a shotgun comes from and enters the next cellblock.

Death Row[]

As the player enters the third cellblock, another cutscene plays. The director asks Cash to kill the lone Smiley wearing the pink dress and then get up to the control room where the White Rabbit is before he runs downstairs and escapes again to the right. He also says that the White Rabbit has left Cash a "gift" for him in the control room. The player must eliminate the patrolling Smiley to access the control room. After killing the pink-dressed hunter by any means, the Director opens the gate and lets him into the watch room while making a pun about death row and the fates of the next Smileys he will encounter. Cash takes the stairs to the observation level.

Observation Level: Control Room[]

The next Save Point is in the control room. The back room contains two boxes (8) of Shotgun Shells and a bottle of Painkillers. The cells begin to unlock and the first wave of six Smileys will run into the room. After killing the first wave, three more Smileys make their way toward the control room. After killing them, another group of three Smileys arrives. Cash continues the massacre behind the safety of the columns, the watch room, in the shadows, or letting himself in the open. Regardless, he kills all of the death row Smileys and the Director compliments his killer moves―calling him a “threshing machine”―and tells Cash to get through the door below the control room.

The player can take four Painkiller bottles in the first, seventh, ninth, and eleventh cells. Cash passes through the unlocked door and the walks to the Save Point ahead to activate it.

A Shotgun can be picked up beyond the Save Point and a bottle of Painkillers is around the next corner. Cash enters the next room labelled “STORE ROOM” and finds a Smiley with a shotgun running down the room's stairs and one with a revolver behind said stairs. Cash deals with them both before proceeding.

Second Floor[]

Cash runs to the end of the long and winding hallway on the second floor. The player kills a Smiley with a revolver patrolling the hallway near the short stairs and another Smiley with a shotgun running down said stairs from the witness room connected to an execution chamber if the sounds of combat alert him to here. The player can pick up their Revolver and the Shotgun before heading upstairs.

Third Floor[]

The player can pick up a bottle of Painkillers by entering the execution chamber on the right inside the witness room, another one inside the execution chamber which has a glass pane that cannot be destroyed with melee weapons but with bullets and will drop no shards. As Cash pass through the last gate, a Smiley in a dress approaches from the end of the hallway. Cash kills the Smiley, takes his Shotgun, and continue through the hallway.

The player can go to a surgery room at the next bend in the hallway, heading up the ramp in there and enter the morgue in the back for two bottles of Painkillers behind a gurney with an ominous body bag on it. Cash continues toward the workshop.

The player can pick up the 8-pack of Shotgun Shells near the Penitentiary Armory door. The player can enter the workshop to the right without going to the left to trigger the next scene and pull the switch on the wall to the right, opening the armory containing three Shotguns loaded with two shells each.

Workshop[]

As Cash proceed deeper within the workshop, a cutscene shows the White Rabbit leaving him for dead. He exits the room while a mob of 4 Smileys with shotguns enters. The player's objective is to kill these Smileys, activate the sensor lock to open the gate and continue pursuing the White Rabbit.

Cash steps on the pressure plate in the floor to the left of the large locked gate, opening it. When Cash steps off the plate, the gate closes. Cash picks up a dead Smiley and drops him on the pressure plate to keep the door open before exiting the workshop. The player finds the next Save Point ahead in a hallway. As Cash approaches the exit, the White Rabbit sees Cash and is surprised before he panics and runs off to the watchtower to protect himself and his keys, which he realizes is the reason why he is hunted.

Courtyard Battle[]

Kill the Rabbit[]

Cash follows the White Rabbit outside to the courtyard. From the first landing on the metal stairs, Cash sees three Cerberus with Shotguns who have entered the courtyard to protect the White Rabbit and retire Cash. He kills the three Cerberus and runs to the tower while avoiding the sniper's line of sight on the top of the tower. The player can pick up a bottle of Painkillers behind the tower, one closer to the prison gate, and another under the stairs inside the tower.

Cash walks up the stairs to the top of the tower, killing the White Rabbit and the Cerberus sniper by any means possible.

After wasting the two, a cutscene shows another squad of eight Cerberus entering the courtyard below. Cash takes the Prison Gate Key from the dead White Rabbit. The player can take the Cerberus' Sniper Rifle (loaded with three rounds), an extra sniper also with 3 rounds, two Rifle Bullets (6) and a bottle of Painkillers on the platform outside.

Live to use the Gate Key[]

Cash goes downstairs, causing him to be spotted in a cutscene by a Cerberus behind a window in the prison building where he killed the Smileys who tells his fellow agents to CYA. He faces and deals with the reinforcements consisting of many Cerberus wielding shotguns and sniper rifles.

Cash heads for the gate in the back of the courtyard and stands near it until it opens, entering the area beyond the gate to complete the Scene.

Outro[]

A camera locks on to Ramirez, who is walking alone in an alley. His earpiece receives a call from the Director who tells him that he has let Cash loose and orders him to capture their rogue actor, not tolerating any failure. He wordlessly agrees and moves out.

Scene Objectives[]

  • Follow the rabbit by exiting the cellblock
  • Kill the patrolling hunter and get up to the control room
  • Kill all the death row hunters
  • Get to the workshop anyway you can
  • Activate the sensor lock and chase that rabbit
  • Kill the White Rabbit to acquire the KEY to the prison's gates
  • Get to the gates and exit the prison

Related Trophies[]

Gallery[]

Maps[]

Official Screenshots[]

Trivia[]

  • “Kill the Rabbit” is basically one of the scene's important objectives, somewhat spoiling what happens to the characters involved in this scene.
    • This scene was originally named “Pool of Tears” before it was changed. One member's post in the members only forums of Valiant-ent.tv mentions this name.
  • There are a total of 51 hunters who can be killed in this scene, including the White Rabbit and the Cerberus behind the window.

References[]

  1. levels/GLOBAL/DATA/ManHunt.pak/levels/Prison/levelSetup.ini, line 35
    RECORD CLEAR
    	FARCLIP 	100.0f
    	FOGSTART	80.0f
    	SKY		2,2,5
    	CLOUDS		2,2,5
    END
    


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