AGES 8+
71094
Deluxe 2 Player System
Thank you for purchasing the LAZER TAG Deluxe 2 Player System. Please be
sure to read and follow all instructions carefully before using this product.
Includes 1 Green Tagger™* Unit, 1 Green HUD™* Unit, 1 Orange Tagger™* Unit, 1
Orange HUD™* Unit, 2 Connector Cables, Stickers & Instructions.
Each Tagger™* Unit requires 6 x 1.5V “AA” or R6 size batteries (not included).
Alkaline batteries recommended. Phillips/cross head screwdriver (not included)
needed to insert batteries.
Tiger®* recommends
ENERGIZER® batteries for
ideal performance.
FIND 6 HIDDEN LAZER TAG [CODES]
THROUGHOUT THIS BOOK.
Do not look directly at the sun.
CAUTION:
Log-on to lazertag.com and enter your
codes to unlock secret bonus game
strategies!
NOTE: Not for nighttime play.
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QUICK START GUIDE
For a quick, “Grab & Go” game of Lazer Tag®, simply follow these steps:
1. Press the TRIGGER to wake your Tagger™*Unit up.
QUICK START GUIDE
For a quick, “Grab & Go” game of Lazer Tag®, simply follow these steps:
1. Press the TRIGGER to wake your Tagger™*Unit up.
2. Verify that the power-up SFX are played, and “LTAG” appears on the LCD
screen.
2. Verify that the power-up SFX are played, and “LTAG” appears on the LCD
screen.
3. Press the TRIGGER to start the Classic LAZER TAG “LTAG” game. All players
should press their triggers together, so that everybody starts at the same time.
3. Press the TRIGGER to start the Classic LAZER TAG “LTAG” game. All players
should press their triggers together, so that everybody starts at the same time.
4. The LCD Screen will display a 10-second countdown during which time the
players should take their desired positions.
4. The LCD Screen will display a 10-second countdown during which time the
players should take their desired positions.
5. At T-0 the TAGGER will say “GOOD LUCK” and the game will begin.
6. Aim and get tagging!
5. At T-0 the TAGGER will say “GOOD LUCK” and the game will begin.
6. Aim and get tagging!
The Classic LAZER TAG game is an “individuals” game, which means that
all other players are your opponents. The winner is the last player not
tagged out. Each player has unlimited reloads, 10 Mega-Tags, 15 seconds
of shields, and is tagged out after receiving 10 tags from other players.
The Classic LAZER TAG game is an “individuals” game, which means that
all other players are your opponents. The winner is the last player not
tagged out. Each player has unlimited reloads, 10 Mega-Tags, 15 seconds
of shields, and is tagged out after receiving 10 tags from other players.
After a player is tagged out, their Game Time will continue to run for
another 2 minutes and the number of minutes and seconds which they
lasted before being tagged out will be shown below the Game Time. Any
player who has cheated by restarting their TAGGER in mid-game will have
a much lower Game Time than anyone else, so players can check each
others’ timers to ensure no player has done this.
After a player is tagged out, their Game Time will continue to run for
another 2 minutes and the number of minutes and seconds which they
lasted before being tagged out will be shown below the Game Time. Any
player who has cheated by restarting their TAGGER in mid-game will have
a much lower Game Time than anyone else, so players can check each
others’ timers to ensure no player has done this.
A TAGGER will go to sleep if there is no activity for two minutes after
being tagged out. To maintain your game timer longer than this, press OK
once a minute or so until the game is over for all players, then you can
compare timers.
A TAGGER will go to sleep if there is no activity for two minutes after
being tagged out. To maintain your game timer longer than this, press OK
once a minute or so until the game is over for all players, then you can
compare timers.
Classic LAZER TAG is not a Hosted game, so it does not require Hosting
and Joining the way the other more advanced games do. It also does not
support Debriefing and Scoring at the end of the game.
Classic LAZER TAG is not a Hosted game, so it does not require Hosting
and Joining the way the other more advanced games do. It also does not
support Debriefing and Scoring at the end of the game.
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1
Thank you for purchasing the Lazer Tag® Deluxe 2 Player
System! Step into LAZER TAG – where video game action
comes to life!™* LAZER TAG combines extreme team
competition with hi-tech accuracy. Assemble your team and
lead them into The Ultimate Game of Electronic Tag™* to
become the Tag Master™*!
Thank you for purchasing the Lazer Tag® Deluxe 2 Player
System! Step into LAZER TAG – where video game action
comes to life!™* LAZER TAG combines extreme team
competition with hi-tech accuracy. Assemble your team and
lead them into The Ultimate Game of Electronic Tag™* to
become the Tag Master™*!
Please be sure to read and follow all instructions carefully
before using this product. Before you can begin playing
with your LAZER TAG Deluxe 2 Player System you must
first install batteries.
Please be sure to read and follow all instructions carefully
before using this product. Before you can begin playing
with your LAZER TAG Deluxe 2 Player System you must
first install batteries.
Be the TAG MASTER!
Be the TAG MASTER!
Think you’ve got what it takes to be the TAG MASTER?
Prove it by being the winner in your first game of LAZER
TAG! Earn this title and you will have the privileges of
being the host for every game!
Think you’ve got what it takes to be the TAG MASTER?
Prove it by being the winner in your first game of LAZER
TAG! Earn this title and you will have the privileges of
being the host for every game!
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2
TO INSERT BATTERIES
Using a Phillips/cross
IMPORTANT: BATTERY INFORMATION
Please retain this information for future reference.
Batteries should be replaced by an adult.
head screwdriver, loosen
the screw in the battery
compartment cover of
each TAGGER (screw stays
attached to cover). Remove
cover. Insert 6 x “AA”/R6
alkaline batteries. Replace
cover and tighten screw.
CAUTION:
1. Always follow the instructions carefully. Use only
batteries specified and be sure to insert item correctly
by matching the + and – polarity markings.
2. Do not mix old batteries and new batteries or standard
(carbon-zinc) with alkaline batteries.
3. Remove exhausted or dead batteries from the product.
4. Remove batteries if product is not to be played with for
a long time.
