User manual GAMES PC MILLENNIUM-RETURN TO EARTH

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[. . . ] Acclaim is a division of Acclaim Entertainment. TM, ® & © 1998 Acclaim Entertainment. 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. [. . . ] Restoring Health and Ammo ­ At any one of these points (once per level) you can restore both your health and your ammo to maximum levels (100%). To do so, highlight your choice (Health, for example) then press the e key. Firewalk ­ This Talisman gives Turok® the ability to pass through lava, fire, or other `hot' regions without being harmed. The flesh of Turok's body effectively becomes immune to heat. Whispers ­ The power of this Talisman allows Turok® to see the voices of the `Whisperers', ancient and benevolent spirits. When Turok® has seen the voices, he may `ride' them to higher areas of a level that may only be accessed through the Whisperers. 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. The Single Player Pause screen will appear, with these choices: 1. Centuries of existence without light has caused the Blind Ones to lose their eyes altogether. In turn they have developed an extremely acute sense of smell, as well as superb hearing. The Blind Ones must take care to avoid sunlight at all costs, as the centuries spent in darkness has caused them to develop a severe allergy to sunlight. Direct exposure to the sun is fatal to them. The War Clubs ­ The mainstay of the Purr-Linn troops, the War Clubs are seldom armed, but are nonetheless extremely dangerous. The Purr-Linn are agile, and are capable of great leaps. Purr-Linn can also hurl huge boulders and other objects at Turok®. Soldiers ­ These massive armored behemoths are the single most dangerous members of the Mantid colony. Huge, fast, and extremely dangerous, the Mantid Soldiers can make short work of even the most dangerous opponent. Their heavy exoskeleton protects the Soldiers from many weapons, making them extremely difficult to kill. Deadmen ­ The fodder of Deadside, the Deadmen are far more than merely rotting corpses. Despite their advanced state of decomposition, the Deadmen are fleet of foot, and quite dangerous. [. . . ] 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. ACCLAIM's entire liability and your exclusive remedy will be, at ACCLAIM's option, the repair or replacement of the media not meeting ACCLAIM's limited warranty and which is returned, postage prepaid, to ACCLAIM's Factory Service Center with a copy of the receipt. ACCLAIM will have no responsibility to replace any media damaged by accident, abuse or misapplication. ANY IMPLIED WARRANTIES OF MERCHANT ABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED IN DURATION TO NINETY (90) DAYS FROM THE DATE OF PURCHASE. [. . . ]

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