Alza LCG3000 ChessLight Electronic Chess Game Instruction Manual
- June 9, 2024
- alza
Table of Contents
- Alza LCG3000 ChessLight Electronic Chess Game
- INTRODUCTION
- POWER SUPPLY
- STARTING A NEW GAME
- RECORDING A MOVE
- MOVES BY THE COMPUTER
- SPECIAL MOVES
- ILLEGAL MOVES
- RESOLVING CHECKMATE PROBLEMS
- MULTI MOVE LEVEL
- CANCELLING MOVES
- TRAINING MODE
- PROGRAMMING POSITIONS
- FCC NOTICE
- MAINTENANCE
- GUARANTEE
- References
- Read User Manual Online (PDF format)
- Download This Manual (PDF format)
Alza LCG3000 ChessLight Electronic Chess Game
INTRODUCTION
64 difficulty levels spread over 4 different playing styles (normal,
aggressive, defensive and high-risk), including:
5 beginners levels for children and beginning players whereby the computer
sacrifices chessmen deliberately.
8 normal playing levels for beginning and experienced players with response
times ranging from 5 seconds to several hours. 1 analysis level which analyses
the position during up to 24 hours.
1 “MATE” level which is designed to resolve checkmate problems for checkmating
in up to 5 moves.
1 “MULTI MOVE” level which allows two players to play each other while the
computer plays the role of referee.
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a “TRAINING” mode which indicates when you make a good move.
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a sensory electronic chessboard which automatically keeps track of your moves when you press the start square and the destination square of your move.
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Lights which indicate the coordinates of your moves and those of the computer.
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a “HINT” function which enables you to ask the computer to suggest your next move.
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a “TAKE BACK” function which allows you to go back maximum two full moves (or four half moves).
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a “MOVE” function which allows you to learn by watching the computer play against itself.
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a “SET UP” function for programming the positions in view of resolving a problem or exercise from the manual.
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a library containing 20 different openings.
In addition, it: -
detects stalemate, a draw according to the rule of 50 moves and a draw by repetition.
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recognises checkmating the King with the Queen and the King, checkmating the King with the King and the Rook, and checkmating the King with the King and the Bishop.
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thinks while it’s the other player’s move.
WARNING: All packaging materials, such as tape, plastic sheets, wire ties and tags are not part of this toy and should be discarded for child’s safety.
POWER SUPPLY
This computer chess game works with 4 alkaline LR6/AA 1.5 V batteries with a capacity of 2.25 Ah or with a 9V , 300mA adapter for toys with positive centre Input: 100V – 240V ~ 50 / 60Hz, 0.1 A
Installing the batteries
- Use a screwdriver to open the battery compartment.
- Insert 4 LR6/AA 1.5 V batteries and make sure the polarity of the batteries corresponds with the polarity indicated inside the battery compartment.
- Close the battery compartment. You should hear a short tune announcing a new game.
If this is not the case, open the battery compartment again
and check whether the batteries are installed properly.
Non-rechargeable batteries are not to be recharged.
Rechargeable batteries are to be removed from
the toy before being charged. Rechargeable batteries are only to be charged under adult supervision.
Different types of batteries or new and used batteries are not to be mixed. Only batteries of the same or equivalent type as recommended are to be used. Batteries are to be inserted with the correct polarity. Exhausted batteries are to be removed from the toy. The supply terminals are not to be short circuited. Do not throw batteries into a fire. Remove the batteries if you are not going to use the game for a long period of time.
WARNING: Mal-function or loss of memory may be caused by strong frequency interference or electrostatic discharge. Should any abnormal function occur, reset the unit or remove the batteries and insert them again, or unplug the AC/DC adapter from the mains socket and replug it again.
Adapter
The game also works with a 9V, 300 mA adapter for toys with positive centre .
Input: 100V – 240V ~ 50 / 60Hz, 0.1 A To connect it, follow these
instructions:
- Make sure the game is switched off.
- Connect the adapter plug to the socket on the right side of the game.
- Connect the adapter to the mains outlet.
- Start the game.
