User manual GAMES MICROSOFT XBOX NIGHTCASTER-DEFEAT THE DARKNESS

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Detailed instructions for use are in the User's Guide.

[. . . ] Cyc Cy c l e lls S p e lls Move Mov e Arr an Cast Cast Spe ll S p e ll B o ok: Insert New Spell L o ok round A roun d Center Cam Ca m e r a une Run Tu r n Run e On/ On/Off Vi e w M ap Swi Swi ng Sta ff S p e ll B o ok: Turn Page Select Options tur Or Re tu r n O r b St t o S ta ff A im S p e ll O p e n/C l o se Bo S p e ll B o ok Get the strategy guide Par No. X08-40999 m Safety Information About Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these "photosensitive epileptic seizures" while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. [. . . ] Select the storage device where your game was saved (MU or hard disk), and then press the A button. Select the game you want to load, and then press the A button again. 8 9 THE Game Screen Readied Spells Three additional spells stand ready to be cycled into the Active Spell Sphere. Any combination of spell types can be placed in the queue and can be changed whenever you want using the Spell Book. Mana Indicator Shows the amount of mana (spell energy) Arran has. Mana is used whenever Arran casts a spell or uses a rune. Mana replenishes itself naturally, but it takes time. Spell Level Indicator Indicates the power level of the spell Arran is conjuring. As a spell charges, the lights flash to show what level is ready to be cast. Health Indicator Shows Arran's life force. When Arran is attacked, his life force decreases. If he is poisoned, the indicator turns green and his health slowly drains until the poison wears off. If the indicator runs dry, Arran will die and you must restart or load a saved game. Active Spell Sphere Contains the spell that Arran is currently using. 10 11 The Spell Book Arran carries an ancient Spell Book given to him by the Orb. The Spell Book contains several different types of pages that let you manage the items Arran collects, select and control game options, or view a summary of Arran's accomplishments. The game pauses when the Spell Book is open. To turn the pages, use the left thumbstick. To close the Spell Book and return to the game, press START again. Changing the Readied Spells To change spells in the Readied Spell queue, select a spell on the left page, pull the left trigger to cycle the spells in the Readied Spell queue until the spell you want to replace appears in the Active Spell Sphere, and then tap the right trigger to insert the new spell. Runes Page Spell School Pages The Spell School pages store the spell spheres that Arran finds. For each school of magic--Fire, Water, Light, and Dark--there are four spell types. Each spell type can have up to three levels of ever-increasing power. When Arran discovers a rune, it is automatically placed in its proper slot on the Runes page. To equip Arran with a rune, select it, and then press the A button. To remove a rune, press the A button again. To turn a rune on or off during gameplay, press the B button. Storing Spell Spheres When Arran picks up a spell sphere, it is automatically stored in its proper Spell School page. Spell types appear on the left page and the levels gathered for each spell are on the right page. Each spell type has three levels, each with increased ability to do more damage and strike more enemies. But be prudent--the greater the spell, the longer it takes to conjure and the more mana it takes to cast. 12 13 Wizardry Page The Wizardry page lets you allocate and manage mana balls, and it provides a summary of Arran's accomplishments. Options Page Select from the following options, and then press the A button. To cancel a selection, press the B button. Mana Balls When Arran picks up a mana ball, the Spell Book opens to the Wizardry page so you can allocate it to a school of magic. [. . . ] Prices subject to change without notice. Messages subject to change without notice. wi da pe R et u r ns wi t h i n 90 d a y p e r i o d Warranty claims should be made to your retailer. Return the Game to your retailer along with a copy of the original sales receipt and an explanation of the difficulty you are experiencing with the Game. At its option, the retailer will either repair or replace the Game. [. . . ]

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