Manhunter
The unnamed human investigator controlled by the player, assigned to investigate events in Orb-controlled San Francisco.
Documented for this version
Interaction is primarily performed through typed commands.
No reliable DOS-specific button mapping is documented here.
How it plays
The game uses a first-person viewpoint with text-driven interaction and illustrated locations. The player travels through San Francisco, searches scenes, questions people, collects clues, and enters commands to investigate the city’s hidden resistance and Orb activity.
Progress is largely linear but requires solving puzzles in the correct order. Some sections interrupt investigation with action-oriented challenges, so observation and careful note-taking are as important as experimentation. Mistakes can lead to death or a dead end, making saved games valuable.
Plan your run
Examine every scene and record names, locations, symbols, and unusual details before moving on. Try short, direct parser commands and use vocabulary suggested by the game’s text.
Save frequently, especially before entering unfamiliar areas or action sequences. If progress stops, revisit earlier locations and test whether a newly learned name or object changes the available interaction.
Meet the cast
The unnamed human investigator controlled by the player, assigned to investigate events in Orb-controlled San Francisco.
An alien collective that rules Earth and directs the Manhunters through surveillance and commands.
Before you begin
Keep written notes about clues and character names.
Save before experiments and action sequences.
Use the exact words and nouns established by the game.
Manhunter 2: San Francisco is a science-fiction adventure game developed by Evryware and published by Sierra On-Line for DOS in 1989. It follows the events of Manhunter: New York, placing the player in the role of another Manhunter investigating an Orb-controlled San Francisco. The game combines exploration, typed commands, environmental puzzles, surveillance work, and occasional arcade-style sequences. Its bleak setting, graphic imagery, and unusual dystopian premise distinguish it from Sierra’s more whimsical adventures. Contemporary and later reception has generally recognized its atmosphere and originality, while also noting its unforgiving puzzles, obscure command parser, and sometimes abrupt action scenes. Progress depends on examining locations carefully, recording clues, and interpreting information gathered from people and Orb systems.
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