Disconnect the adapter if the game is not used for a long period of time to prevent overheating. If you are using the power supply adapter, do not playoutdoors. Check the state of the adapter and the connection cords regularly. If their condition is deteriorating, do not use the adapter until it has been repaired.
The toy shall only be used with a transformer for toys. The adapter is not a toy. This game is not intended for children under 3 years of age. Toys liable to be cleaned with liquids are to be disconnected from the transformer before cleaning. Misuse of transformer can cause electrical shock.
Parental advisory: transformer and adaptor for toys are not intended to be used as a toy. The usage must be under parental advice.
STARTING A NEW GAME
Place the chess-men on the board and switch the computer on by pressing the
POWER ON button. Then, press the NEW GAME button.
You will hear a tune and a red light (corresponding to row 1) will light up at
the bottom left indicating that White is to move.
You may start a new game at any time by pressing the NEW GAME button. When you
do this, only the playing level and style are saved.
Note: The computer saves in its memory the position of the chess-men when
the computer is switched off. If you want to start a new game when you switch
on the game, you must press NEW GAME.
RECORDING A MOVE
To record a move:
- Lightly press the square of the chess-man you want to move. The easiest way is to slightly tilt the chess-man and lightly press the edge of the chess-man in the centre of the square. You can also press the square with a finger. You will hear a specific jingle and two lights will be illuminated. These two lights indicate the row and column (rank and file) of the square you are moving from.
- Place the chess-man on the destination square and lightly press the centre of the square. You will hear another “beep” indicating that the computer has recorded your move. The computer thinks about its next move.
Note: Slight pressure is sufficient providing you press in the middle of the square. Do not press too hard on the squares or the electronic chessboard may suffer damage over time.
MOVES BY THE COMPUTER
At the beginning of the game, the computer immediately indicates its move by
means of the library of opening moves which contains 20 different positions.
Later on in the game, the light at the top left (row 8’s light) will flash
indicating that it’s Black’s move and that the computer is thinking.
When the computer indicates its move, you will hear a certain tone.
- Two lights will illuminate indicating the row and column of the square whose piece the computer wants to move. Press lightly on this square and take the piece.
- Next, the lights show the coordinates of the square the piece is moving to. Place the piece on this square by pressing lightly. The light will illuminate again showing that it’s now your turn.
SPECIAL MOVES
CAPTURES
Captures are made in the same manner as other moves.
- Press the start square and hold the chess-man.
- Press the destination square and place the chess-man on this square. Remove the captured chess-man from the chessboard without pressing any other squares.
CAPTURES EN PASSANT
The explanation above is also true for captures “en passant”; however, the
computer will remind you to remove the captured pawn.
- Press the start square and hold the pawn.
- Press the destination square and place the pawn on this square.
- The computer will tell you to remove the captured pawn by illuminating the lights corresponding to the pawn captured en passant. Press this square and remove the pawn from the chessboard.
CASTLING
To castle, move the King as usual. Once you have pressed the start square and
the destination square of the King, the computer will remind you to move the
Rook.
To play a small castle (castling with Rook and King) on the White side:
- Press square E1 and take the King.
- Place the King on G1 and press the square.
- The computer will remind you to move the Rook by illuminating the lights corresponding to H1. Press the H1 Square and pick up the Rook.
- The computer will illuminate the coordinates of F1. Place the Rook on F1 and press this square.
To play a large castle (castling with Rook and Queen) on the White side:
- Press square E1 and take the King.
- Place the King on C1 and press the square.
- The computer will remind you to move the Rook by illuminating the corresponding square. Press A1 and pick up the Rook.
- The computer will illuminate the coordinates of D1. Place the Rook on D1 and press the square.
PROMOTING PAWNS
Pawns are promoted automatically by the computer.
- Press the start square and take the pawn.
- Look for the Queen with the corresponding colour among the captured chess-men (if there is no Queen available with the corresponding colour, you may use a Rook that is placed on the board upside-down. Press the destination square and place the Queen on it.