CAUTION: TO AVOID BATTERY LEAKAGE
1. Be sure to insert the batteries correctly and
always follow the toy and battery manufacturers’
instructions;
5. Do not short circuit the supply terminals.
6. Should this product cause, or be affected by, local
electrical interference, move it away from other
electrical equipment. Reset (switching off and back on
again or removing and re-inserting batteries)
if necessary.
2. Do not mix old and new batteries or alkaline,
standard (carbon-zinc) or rechargeable (nickel-
cadmium) batteries;
7. RECHARGEABLE BATTERIES: Do not mix these with any
other types of battery. Always remove from the product
before recharging. Recharge batteries under adult
supervision. DO NOT RECHARGE OTHER TYPES OF
BATTERIES.
3. Always remove weak or dead batteries from
the product.
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3
Accessory
Track
HUD (Heads
Up Display)
Brightness Slide
Switch
Launching Tube
Receiving Tube
Indoor/Outdoor
Switch
LCD Screen
Increase/ +10 Button
Cancel/ Sleep Button
2ndF Button
OK Button
Decrease/ -10 Button
Accessory
Track
Display/Contrast
Button
Battery Door
Reload
Lever
Reset Button
TAGGER RIGHT SIDE
TAGGER REAR VIEW
IFF Beacon and Receiver Dome
Speaker
TAGGER Speaker Switch
(On/Off)
Sight
Shield Button
Sight
Function
Button
Trigger
TAGGER LEFT SIDE
HUD (HEADS UP DISPLAY)
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4
the game. Second Function: 2ndF + DISPLAY = Adjusts the
LCD contrast.
BUTTONS
The following buttons are used to enter information into your
TAGGER before, during, and after the game. Each button has two
functions: its Main Function and its Second Function.
FUNCTION: Selects the special modes for the Trigger and the
Shield. Holding this button while pulling the Trigger adds Mega-
Tag power to the next tag that you launch. Holding this button
while pulling the Shield initiates Medic Mode.
2ndF: Hold this button down and quickly press then release any
of the other buttons to perform that button’s Second Function.
Pressing and holding 2ndF for more than 2 seconds at any time
during an actual game mutes or un-mutes the sound effects.
INDOOR/OUTDOOR SWITCH: Decreases the intensity of
the tag signal for use indoors so that you don’t accidentally
“splatter” your teammates with reflecting tags.
INC: Selects the next item in a list of options, or increases a
number value by 1. Second Function: 2ndF + INC = Increases the
number value by 10.
LCD SCREEN
VISUAL CONFIRMATION SYMBOLS
DEC: Selects the previous item in a list of options, or decreases
a number value by 1. Second Function: 2ndF + DEC = Decreases
the number value by 10.
Flashes when you are tagged by another player.
Flashes when you tag another player.
OK: Enters the selected option or value. Second Function: Starts
or ends the game immediately (only the Host can do this).
CANCEL: Cancels the value or option just selected and backs-
up a step, or dismisses Medic-Mode requests. Second Function:
2ndF + CANCEL = Quits the game and turns the TAGGER off.
Flashes when your TAGGER is aimed directly at
another player.
DISPLAY: Selects which set of data is to be displayed during
Displays when there is an opposing player
nearby.
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5
1. Alert Icons (Tagged, Locked-On, Scored, Danger)
2. Alpha-Numeric Display (Instruction, Game Type, Time, Warnings)
3. Multipurpose Bar Graphs (Ammo, Tags)
HUD (HEADS UP DISPLAY)
Earpiece
[audio feedback]
Adjustable strap
4. Reconfigurable Numeric Display (Team, Player, Ammo,
Shields, Tags)
1
2
Eyepiece
[visual feedback]
Optical Projector
Connector
VISUAL CONFIRMATION SYMBOLS:
Flashes when you are tagged by
another player.
Red
Flashes when you tag another
player.
Yellow
Green
3
4
3
Flashes when your TAGGER is
aimed directly at another player.
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6
TO HOOK UP THE TAGGER TO THE HUD (HEADS UP DISPLAY) HEADSET SYSTEM
Plug this end of the Connector Cable into the HUD
(HEADS UP DISPLAY) Cable Port.
Rumble Pack
Port
Plug this end of the
Connector Cable into the
HUD port on the TAGGER.
HUD Unit
Cable Port
STICKERS
Several stickers have been included for you to decorate your
TAGGER. Please apply the stickers anywhere you like on your
TAGGER with the exception of the: LCD screen, IFF Beacon/
Receiver Dome and the Launching and Receiving Tubes.
NOTE: Stickers are a one-time application.
Do not place stickers where arrows are indicating.
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PLEASE NOTE: Do not cover HUD lenses with stickers.
7
TO WEAR THE HUD (HEADS UP DISPLAY)
HEADSET SYSTEM
LAZER TAG® CODE OF CONDUCT
LAZER TAG Players follow a strict code of conduct when playing
LAZER TAG. The following is the Official LAZER TAG Code Of
Conduct that should be strictly adhered to in every game of
LAZER TAG.
Rule 1: LAZER TAG is a non-contact sport
This means no physical contact between you and other
players – EVER!
1. Wake up the TAGGER by pressing the TRIGGER.
2. Put the HUD (HEADS UP DISPLAY) HEADSET on over your head,
similar to putting on a pair of sunglasses. Take the right side of
the headband, and stretch it across the back of you head, and
loop it through the holder on the left side. Pull the headband
tight to the back of your head and fasten by pressing down
firmly. Adjust the strap on the back of your head so that the
headset is firmly in place. Make sure the HUD (HEADS UP
DISPLAY) OPTICAL PROJECTOR is on your right side, and that you
can see clearly through the lenses.
Rule 2: No covering the Receiver Dome
This means do not use anything to cover up the Receiver Dome
thereby preventing you from receiving tags. If you want to avoid
being tagged, you must use your defensive shields or take cover
behind something.
3. Move the OPTICAL PROJECTOR to position the EYEPIECE so that
you can clearly see your Visual Confirmation Symbols.
4. Adjust the brightness of the Visual Confirmation Symbols using
the DISPLAY BRIGHTNESS SLIDE SWITCH.
NOTE: The TAGGER will function properly without the HUD (HEADS
UP DISPLAY) attached.
