This page contains a complete list of Manhunt Scenes. There are a total of 20 Scenes in the game, with an additional four Bonus Scenes, giving it a mission count that is higher than Manhunt 2.
In Manhunt, each missions are called Scenes. Each Scene is finished by accomplishing the Scene's objectives and executing Hunters, the objectives can be found in the pause menu. A Scene can be failed if the player is killed by Hunters, an ally is killed by Hunters, or the player fails an objective. A fail screen appears as a result of this. After completing a Scene, a rating screen appears, which indicates how well the player executes the Hunters during the Scene.
Main Scenes[]
Title | Description |
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In 2003, James Earl Cash, a death row inmate, is saved from his execution by a mysterious individual, who directs him thru an earpiece. It quickly becomes apparent that Cash's savior is a snuff film director and Cash is the involuntary leading star of his latest film, in which he debuts with the murders of several members of the Hoods, a local gang of street thugs. | |
After escaping the previous scene through Carcer Mark mall's rear chute, Cash continues murdering the hired Hoods gang in derelict houses and empty streets before going down to a basement for a deadly setup. | |
Cash finishes off the remaining Hoods in the decrepit Carcer Mark neighborhood while making his way to the library's cellar where the exit lies behind it. | |
After getting beaten up and kidnapped by the Director's masked mercs, leading man Cash—stripped of his weapons—gets dropped off at the gates to Dentons City Junkyard, where he must face a new hunter group—the Skinz, the ruthless white supremacist gang who have been deployed by Ramirez. | |
Cash continues to purge the Dentons City Junkyard of the remainder of the Skinz using a gun (or a Knife) and stick as well as the use of several magnetic cranes that he must fuel to operate so that he can clear all obstructions to the exit. | |
Cash's snuff film debut continues as he is dropped off by the masked mercs at Carcer City's zoo, where he must face off the gung-ho Wardogs, a gang distinguished by their army-poacher motif who have a special improv for Cash. | |
Cash battles the last of the crazed Wardogs remaining at their zoo, while doing his best to rescue his abducted siblings who have been tied up and held hostage, which Director claims is against his script. | |
After James Earl Cash rescues his family at the Carcer City Zoo, he is sent to an abandoned mall where he is tasked by the Director to find and watch a special work-in-progress video recording made for him, all while surviving a shootout with the Innocentz, a juxtaposed gang composed of two groups—the Skullyz, a Mexican cult with a belief in evil, occult entities and the Babyfaces, a perverse group of mentally ill pedophiles and manchilds. | |
Following the betrayal at the mall, the Director has another surprise for Cash, but this time he has something relatively more pleasant to make up for his loss. Much to Cash's disappointment, the surprise turned out to be a tramp who was meant to be his new “friend” whom he must escort all the way to a graveyard while guarding him from the Innocentz. | |
Cash goes on a murderous, one-man rampage in a chemical factory filled with the Innocentz. The script is the usual: survive the scene, kill hunters, and reach the end at the factory's foyer for a job well done from the Director. | |
Dragged back to the Darkwoods Penitentiary by the masked mercs where Cash's execution was supposed to take place, the Director's leading man finds himself back in the prison, finding it in utter ruin and overrun by the Smileys—a gang composed of the prison's mentally ill inmates with the most murderous malice that Cash has ever seen from all of the gangs. He is now instructed to kill the hunter at the top of the prison tower and bring proof of his death to the guard room while facing all the Smileys on the way. | |
Cash falls through a hole in the guard room as he descends further into the maw of insanity. Trapped inside the prison's cell blocks, he is instructed to do brutal kills with a Hammer and a Metal Bat before plowing through the rest of the Smileys. | |
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. | |
With the snuff film getting out of control, the Director dispatches Ramirez to capture Cash. Meanwhile, Cash tries to seek refuge in an apartment, only to be ambushed by Ramirez and his Wardogs. Before they bring him to the Director, they decide to play a deadly game of hide-and-seek with Cash where they hunt him down. Once again, the Wardogs lose control of the situation as Cash turns the tables. Now, he must face the Wardogs once again and kill Ramirez before escaping with his life. | |
Cash is rescued from the remaining Wardogs by the Journalist who lets him in her car. She reveals to him the identity of the Director and her plan to expose his operations, which Cash decides to participate in for revenge. But first, she must get her evidence from her apartment to do this. Unfortunately, the C.C.P.D. are one step ahead as they lock down her place, so Cash must escort her there first while facing the police before escaping to the subway to hunt down Starkweather. | |
Threat levels rise for both Cash and the C.C.P.D. as reports of the deaths of heavily armed cops reach their precinct, forcing S.W.A.T. teams to join the manhunt. S.W.A.T. have shut down the power to the rails, so Cash must restore it first (while facing them and the cops) before taking the last train to escape. | |
Cash emerges from the subways that the last train has taken him to, but he finds the station swarming with cops and SWAT teams who are well aware of his danger level and thus heavily armed. Cash must go through them all to the reach the end of the trainyard, where something ominous awaits him. | |
The Cerberus successfully capture Cash and transport him to Starkweather's estate. However, former snuff film star Piggsy escapes his prison, distracting the Cerberus team who are subsequently slaughtered by him. Cash exploits this to make his way inside the mansion while facing the Cerberus patrolling the land. | |
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. | |
Cash manages to take the elevator up to Starkweather's floor, but he is ambushed by Piggsy. He escapes the elevator and finds himself in the mansion's derelict upper rooms, the lair of Piggsy. Two leading stars face off in a deadly game of cat and mouse before the victor can reach Starkweather who is guarded by the last Cerberus squad in his office. |
Bonus Scenes[]
Title | Description |
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Hard as Nails |
A survival mode set in Road to Ruin's library cellar and the alleyway outside of it with all exits locked. Armed with a Nail Gun and a Metal Bat along with explosive traps strewn around, Cash must survive endless waves of Hoods who grow in number after each wave. |
A survival mode set in the basketball court of Born Again. Reduced to his bare fists, Cash has to survive endless waves of Hoods, Skinz, and Innocentz who will beat up Cash and the rival gangs with their fists as well. | |
Monkey See, Monkey Die! |
Set in a portion of the zoo in Strapped for Cash. Cash must plow his way through the Monkeys to make it to the scene's exit. |
Cash has chased a group of terrified Hoods into an area composed of the alleys, the rooftops, and the warehouse where they are all looking out for or hiding from him. These Hoods are waiting for their escape van in 10 minutes and Cash must kill them all before time runs out. |
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