Crowbar

WEAPON

The Crowbar in Manhunt.

The Crowbar in Manhunt 2.

The **Crowbar** is a blue class melee weapon featured in *Manhunt* and *Manhunt 2*.

## Description

### *Manhunt*

One of the weapons of choice of the Hoods in *Manhunt*, the crowbar is great at bludgeoning hunters to death in close quarters and executing them during stealth time, but its greater purpose is to destroy padlocks on doors or gates and pry open certain vehicle compartments, allowing the player to access blocked areas and the possible weapons & supplies to be found in them. Breaking padlocks and opening compartments makes four noise pulses in a medium range, just like the sound made by running.

Because of its length and weight, the player can swing a Crowbar around a corner (whether they are standing or crouching) to attack an incoming hunter. The player can only perform this move at the edge of a corner, where the weapon will be raised up when facing left or held at chest level if facing right, both of which have no effect on gameplay. If the attack successfully lands, it will stun the hunter for approximately 3 seconds. While stunned in the idle state, they are briefly vulnerable to executions, but in the alerted state, they cannot be locked onto for executions (the player will simply assume a combat stance instead as if they were still spotted) until the brief interval when they recover from the stun before spotting the player if they are not hidden. Doing this on a low health hunter will knock them to the floor for approx. 5 seconds if they survive the hit.

### *Manhunt 2*

In *Manhunt 2*, the Crowbar still serves its own purpose as the destroyer of padlocks and hunters alike, but it is also used to open certain passageways. Shutters, hatches, and trapdoors can be opened by the crowbar. Additionally, the Crowbar can destroy padlocks on doors and gates with one well-placed hit by swinging at the lock, making episode progression faster than the previous game.

Unlike the first game, breaking open locks creates only two pulses of sound with a medium range equivalent to the sounds made by running. Opening shutters, vent hatches, trapdoors, and sewer access only creates a single, medium ranged sound.

Apart from being a melee weapon, execution tool, and noise maker when knocking on surfaces, the Crowbar can still be swung around a corner to stun enemies. The ability to execute them while they are stunned is gone, because the target is knocked down to the floor for 5 seconds instead. However, the target can be executed in the short amount of time after they stand up and recover, but only if the player stands away from them in a certain distance. Otherwise, the player can beat up the downed target, killing them if they're low on health. If the target is still healthy however, they will stand up even if the player is in the middle of hitting them.

## Executions

### *Manhunt*

 **Gruesome** | insert | The player impales the target's back with the crowbar's chisel, forcing them to their knees as he rips it out. The player finishes them off by jamming the crowbar down their occiput before dislodging it.

## Appearances

**Manhunt**
* Doorway Into Hell (Wielded and dropped by a jumpscare Hood and several other Hoods after him)
* Road to Ruin (Starting weapon, if kept from Doorway Into Hell. Wielded and dropped by several Hoods)
* Grounds for Assault (Found inside the cave in the zoo's grizzly bear exhibit)
* Strapped for Cash (Starting weapon, if kept from Grounds for Assault)
* Press Coverage (Two are found within the construction area tunnel at the scene's starting area)
* Wrong Side of the Tracks (Starting weapon, if kept from Press Coverage)
* Trained to Kill (Starting weapon, if kept from Press Coverage and Wrong Side of the Tracks. Found on the other side of the station beside a broken stove near the locked gate leading to the trainyard)
* Border Patrol (Found behind the garage starting area next to some crates)
* Key Personnel (Starting weapon, if kept from Border Patrol)
* Time 2 Die (Wielded by a Hood on the rooftops)

**Manhunt 2**
* Ghosts (Wielded and dropped by several Watchdogs)
* Sexual Deviants (Found on the first table along with a Power-Saw in the underground torture dungeon)
* Safe House (Found in an openable trunk beside Danny in the safe house starting area)
* Most Wanted (Found on a workbench inside the building where Danny first escapes from the Bloodhounds)
* Ritual Cleansing (Found in the shadow of a truck near the guardhouse and in the warehouse's shed containing Leo's files)
* Origins (Wielded and dropped by a Watchdog patrolling the foyer, also found in a hallway before the entrance to the veterinary lab)
* Broadcast Interrupted (Found behind the stage in the studio for The Terry Helmut Show)
* Altered State (Found inside a church building in the episode's first area)
* Personality Clash (Wielded and dropped by Leo)