Rule 3: Equipment Failure means Disqualification
In the event that your TAGGER fails to work, you are disqualified
and must wait until the end of the game to join the next one.
Please check your TAGGER and HUD (HEADS UP DISPLAY)
carefully before entering a game to ensure that it is working
properly.
Rule 4: LAZER TAG is a Game
Players must remember that LAZER TAG is only a game. It is
designed purely for recreational use and for fun. Not having fun
is against the code.
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8
are raised, your opponents cannot tag you, you cannot launch
any tags, and no other player can get a lock-on to you or any
IFF info about you. When shields are raised, both bar graphs
will be shown as “full” until you have less than 10 seconds of
shield time left in the game. Below 10 seconds, these bars will
decrease to warn you that you should conserve your remaining
shield time. There is a mandatory 2-second cool down period
between lowering and raising your shield again.
•Mega-Tags – You can create a Mega-Tag by adding up to 3
additional tag points to a tag that you are about to launch. You
add tag points by holding FUNCTION and pressing TRIGGER once
for each additional tag you want to add to the basic tag. Once
you have added the extra tags, release the FUNCTION button.
The next time you pull the TRIGGER you will be launching that
Mega-Tag. A Mega-Tag will cause your TAGGER to “overheat”
for 2 seconds per extra tag added. During that time you can’t
launch any more tags or raise your shields, but you can still be
tagged by other players.
Rule 5: LAZER TAG is a Team Sport
Although LAZER TAG is a highly competitive sport, in many of
the games you must consider the success of the team first.
Players will win and lose as teams, not individuals. There’s no
“I” in “TEAM!”
LAZER TAG® GAME FEATURES
Common to all LAZER TAG games are:
•Lock-On – Your
on your LCD screen will blink to indicate
that there is another player in your sight. The green light icon in
the HUD (HEADS UP DISPLAY) will also flash. Tag your opponent
when you are locked-on.
•IFF – (Identification, Friend or Foe) You will hear the sounds
“bee-bee-beep, bee-bee-beep” if the player you are locked-on to
is someone you are supposed to tag (your enemy), or “poonk-
poonk-poonk” if they are someone you are not supposed to tag
(your teammate).
•Proximity – You will hear “Danger” if your enemy is nearby.
•Reloads – You must reload after launching 10 tags. You can
reload sooner without losing the tags you haven’t launched. You
will hear a mechanical click.
•T-Minus – The counter that counts down to start a game.
•Medic Mode – Allows you to transfer some of your remaining
tags to a teammate, either to help them if they are nearly
tagged out, or to build them up so they can withstand a large
number of tags without fear of being tagged out. This is an
advanced feature, and is described in detail in the MEDIC
MODE section.
•Shields – You can raise defensive shields, lasting up to 10
seconds each by pressing the SHIELD BUTTON once to raise
the shield and again to lower the shield. When your shields
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9
that you need to be alerted to special conditions – such as
being Overheated or Neutralized, having raised your shields, or if
a direction swap has just taken place.
•Team and Player Ranking – At the end of all games except
Classic LAZER TAG, the performance of each team and individual
player is ranked against all others in the game.
•Team Tags – The Host can choose whether tags from your
own teammates will or will not affect you. Make sure you
ask whether the TAG MASTER has selected Team Tags or not!
Tagging members of your own team counts against your ranking
at the end of the game and in some games can hurt your
team’s ranking as well.
•Alternate Displays – You can select which game data you
want to display by pressing DISPLAY at any time during the
game to switch between them. The display modes are:
•Head-To-Head Scoring – All games except Classic LAZER TAG
support head-to-head score comparisons after the Rankings are
done. Each player can see how many times they tagged each of
the other players in the game, and how many times they were
tagged by each of the other players.
•Mute – The SFX may be turned on or off by pressing and
holding the 2ndF button for 2 seconds once the game is going
– there will be one “beep” to let you know when the button has
been recognized, and then there will be no more SFX until the
game ends or you press and hold 2ndF for another 2 seconds.
•Contrast/Brightness – You can adjust the brightness
(darkness) of the LCD screen by holding 2ndF and pressing
DISPLAY. Remember not to hold 2ndF for too long, or the
TAGGER will think you are muting the SFX.
•Sleep – You can quit a game at any time by holding 2ndF and
pressing CANCEL. The TAGGER will go to sleep and the game will
be lost. Do not do this in Hosted games, because it means your
score data is lost and that could affect other player’s scores
(see the section on Debriefing).
- Primary – Displays the game timer, number of Mega-Tags, and
seconds worth of shields you have left in the game.
- Secondary – Displays the game timer, number of Reloads you
have left, and the number of Tags you have left until you are
tagged out.
- Last Tagger (Hosted games only) – Displays “TAGR” and the ID
of the last player to tag you.
- ID (Hosted games only) – Displays “ID:” and your Team and
Player ID in this game.
- Zone Time (Zone games only) – Displays “ZONE” and the
number of minutes and seconds of Zone Time you have
accumulated.
- Hunt / Avoid (Hunt the Prey games only) – Displays “HUNT” and
which team you are supposed to be hunting and which team you
are supposed to be avoiding.
- Hide / Seek (Hide And Seek games only) – Displays “HIDE” or
“SEEK” to remind you which mode you are in.
These displays may become temporarily overridden in the event
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10
select the Secondary Alternate Data Display to watch the Tags
counter increase as tags are added.
MEDIC MODE
Medic Mode is used to give assistance to, or receive assistance
from, other players on your team. It can be used to assist a
player who is in danger of being tagged out, or to build-up one
of your team’s players into a “bulldog” by giving them the ability
to take extra tags. Bulldogs can charge into the middle of the
opposing team to break-up their defensive formations or scout
for their king, without having to worry so much about being
tagged out.
You may assist each of your teammates only once per game.
Medic Mode is a close-proximity operation requiring the
team members to remain very close to one another (within
approximately 10 feet) until the Medic Mode operation
is completed.
