User manual GAMES MICROSOFT XBOX PLAYBOY-THE MANSION
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Manual abstract: user guide GAMES MICROSOFT XBOX PLAYBOY-THE MANSION
Detailed instructions for use are in the User's Guide.
[. . . ] Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms--children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by sitting farther from the television screen, using a smaller television screen, playing in a welllit room, and not playing when you are drowsy or fatigued. [. . . ] Arran must learn the ways of magic, but to do so he must be hidden away for many years, away from his friends, his homeland, and his parents. Years later, the fledgling wizard emerges to discover his parents dead, his land consumed by evil, and his friends leading a rebellion against hoards of vile creatures inhabiting the world. Armed only with an ancient spell book and a staff made from a branch of the sacred Yew Tree, Arran sets upon his quest to reunite the four essences of Magic--Fire, Water, Light, and Dark--to gain the power he'll need to defeat the Nightcaster.
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Getting Started
To begin the game, press START. Select the option you want, and then press the A button.
Saving & Loading Games
New Game
Begin a new game. Your adventure starts with a cinematic and tutorial. To skip the cinematic, press START.
Save (Mushroom Rings)
When Arran steps into a mushroom ring (see page 19), the Spell Book opens to the Save page. If the game was previously saved, the next available slot is automatically selected. If the current game has not been saved, or if you want to save to a different slot, select a storage device (MU or hard disk), press the A button, select a slot to save to, and then press the A button again.
Continue
Load the most recently saved game from an Xbox Memory Unit (MU) or the hard disk.
Game Demos
Check out demos of other exciting games available for your Xbox video game system.
Load
To load a saved game, select Load Game from the Main Menu or the Options page. 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.
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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. They are born from the four essences of magic from which Arran draws his power--Fire, Water, Light, and Dark. Spells are most effective against creatures of the opposite magic. Light spells work best against Dark creatures and Fire spells work best against Water creatures, and vice versa. Conversely, spells from the same magic, like Light against Light, do no damage. Light creatures are yellow, Dark are purple, Fire are red, and Water are blue. Here is but a sampling of what Arran may encounter. . .
Beguilers
Cunning fiends like the Wraith King that use their keen instincts to outwit Arran, avoiding his magic until they have the chance to strike with powerful hexes and spells.
Bosses
Great brooding giants like Bale, the Fire Dragon, are the Nightcaster's sovereigns of evil. They are few, but so powerful they are uncontested in their reign.
Beasties
Small, despicable creatures like the Rock Hopper that inhabit every corner of the world. Alone, its assault is painful but does little damage. However when they attack as a hoard, they can be quite menacing.
Spawners
Hidden nests of Beasties. The only way to stop an attack is to find their nest and destroy it.
Brutes
Big dumb monsters like the Ice Ogre that rarely venture out to find Arran. Instead, they wait for him to wander near before attacking--sometimes with brawn, sometimes with magic.
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Arran's Friends & Allies
Arran is not alone in his adventure. [. . . ] Important: Individuals under 18 years of age need a parent's or guardian's permission to call a pay-per-call number. Local and long distance telephone toll charges may apply. It is the customer's responsibility to check with their telephone company to determine if additional telephone charges will apply. Permission required from the telephone bill payer. [. . . ]
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