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* FiveFingerFillet: The first game has a variation of this, where you and an informant toss knives in between each other's fingers. The informant goes first to demonstrate, then you have to do likewise to get a clue out of them. If you miss, then the informant crushes your skull.
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You start the first game as a press-ganged Manhunter assigned to investigate some murders. This puts you on a track of escaped [[AlwaysChaoticEvil serial]] [[OmnicidalManiac killer]] Phil, lets you find out [[HostileTerraforming Orbs' true intentions]] and lets you eventually clean New York from aliens. The game ends with you chasing Phil in the stolen Orbs' ship.

The second game starts with you crash landing in San Francisco and accidentally killing a local Manhunter. You assume his identity and use his position and equipment to continue chasing Phil and fight the Orbs Alliance from within.

While the games used the same AGI engine [[note]] The second game was the last to use the AGI engine. [[/note]] like previous Sierra adventure games, they did not employ a text parser. And unlike earlier parser-less Sierra adventures, they lacked dialog, relying on [[GuideDangIt more creative ways]] to give in-game information. Also, they featured then-unique first-person gameplay[[note]]third-person in some of numerous minigames[[/note]], similar to ''VideoGame/{{Myst}}'', with many New York and San Francisco landmarks as a background.

Not to be confused with the [[Film/{{Manhunter}} 1987 film]] or the [[Comicbook/{{Manhunter}} comic book]] of the same name. Or with the ''{{Manhunt}}'' series of games.

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You start the first game as a press-ganged Manhunter assigned to investigate some murders. This puts you on a track of escaped [[AlwaysChaoticEvil serial]] [[OmnicidalManiac killer]] SerialKiller Phil, lets over the course of which you find out [[HostileTerraforming the Orbs' true intentions]] intentions]], and lets you eventually clean New York from of aliens. The game ends with you chasing Phil in the stolen Orbs' ship.

The second game starts with you crash landing in San Francisco and accidentally killing a local Manhunter. You [[DeadPersonImpersonation assume his identity identity]] and use his position and equipment to continue chasing Phil and fight fighting the Orbs Alliance from within.

While the games used the same AGI engine [[note]] The engine[[note]]the second game was the last to use the AGI engine. [[/note]] engine[[/note]] like previous Sierra adventure games, they did not employ a text parser. And unlike earlier parser-less Sierra adventures, they lacked dialog, relying on [[GuideDangIt more creative ways]] to give in-game information. Also, they featured then-unique first-person gameplay[[note]]third-person in some of numerous minigames[[/note]], similar to ''VideoGame/{{Myst}}'', with many New York and San Francisco landmarks as a background.

Not to be confused with the [[Film/{{Manhunter}} 1987 film]] or the [[Comicbook/{{Manhunter}} comic book]] of the same name. Or with the ''{{Manhunt}}'' ''VideoGame/{{Manhunt}}'' series of games.
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* DeadlyEuphemism: "Transferred to Chicago."
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* {{Limerick}}: Step on a mine in the first game and you'll get a death description in "There once was a Manhunter from New York" limerick form.

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* GuideDangIt: Humans are not allowed to speak to each other. Thus they communicate with the protagonist in rebuses. Good luck guessing them.
** Some important hints appear in the death messages.

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* GuideDangIt: The sheer number of puzzles that require you to figure out things from incredibly obscure hints defies belief. To wit:
** When you're told to hunt someone down, you can see what locations and in what part of the locations they visited. But you can't see what they ''did'', which requires that you try to suss out the solution through trial-and-error, or by finding additional clues. But...
**
Humans are not aren't allowed to speak talk to each other. Thus they other, and so can only communicate through gestures. The first time this comes up, you'll be faced with the protagonist in rebuses. Good luck guessing them.
a guy that makes a gesture that can be difficult to understand, but [[spoiler: means that you should sit on a toilet and try to flush it three times to find a secret area]].
** Some important hints appear things are obscure by design, and only make sense in retrospect: for example, the death messages.aforementioned [[spoiler: secret area]] has a layout that exactly matches the [[spoiler: maze of the Kewpie Doll video game]]. But there's no way to know this in advance.
** Because of the games pseudo-point-and-click interface, some things are much more difficult than they should be: navigating your way through Central Park, which has been absolutely covered with mines, requires you to turn the overhead tracking of your target into some kind of plausible path, where each screen has ''more than a dozen'' options for how to move forward, and some of them aren't obvious because you have to move the arrow over each option, and they're very closely clustered together.
** It's possible to make it to the end of the first game and not entirely understand what's happening, who the serial killer is, or what he's trying to do. You might not even know what ''you're'' trying to do!

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