Medic Mode is always initiated by a Requesting Player, who does
so by holding FUNCTION while pressing and releasing the SHIELD
BUTTON, then releasing FUNCTION. The Requesting Player’s LCD
screen will display “HELP” for approximately 3 seconds and will
automatically call out to all other teammates within a 10-20 ft.
radius for help. The Requesting Player then waits for assistance
from a willing teammate. The Requesting Player will know when
assistance is received by hearing a sound effect, and their LCD
screen will display “RCVD TAGS.” The Requesting Player can also
When a nearby teammate requests assistance, all the TAGGER
units of players who have not yet assisted the Requesting
Player will display “SEND” along with “00” shown as the amount
of assistance to send, and the Requesting Player’s ID. If the
team member does not wish to send assistance at this time, he
may simply press the CANCEL button to dismiss the request, or
OK to send zero assistance, which is the same as dismissing
the request (either way, they can still assist this player later in
the game if needed).
To provide assistance to the Requesting Player, the Assisting
Player selects the number of tags to send by using the INC. and
DEC. buttons. To help determine the number of tags to send, the
DISPLAY button switches between the “SEND” screen showing
the number of tags to send, and a “HAVE” screen showing the
remaining tags the Assisting Player can take until being tagged
out. Pressing OK from within the “SEND” screen sends the
selected number of tags to the Requesting Player.
Tags sent from the Assisting Player are subtracted from the
number of tags the Assisting Player can take until being tagged
out. Tags received from the Assisting Player are added to the
number of tags the Requesting Player can take before being
tagged out. The players will hear a sound effect to confirm
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11
that the Medic Mode operation has concluded successfully. The
actual transfer is performed via the Receiver Dome.
Medic Mode has many benefits, but it also has important
limitations. Please note the following:
- The Assisting Player must respond within 20 seconds of receiving the
request for assistance.
PROGRAMMABLE GAMES
Be the TAG MASTER!
Think you’ve got what it takes to be the TAG MASTER? Prove
it by being the winner in your first game of LAZER TAG! Earn
this title and you will have the privileges of being the host for
every game!
- The Assisting Player can never send his/her last tag, and can never send
more than 40 tags at one time.
All of the games except Classic LAZER TAG require the game
options to be programmed by the TAG MASTER. Any player
can be the TAG MASTER, but there is only one per game. Once
the TAG MASTER has programmed all of the game options into
his/her TAGGER, it will automatically transfer the options to all
of the other TAGGER units as they join the game (these players
are called Joiners). The TAG MASTER will have exactly the
same powers and abilities as all of the other Joiner Players in
the game.
All programmed games run for a given time (programmed by
the TAG MASTER). Once the game ends, all players bring their
TAGGER units together with the TAG MASTER TAGGER, which
automatically “debriefs” them. The TAG MASTER TAGGER learns
how well each player did in the game, and then automatically
ranks all players and teams, so that each player can see how
well they did as compared to the other teams and players in
the game.
- The tags sent are lost to the Assisting Player, even if the Requesting
Player does not receive them.
- Players cannot initiate or respond to a request for assistance if they
have been tagged out, neutralized, overheated, or have their shields
raised.
- If an Assisting Player is tagged out after pressing OK, and before the
assistance has been received by the Requesting Player, the Medic Mode
transfer will fail and no transfer of tags will take place. Make sure you
are in a safe place before starting a Medic Mode operation!
- The Requesting Player is still limited to having only 99 tags at any one
time so don’t request or send any more – they will just be lost.
- Players can still be tagged and launch tags while requesting or assisting
in Medic Mode.
NOTE: If multiple Assisting Players wish to assist the same
Requesting Player, they must be within 10 feet of the
Requesting Player, and they should take turns sending their
assistance (this may require the Requesting Player to make
multiple requests). This will minimize the possibility of
confusing the Requesting Player’s TAGGER, which could result
in lost assistance.
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12
In all of the games except for Zone games (OWNZ, 2TOZ, and 3
TOZ) the TAG MASTER plays using the TAG MASTER TAGGER. In
Zone games, the TAG MASTER must program the game into one
TAGGER, which becomes the ZONE TAGGER, and then use his/her
own TAGGER to JOIN the game like any other player.
The Zone TAGGER should be set-up so that it is level, is not
hidden from view, and can easily broadcast it’s beacon to a
large enough area that players may move around in it and still
remain “In the Zone.”
NOTE: When setting up to Host of Join a game, and during
Debriefing, please make sure to hold all TAGGER units level and
at similar heights. If possible, all players should stand in a circle
and face each other during these processes.
You are now in the Host Menu
where you will have the following 10
game options to choose from:
• CUST – customized game for
individual players
• 2TMS – customized game for 2
teams
• 3TMS – customized game for 3
teams
• HDSK – Hide and Seek game for 2 teams
• HUNT – Hunt the Prey game for 3 teams
• 2KNG – Kings game for 2 teams
• 3KNG – Kings game for 3 teams
• OWNZ – Own the Zone game for individual players
• 2TOZ – Own the Zone game for 2 teams
• 3TOZ – Own the Zone game for 3 teams
TO HOST A GAME OF LAZER TAG®
1. Press the TRIGGER to wake up your TAGGER.
“Individual players” means the players are not divided into
teams, it’s “every player for themselves.” All Hosted games
must have at least 2 players.
2. The TAGGER will make a power-up sound and then display the
4. Use the INC. and DEC. buttons to scroll through these options
to the game you want and press OK.
Main Menu which has four options:
• LTAG – Play a basic Grab & Go game of Classic LAZER TAG.
• JOIN – Join a game Hosted by another player.
• TT: Y or N – Team tags, yes or no. Decide whether tags from
players on your team do (Y) or do not (N) count against you.
• HOST – Be the TAG MASTER and host a game for other
• MM: Y or N – Medic Mode, yes or no. Decide whether players
on a team can (Y) or cannot (N) assist their teammates by
transferring some of their remaining tags to their teammates.
players to join.
• QUIT – Return to “sleep” mode.
3. Use the INC. and DEC. buttons to scroll to HOST and press OK.
• TIME: <##> - Time limit for the game, in minutes.
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13
• RELD: <##> - Number of reloads available for each player.
Each reload gives you 10 additional tags. This value can be
anywhere from 0 to 99, or unlimited (“UL”).
• MEGA: <##> - Number of Mega-Tags available for each
player. This value can be anywhere from 0 (no Mega-Tags
allowed) to 99, or unlimited (“UL”), but can never be greater
than the total number of tags.