The computer assumes that you will always choose to promote your pawns to Queen. If you prefer to choose a Rook, a Bishop or a Knight for the promotion of your pawn, you can do this by modifying the positions (see paragraph XIX). Remember that the computer will always choose a Queen for the promotion of pawns.
ILLEGAL MOVES
If you try to make an illegal or an impossible move, you will hear an error
tone indicating that your move is not legal and that the computer will not
accept the move. If you try to make an illegal move or if you try to move a
chess-man that belongs to your opponent, you will also hear the error sound.
You can continue to play the game by making another move instead.
If you hear the error signal, and the computer shows you a square by
illuminating its coordinates, you must press the square indicated before
continuing the game.
CHECK, CHECKMATE AND STALEMATE
When the computer announces check, it transmits a triumphant beep and lights
up the “CHECK” indicator.
In the case of check and checkmate the computer plays a short tune and light
ups the CHECK and DRAW/MATE indicators. If the computer is checkmate, the
indicators light up permanently; if you are checkmate, the indicators flash on
and off.
If stalemate occurs, the DRAW/MATE light will illuminate which indicates a
draw.
If the same position is repeated three times in a row, or if moves have been
made without a capture or movement of pawns, this will also cause the
DRAW/MATE indicator to light up; you may continue the game if you want to.
OFF/SAVE
When a game is finished, you can press the NEW GAME to start a new game or
switch off the computer by pressing the SAVE/OFF button. In fact, the computer
is not switched off completely. It saves the current position in its memory
and only requires minimum power to do so. In other words, you can stop playing
in the middle of a game, switch off the computer and then switch it back on
later in order to continue your game. This also means that you must press the
NEW GAME button after switching on the computer if you want to start a new
game.
SOUND AND LIGHT EFFECTS
If you prefer to play in silence, briefly press the SOUND/COLOUR button. This
will switch off the sound effects of the computer. To re-activate the sound,
press the SOUND/COLOUR button once again. The sound is also switched on again
when you press the NEW GAME button.
If you prefer your computer to operate without the light effects, press the
SOUND/COLOUR button during 3 seconds. The light effects can be switched on
again by pressing the SOUND/COLOUR button again.
THE LEVELS
The computer has 64 levels which are organised in the following manner:
1 | BEGINNERS 1 | A1 | C1 | E1 | G1 |
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2 | BEGINNERS 2 | A2 | C2 | E2 | G2 |
3 | BEGINNERS 3 | A3 | C3 | E3 | G3 |
4 | BEGINNERS 4 | A4 | C4 | E4 | G4 |
5 | BEGINNERS 5 | A5 | C5 | E5 | G5 |
6 | 5 seconds | A6 | C6 | E6 | G6 |
7 | 10 seconds | A7 | C7 | E7 | G7 |
8 | 30 seconds | A8 | C8 | E8 | G8 |
9 | 1 minute | B1 | D1 | F1 | H1 |
10 | 3 minutes | B2 | D2 | F2 | H2 |
11 | 10 minutes | B3 | D3 | F3 | H3 |
12 | 30 minutes | B4 | D4 | F4 | H4 |
13 | 2 hours | B5 | D5 | F5 | H5 |
14 | 24 hours | B6 | D6 | F6 | H6 |
15 | MAT | B7 | D7 | F7 | H7 |
0 | MULTI MOVE | B8 | D8 | F8 | H8 |
This computer chess game includes 13 different levels and 3 levels of special games:
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Levels 1 to 5 are game levels which are meant for children and beginners.
For example, the computer makes deliberate mistakes by moving chessmen to squares where they will be captured immediately:
At level 1, the computer makes many mistakes, such as moving a chessman onto a square where it will be captured on the next move by a pawn. This level familiarises the players with the various movements of the chess-men. You can also select level 1 if you lose and you want to see the computer make some mistakes.
At level 2, the computer still makes many mistakes but will never move a chess-man to a square where it can be captured on the next move by a pawn. At level 3, the computer only makes a few mistakes throughout the entire game.
At level 4, the computer will generally only make a single mistake throughout the entire game and it will move its Queen to a square where it can be captured on the next move.
