User manual GAMES PC TUROK 2

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[. . . ] LOOK FOR I N ST RU C T I O N B O O K L E T ® TM TM www. acclaim. net TUROK®2: SEEDS OF EVILTM©1999 Acclaim Entertainment. All other characters herein and the distinct likenesses thereof are trademarks of Acclaim Comics Inc. DISTRIBUTED BY ACCLAIM ENTERTAINMENT LTD. , Moreau House, 112-120 Brompton Rd. , Knightsbridge, London SW31JJ, England. DISTRIBUÉ PAR ACCLAIM ENTERTAINMENT S. A. , 12/14 Rond Point des Champs Elysees, 75008 Paris, France. [. . . ] The `voices' appear as upward drafts of gentle wind. ENEMIES Here is a small sampling of the foes Turok must master. Beware, for there are many, many more. . . ® Eye of Truth ­ The Eye of Truth allows Turok® to see `spirit paths' that may be hidden throughout the game. Spirit paths are regions, platforms, or bridges that are otherwise invisible and impassable. Often marked by rows of pick-ups that seem to float, these pathways have no substance until Turok® has acquired the Eyes of Truth. great leaps. Leap of Faith ­ When stepped on, this Talisman gives Turok® the ability to make Breath of Life ­ The Breath of Life allows Turok® to walk upon the otherwise deadly waters of the River of Souls. This Talisman is absolutely essential if the player wishes to purify the River of Souls. You may pause the game at any time by pressing the q key. Inventory Review Your current inventory of hub keys, Primagen keys, feather offerings and talismans. When done, highlight Go Back and press the e key to return to the Pause Screen. Save and Load game You can save your current game at any point, or load a previously saved game. Quit Game Quit the current game and return to the Local Main Menu where a new game can be started. Exit to Windows Exit Turok® entirely, back to the Windows Desktop. PAUSE SCREEN 11 The Endtrails ­ Millions of years of evolution have produced the Endtrails. Descendants of the mighty Tyrannosaurus Rex, the Endtrails are huge, powerfully built bipeds with a thirst for battle, and no notions of mercy. They attack from a distance with ion gauntlets that fire powerful energy charges, and up close they attack with powerful claws. Hunters ­ Hunters are the result of centuries of selective breeding. Bred to perform as reptilian bloodhounds, the Hunters are also used as instruments of terror and death. Heavily muscled and powerfully built, they can leap great distances and are extremely deadly. Despite their low standing within their race, the Sentinels are responsible for nearly all of the death and destruction associated with the Flesh-eaters. When a Sentinel has proved himself in battle, he may be chosen to partake of the "Blood of the Mother", a sacred rite wherein a Sentinel is not only promoted, but literally transformed into a member of the Death Guard, the next order in Flesh-eater society. Sentinels are armed with huge blades that run the length of their lower arm and extend two feet beyond the reach of their hand. The Blind Ones ­ The Blind Ones live deep beneath the Earth in a twisting maze of tunnels and caverns. Like their distant ancestors the Flesh-eaters, the Blind Ones too have a taste for warm flesh, and will occasionally venture towards the surface with their giant cave spider pets. From beneath a trap door they spring up and drag helpless victims to their deaths. Centuries of existence without light has caused the Blind Ones to lose their eyes altogether. [. . . ] You may terminate this License at any time by destroying the Software, related documentation and all copies thereof. This License will terminate immediately without notice from ACCLAIM if you fail to comply with any provision of this License. Upon termination you must destroy the Software, related documentation and all copies thereof. Limitations and Exclusions of Warranties: (a) ACCLAIM warrants to the original purchaser that the tangible media on which the Software is recorded to be free from defects in materials and workmanship under normal use for a period of ninety (90) days from the date of purchase as evidenced by a copy of the receipt. [. . . ]

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