• SHLD: <##> - Total seconds of shield time available for each
player. This value can be anywhere from 0 (no shield time
allowed) to 99 seconds.
Once you have set the number of TAGS (the last option), the
screen will display: “ADD” above two numbers, and will begin
making a sound effect. This sound effect indicates that the
TAG MASTER will start joining other players into the game.
The top number is the total number of players who are now
in the game, and the bottom number is a countdown timer for
the game’s automatic start (it will start automatically if that
counter reaches 00 and there are at least 2 players in the
game). The TAG MASTER needs to wait until all players have
successfully joined the game before starting the game. The
TAG MASTER can delay the automatic start of the T-Minus
countdown by pressing OK at any time to restart the 60-
second timer.
• TAGS: <##> - Number of Tags each player can take until
they are tagged out. This can be any number from 1 to 99.
5. Program the functions for the game using the INC. and
DEC. buttons to increase or decrease the value or to switch
between Y and N. You can also hold down the 2ndF button
and press INC. or DEC. to increase or decrease the value by
10. If you want to select “UL”, it is located just below 00 and
just above 99. Once you have adjusted each value to your
desired amount, press OK to select that value and move on to
the next option to be adjusted.
6. The TAG MASTER can start the game by waiting for the
lower countdown to reach 00, or at any time after at least 2
players are in the game by pressing 2ndF and OK. All Joiner
TAGGER units must come close to the TAG MASTER TAGGER
for several seconds during this period. The LCD screen will
now show the T–Minus screen and the TAGGER will count
down from T-30, T-29, T-28, etc. and beep each time to alert
the players, until it reaches T-00 at which point the TAGGER
will say “GOOD LUCK!” and the game begins! The TAG MASTER
should remain in one place until all other players have begun
the T-Minus countdowns on their own screens, at which time
If you need to go back and change something, you can press
CANCEL to back-up through the options until you get to the
one that you want to change. All the other options that you
have already set will remain programmed, so you can simply
press OK to skip over them.
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14
the TAG MASTER is free to take up his/her initial position.
2. The TAGGER will make a power-up sound and then display the
Main Menu which has four options:
NOTE: If you are Hosting a Zone game (OWNZ, 2TOZ, 3TOZ)
the TAG MASTER TAGGER will become the Zone, not a player
TAGGER. When the T-Minus countdown screen has concluded
and the TAGGER says “GOOD LUCK!” it will display “ZONE”
on the LCD screen and the number of minutes and seconds
remaining in the game.
• LTAG – Play a basic Grab & Go game of Classic LAZER TAG.
• JOIN – Join a game Hosted by another player.
• HOST – Be the TAG MASTER
CANCEL
and host a game for other
players to join.
2NDF
OK
• QUIT – Return to “sleep” mode.
DISPLAY
NOTE: Once the TAG MASTER TAGGER begins the Joining
process, the game is set and cannot be modified. To
terminate the game before it has begun, all players must hold
their 2ndF buttons and press CANCEL to put their TAGGER
units to sleep.
3. Use the INC. and DEC. buttons
to “JOIN” and press OK. The LCD
screen will display “WAIT” as it waits for instructions from the
TAG MASTER, and will display a countdown to show how many
seconds are left to join the game. If you were not able to join
the game in the allotted time, your TAGGER declares a failure
to join the game by playing a sound effect and displaying “NO
GAME” in the Text Read-Out.
TO JOIN A GAME OF LAZER TAG®:
NOTE: In order to join a game, the Joiner TAGGER must remain
physically close to the TAG MASTER (within 10 feet) until your
TAGGER starts the T-Minus countdown.
NOTE: It may take some time for each Joiner to enter the game,
as the TAG MASTER registers players one at a time. Please join
games one at a time otherwise the TAG MASTER TAGGER may
get overloaded with information and it will take longer to begin
a game.
4. Upon communication with the TAG MASTER, the LCD screen
will display the name of the game. For individual games the
TAG MASTER will control all game set up and game start. Skip
to Step 6 for individual games.
5. For games with teams, your LCD screen will also display a
flashing “TEAM” icon, prompting you to select a team. Select
your desired Team by pressing the INC. and DEC. buttons and
then OK. If you do not care which team you join, select “–”
1. Turn your TAGGER on by pressing the TRIGGER.
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15
then press the OK button and the TAG MASTER will assign
you to the team with the fewest players, in order to keep the
teams even.
countdown reaches “T-00” the game will start automatically,
and will run for the selected number of minutes.
NOTE: The team you are assigned to may be different from
the team you requested. The TAG MASTER will attempt to
honor all team requests, but it cannot assign more than 8
players to any given team. Players should discuss who will be
on which team, before game is set up by the TAG MASTER.
END OF GAME DEBRIEFING AND SCORING
The game ends and the debriefing process begins when the
game timer runs out. If you are tagged out before the game
ends, your TAGGER will continuously display “WAIT FOR GAME
OVER” alternating with the time left until the game ends.
When the game ends, your TAGGER will display “GAME OVER”
and then constantly prompt you to “FIND HOST.” You now have
2 minutes to return your TAGGER to the TAG MASTER in order
to be debriefed. You must then remain within 10 feet of the
TAG MASTER until the Debriefing process is complete in order
to receive your ranking. Because of the 2-minute time limit
for returning to the TAG MASTER, all players should reach an
agreement before the game starts about where they will meet
for the debriefing, so that there is no confusion.
6. When the Joiner enters the game the LCD screen will display
“IN!” as well as your Team and Player number.
7. Once all players have joined a team and game, the TAG
MASTER will enter the T-Minus countdown screen. It is VERY
IMPORTANT that you remain near the TAG MASTER until
your own LCD begins displaying the T-Minus countdown. If
you wander away from the TAG MASTER before your T-minus
screen starts, your TAGGER will prompt you to “FIND HOST”.
If you do not return to the vicinity of the TAG MASTER within
60 seconds, you will be dropped from the game and your LCD
screen will show “FAIL”. You must then either re-join the
game (receiving a new Team and Player ID) or sit out
this game.
During the debriefing process, the TAG MASTER’s screen will
prompt the TAG MASTER to “FIND” each of the other players in
turn, waiting approximately 3 seconds to contact each of the
Player TAGGER units. If that Player TAGGER is present, the TAG
MASTER will automatically download all the score information
from that Player TAGGER and will use it to calculate how that
8. Once your screen starts the T-Minus countdown, you can
safely go to your starting position. When the T-Minus
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16
no teams. Below this are two numbers which show how many
times you TAGGED THEM and how many times they TAGGED YOU.
If “??” is displayed in the TAGGED THEM section, press OK to
request this data from the other player’s TAGGER.
player and their team did in the game. If a player is slow getting
to the Debriefing, the TAG MASTER can temporarily skip over
him by pressing OK to move on to the next Player TAGGER to
be debriefed. The TAG MASTER will eventually come back to the
skipped TAGGER automatically and debrief it. If a player has quit
the game, reset their TAGGER or put their TAGGER to sleep (so
that their data cannot be gathered), the TAG MASTER can press
CANCEL to drop that player from the game. This should only be
done as a last resort, because all tags which that player landed
on the other players will count against the other players, but
those same other players will not get credit for any tags they
landed on the missing player.
In addition to these three screens, the Host has an additional
screen in which he/she can call up the RANK screen for any
player in the game.
ENDING GAMES EARLY
All Hosted games will normally end at the programmed time
limit. However, the TAG MASTER can declare an early end to the
game by holding 2ndF and pressing OK. The TAG MASTER will
then immediately end its own game and begin debriefing any
players nearby. All players must then be called to come to the
TAG MASTER within 2 minutes, or the TAG MASTER will count
them out of the game and they will receive no score – so make
sure everybody knows that you are calling an early end to the
game before you actually call it.
When the Debriefing is complete, the TAG MASTER will upload
the rankings for each player and team to all the TAGGER units
automatically. All player LCD screens will display three different
options (press DISPLAY to switch between them):
• RANK – How you and your team placed in the game
• ID – What your player and team numbers are
• VS – Shows a head-to-head comparison of how you did against
each of the other players in the game. Use the INC. and DEC.
buttons to select which opposing player you want to see data
for. Each other player in the game is shown as “TxPy” (Team X,
Player Y on that team), or just “P: xx” (Player XX) if there were
Any player who was not yet tagged out at the time the game
was called early will be considered to have not been tagged out
in the game. In Zone games, such players receive full credit as
if they had spent the entire rest of the originally-programmed
game time in the zone.
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17
2. CUSTOM LAZER TAG (CUST)
The object of this game is to be the last player not tagged out,
while scoring as many tags against your opponents as possible.
11 PRE-PROGRAMMED LAZER TAG® GAMES
1. CLASSIC LAZER TAG (LTAG)
The object of this game is to be the last player not tagged out. It
is an aggressive, go-get-em type of game.
In the Custom LAZER TAG game, all other players are your
opponents. [TAG01]
In the Classic LAZER TAG game, all other players are your
opponents. [TAG09]
This variation of Classic LAZER TAG allows all game options to
be programmable.
Of all the games you can choose to play, Classic LAZER TAG is the
only game that has no hosting or joining at the beginning of the
game, no debriefing, ranking, or head-to-head comparisons at the
end of the game, and has unlimited time to complete the game.
Also, players may enter or leave the game at any time as
they wish.
Preset game features are:
• No Hosting, game starts immediately at T-10
• No Teams or Player ID’s
Game features are:
• Fully hosted, (requires hosting/joining) and supports post-game
debriefing
• 2-24 players may be in the game, players have individual ID’s
• No Teams, All players are opponents of each other
• Time – 1-99 minutes, (default =10 min)
• Reloads – 0-99 or Unlimited (default =Unlimited)
• Mega-Tags – 0-99 or Unlimited (default =10)
• Shields – 0-99 seconds (default =15)
• Tags – 1-99 (default =10)
• Ranking is individual only
• Any number of players may play
• 15 seconds of Shield time allowed
• Unlimited Reloads
- Individual ranks are based on receiving 2 points per tag landed on other
players, and losing 1 point for every time you’re tagged by another player.
• 12 Mega-Tags
3. 2-TEAM CUSTOMIZED LAZER TAG (2TMS) AND
4. 3-TEAM CUSTOMIZED LAZER TAG (3TMS)
• Players are tagged out after taking 10 Tags
• No score ranking – last player NOT tagged out wins.
• After being tagged out, a player’s elapsed time in the game (from
the start of the game to the time at which the player is tagged
out) is displayed on your LCD screen.
The object of these games is to have the most number of your
team’s players remain in the game, while scoring as many tags
as possible on opposing players. [TAG80]
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18
In these games, some of the other players are on the same
team as you, while others are on one or two opposing teams.
It is important that you work with your teammates in order to
achieve a high team ranking. Do this by helping to protect any
of your teammates who are in danger of being tagged out, and
working with your teammates to tag the opposing players out
as quickly as possible.
individual scores of the players on each team who did not get tagged out –
this rewards the team with the more aggressive players that land more tags.
Just hiding or trying to not get tagged may cost your team valuable points that
could affect your team’s ranking.
5. HIDE AND SEEK (HDSK)
The object of this game is to score as many tags as possible on
the other team while seeking them, and avoid taking tags while
hiding from them. [TAG06]
Game features are:
Players are divided into two teams. At any given time, one
team is seeking while the other team is hiding. The teams
switch between seeking and hiding every 60 seconds. When
the switch happens, each TAGGER will then display “HIDE” or
“SEEK” for 5 seconds to tell the player which mode they are in.
When a seeking player tags a hiding player it scores points for
the seeking player and his/her team. If a hiding player tags a
seeking player, it helps the seeking player by giving him/her one
more tag he/she can take until he/she is tagged out.
• Fully hosted, (requires hosting/joining) and supports post-game
debriefing
• 2 or 3 teams of up to 8 players per team
• Team Tags (selectable) – Yes (Y) or No (N) (default =Y)
• Medic Mode (selectable) – Yes (Y) or No (N) (default =Y)
• Time – 1-99 minutes, (default =15 min)
• Reloads – 0-99 or Unlimited (default =Unlimited)
• Mega-Tags – 0-99 or Unlimited (default =10)
• Shields – 0-99 seconds (default =15)
• Tags – 1-99 (default =20)
Game features are:
• Ranking is individual and team
- Individual ranks are based on receiving 2 points per tag landed on players
from other teams, and losing 1 point for every time you’re tagged by a player
from another team. Tagging your own teammate (Team Tags) costs you 2
points. Being tagged by your own teammates does not hurt your score.
- Team ranks are based on which team has the most players not tagged out
when the game ends (this gives an advantage to larger teams, so less-skilled
players can be grouped together on a larger team to even things out). In the
event of a tie, the TAG MASTER will attempt to break the tie based on the
• Fully hosted, (requires hosting/joining) and supports post-game
debriefing
• 2 teams of up to 8 players per team
• Team Tags (selectable) – Yes (Y) or No (N) (default =Y)
• Medic Mode (selectable) – Yes (Y) or No (N) (default =Y)
• Time – 2-98 minutes (minutes in multiples of 2),
(default =10 min)
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• Reloads – 0-99 or Unlimited (default =5)
• Mega-Tags – 0-99 or Unlimited (default =15)
• Shields – 0-99 seconds (default =30)
• Tags – 1-99 (default =25)
Game features are:
• Fully hosted (requires hosting/joining) and supports post-game
debriefing
• 3 Teams. Up to 8 players on each team
• Ranking is individual and team
• Team Tags (selectable) – Yes (Y) or No (N) (default = Y)
• Medic Mode (selectable) – Yes (Y) or No (N) (default = Y)
- Individual ranks are based on receiving 2 points per tag landed on players
from other teams, and losing 1 point for every time you’re tagged by a player
from another team. Tagging your own teammate (Team Tags) costs you 2
points. Being tagged by your own teammates does not hurt your score.
- Team ranks are based on the total scores of all players on the team. This
gives a slight advantage to larger teams. In the event of a tie, the TAG
MASTER will attempt to break the tie based on the scores of only those players
who were not tagged out at the end of the game.
• Time – 2 - 98 minutes (minutes in multiples of 2)
(default = 10 min)
• Reloads – 0 - 99 or Unlimited (default = 5)
• Mega-Tags – 0 - 99 or Unlimited (default = 15)
• Shields – 0 - 99 seconds (default = 30)
• Tags – 1 - 99 (default = 25)
• Ranking is individual and team
6. HUNT THE PREY (HUNT)
- Individual ranks are based on receiving 2 points per tag landed on hiding
players while you are hunting them, and losing 1 point for every time you’re
tagged by a hunting player while you are hiding from them. Tagging your own
teammate (Team Tags) counts as 2 points against you. Being tagged by your
own teammates does not hurt your score.
The object of this game is to score as many tags as possible on
the other team while seeking them, and avoid taking as many
tags as possible while hiding from them. [TAG22]
This game is like Hide and Seek, but with the added complexity
that players are divided into three teams. At any given time,
your team will be hunting one team while hiding from the other
team. Every 60 seconds the hunting direction switches so that
you must now hide from the team you were just hunting and
hunt the team you were just hiding from. All TAGGER units will
be alerted just before the switch with a sound effect, and then
for 5 seconds after the switch the TAGGER units will display
“SWAP” and the new teams to “HUNT” and “AVOID.”
- Team ranks are based on the total scores of all players on the team. This
gives a slight advantage to larger teams. In the event of a tie, the TAG
MASTER will attempt to break the tie based on the scores of only those
players who were not tagged out at the end of the game.
7. 2-KINGS (2KNG) AND
8. 3-KINGS (3KNG)
The object of these games is to tag out the opposing team’s
King while protecting your own King.
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• Tags – 1 - 99 (default = 15)
• Ranking is individual and team
The Kings on any of the teams are not known to the other
teams, the only clue is that the King’s TAGGER will not send
out an IFF signal. This prevents enemy players from sniffing for
his IFF signal, but also makes it easier for them to determine
that he is in fact the King once they do find him. These games
may require individual players to sacrifice their own individual
ranking for the greater good of the team, this is the nature of
the game…protect your King even if it means being tagged out.
[TAG61]
- Individual ranks are based on the number of tags you have landed on the
other Kings. Tagging your own King counts as 4 points against you. If your
King is tagged out before the game ends, you will rank last.
- Team ranks are based on how long each King lasted before being tagged
out. If more than one king lasts until the end of the game, the team whose
King took the fewest tags wins.
ZONE GAMES
The TAG MASTER is always the King of Team 1, and the first
player to join each of the other teams is the King of that team.
The Kings are fully capable of tagging other players (including
other Kings) and defending themselves by raising shields. The
Kings cannot request or receive Medic Mode assistance.
In Zone games the TAGGER MASTER TAGGER becomes the Zone
TAGGER. The Zone TAGGER does not participate in the game as
a player although it still performs all set-up and programming
functions and performs the debriefing at the end of the game.
The Zone TAGGER creates the Zone by generating a 360°
infrared light field using its Receiver Dome. The Zone TAGGER
should always be stationary during a game and positioned on a
stable surface with the Receiver Dome pointing straight up and
level with the ground. The Zone TAGGER should be located in a
place so that the Zone can fill a large area, without obstructions
that may create dead spots within the Zone.
Game features are:
• Fully hosted (requires hosting/joining) and supports post-game
debriefing
• 2 or 3 Teams. Up to 8 players on each team
• Team Tags (selectable) – Yes (Y) or No (N) (default = Y)
• Medic Mode (selectable) - Yes (Y) or No (N) (default = Y)
• Time – 1 - 99 minutes (default = 15 min for 2-KINGS, and 30 min
All TAGGER units in the game sense the Zone using their
Receiver Domes. TAGGER units accumulate Zone Time whenever
they can sense the Zone. Multiple players may be in the Zone at
the same time.
for 3-KINGS)
• Reloads – 0 - 99 or Unlimited (default = 20)
• Mega-Tags – 0 - 99 or Unlimited (default = 00)
• Shields – 0 - 99 seconds (default = 30)
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A player may remain in the Zone as long as he/she is not
“Neutralized.” When a player takes a Tag from any other
player, whether he/she is in the Zone or not, the tagged
NOTE: You will still accumulate Zone time if you are in the Zone
with your shields raised. You will NOT accumulate Zone time
however, if you are neutralized with your shields raised and are
in the Zone.
9. OWN THE ZONE (OWNZ)
The object of the game is to accumulate as much Zone Time
as possible.
Own the Zone is a strategic individual game where all players
are opponents. Players should focus on getting into and staying
in the Zone as long as possible without getting tagged, rather
than attacking the opponents. The player with the most Zone
Time wins the game. It should be noted that multiple players
can be in the Zone at the same time, as long as they can avoid
getting tagged.
10-20 ft.
player becomes “Neutralized” for 15 seconds. The neutralized
TAGGER will display “NEUT” with a fifteen-second countdown. A
neutralized player cannot tag other players, be tagged by other
players, raise shields or add Mega-Tag power. A neutralized
player must leave the Zone within 5 seconds of being tagged
and remain completely out of the Zone while neutralized.
If a player stays in the Zone or returns to the Zone while
neutralized, the Zone will become Hostile to that player. A
Hostile Zone will cause a player to take multiple tags from the
Zone at a pace fast enough to be completely tagged out of the
game within just a few seconds.
Game features are:
• Fully hosted (requires hosting/joining) and supports post-game
debriefing
• 2-24 players
• No Teams. All players are opponents
• Time – 1 - 99 minutes, (default = 10 min)
• Reloads – 0 - 99 or Unlimited (default = 15)
• Mega-Tags – 0 - 99 or Unlimited, (default = 0)
• Shields – 0 - 99 seconds (default = 45)
• Tags – 1 - 99 (default = 10)
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Cut here to use your coupon.
MANUFACTURER’S COUPON
EXPIRES 6/30/05
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MANUFACTURER’S COUPON
EXPIRES 6/30/05
$
150
SAVE
RETAILER: We will pay the face value plus 8¢ if all terms are met.
TERMS: Retailer Mail to: Energizer, LMS Dept 3960, P. O. Box 909, Tecate, CA 91980-0909. Good
only in U.S.A. on specified Product(s). Limit 1 coupon (any kind) per purchase. Coupon void if a
reproduction; transferred before store redemption; prohibited, licensed, taxed, or restricted by
law; not presented by you or agency authorized by us; you do not show on request Product
invoices for all redeemed coupons. Consumer pays sales tax. Cash Value 1/20¢.
©2004 Energizer
Expires 3/31/05
Energizer, MAX and other marks are trademarks of Eveready Battery Company, Inc.
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24
• Ranking is individual only
as players on a team move in and out of the Zone, protecting
the Zone, protecting each other and tagging all opponents who
attempt to overtake the Zone.
- Individual ranks are based only on the player’s accumulated Zone Time.
10. 2-TEAMS OWN THE ZONE (2TOZ) AND
Game features are:
11. 3-TEAMS OWN THE ZONE (3TOZ)
• Fully hosted, (requires hosting/joining) and supports post-game
The object of the game is to accumulate as much collective
debriefing
Zone Time as possible for the whole team.
• 2 or 3 Teams. Up to 8 players on each team
• Team Tags – Yes (Y) or No (N) (default = Y)
• Time – 1 - 99 minutes, (default = 15 min for 2-TEAMS OWN THE
ZONE, and 20 min for 3-TEAMS OWN THE ZONE)
• Reloads – 0 - 99 or Unlimited (default = 15)
• Mega-Tags – 0 - 99 or Unlimited, (default = 0)
• Shields – 0 - 99 seconds (default = 45)
• Tags – 1 - 99 (default = 10)
These two games are played in the same way as the Individual
game of Own the Zone except that the players are divided
into teams.
A good team strategy, once a zone is controlled, is to have one
player designated as the “Zone Keeper”. This player tries to
stay in the zone at all times collecting as much Zone time as
possible. The team should also position one or two “defenders”
inside the zone ready to defend it against incoming hostile
players. Finally, two or three “guards” could stay outside the
Zone, preventing hostile players from getting close enough
to attack the Zone and their teammates inside the Zone.
These guards should also attempt to control a safe area so
that teammates that are tagged and neutralized (and that
must leave the Zone) will have a safe place to go while de-
neutralizing. When the Zone Keeper or a defender gets tagged,
a guard will need to move into the zone to take his place while
the tagged player waits to be deneutralized. Fluidity, teamwork
and coordination are the winning strategies in these games
• Score ranking is Individual and Team
- Individual Ranking is based on total Zone time each individual player
accumulates
- Team Ranking is based on total Zone time of all players on a team
as a group.
It is recommended that the Team Tags option be left to “N” (No)
for team Zone games, as any “ricochets” or reflections inside
the Zone (especially when playing indoors) may cause you to
accidentally tag everyone on your entire team with a single
badly aimed tag and force them all to leave the Zone. On the
other hand, having Team Tags set to “Y” (Yes) makes for a very
challenging game!
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FCC STATEMENT
This equipment has been tested and found to comply with the limits for a Class B digital device,
pursuant to part 15 of the FCC Rules. These limits are designed to provide reasonable protection
against harmful interference in a residential installation. This equipment generates, uses and can
radiate radio frequency energy, and, if not installed and used in accordance with the instructions,
may cause harmful interference to radio communications. However, there is no guarantee that
interference will not occur in a particular installation. If this equipment does cause harmful
interference to radio or television reception, which can be determined by turning the equipment off
and on, the user is encouraged to try to correct the interference by one or more of the following
measures:
- Reorient or relocate the receiving antenna.
- Increase the separation between the equipment and the receiver.
- Consult the dealer or an experienced radio/TV technician for help.
- Changes or modifications to this unit not expressly approved by the party responsible for
compliance could void the user’s authority to operate the equipment.
Lazer Tag is a trademark of Shoot the Moon
Products and used with permission.
Energizer, Energizer MAX and other marks are
trademarks of Eveready Battery Company, Inc.
Where Technology Comes to Play!™*
®* and/or ™* & © 2004 Hasbro. All Rights Reserved.
® denotes Reg. U.S. Pat. & TM Office.
U.S. Patent No. 5,904,621
����� ��� ������ ����� ��� ���� ��
70194
P/N 6365120000
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