At level 5, the computer will not take advantage of certain attacking and checkmate opportunities but it will never sacrifice a chess-man.
At each of these 5 levels, the computer will usually react immediately. -
Levels 6 to 13 introduce a delay time ranging from 5 seconds to 2 hours for each move. These levels are meant for players at beginner or experienced level. Level 6 is a blitz level (5 seconds per move); level 8 is a quick game level (30 seconds per move); and level 10 is tournament level (3 minutes per move). The indicated times are the average and approximate delay times. The computer will take more time for thinking in the event of difficult positions and less time for simple positions and towards the end of a game. The computer is capable of thinking while you play your move so it can react immediately to your move if it has been anticipated. The computer will also react immediately if it plays a move from the library of opening positions.
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Level 14 is an analysis level that analyses the position for approximately 24 hours or until you stop the research by pressing the MOVE button (see paragraph XVII).
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Level 15 is a MATE level that is intended to resolve checkmate problems (see paragraph XI).
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Level 0 is a MULTI MOVE level that allows two players to play each other while the computer is the referee and checks the legality of the moves. The computer also has four different playing styles:
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In NORMAL style, the computer has no specific preference for either the defensive or the attacking mode.
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In AGGRESSIVE style, the computer plays an offensive game and tries to prevent the exchange of chess-men as much as possible.
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In DEFENSIVE style, the computer makes a point of constructing a solid defence. It moves its pawns extensively and tries to exchange chessmen as often as possible.
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In HIGH-RISK style, the computer moves its pawns extensively and sometimes chooses to play an unexpected move rather than always try to make the best possible move.
When you switch on the computer for the first time, the game starts
automatically at level 6 and in the NORMAL playing style. Afterwards it
maintains the level and playing style you were in when you switched off the
computer or when you pressed the NEW GAME button.
To change the game level and style, follow these instructions:
- Press the LEVEL button to enter the level selection mode. The computer will illuminate the lights corresponding to the current level (for example, square A6 corresponds to level 6, normal game style).
- Refer to the table above to find the corresponding square for the desired game level and style. Press the square you need.
- Press the LEVEL button again to leave the level selection mode. Then you can start playing and make your first move, or press on MOVE to let the computer make the first move.
If you want to check which level and style are selected without changing anything, follow this procedure:
- Press the LEVEL button. The computer will indicate the current level by illuminating the lights corresponding to the level.
- Press the LEVEL button once again to return to the game.
You can modify or check the game level at any time during the game when it is your move.
RESOLVING CHECKMATE PROBLEMS
Level 15 is the CHECKMATE level and this allows you to solve checkmate problems up to checkmate in 5 moves. To resolve checkmate problems:
- Install the chessmen on the chessboard and record their positions (see paragraph XIX).
- Select level 15 and press the LEVEL button, then squares B7, D7, F7 or H7, then press the LEVEL button once again.
- Press the MOVE button. The computer commences its analysis.
The computer will think until it finds a checkmate situation and then play its first move towards checkmate. You may then respond and the computer will in turn find the next move towards checkmate. If the position does not allow checkmate, the computer will analyse the situation indefinitely. The approximate delay times for resolving checkmate problems are:
- Mate in 1 move 1 second
- Mate in 2 moves 1 minute
- Mate in 3 moves 1 hour
- Mate in 4 moves 1 day
- Mate in 5 moves 1 month
MULTI MOVE LEVEL
Level 0 is a MULTI MOVE level. In this level, the computer does not play. You
can play with two players. You can use this functi on to play a specific
opening or to re-play a game. You can also use the computer chessboard as a
normal chessboard and play against another person. In this case the computer
plays the role of referee and verifies that the moves are allowed.
To select MULTI MOVE level:
- Select level 0 by pressing the LEVEL button, then squares B8, D8, F8 or H8, and then press the LEVEL button once again.
- Play as many moves as you want for the two players.
- When you’ve finished, leave the MULTIMOVE level by pressing the LEVEL button once again and selecting another level.
CHANGING COLOURS
If you press the MOVE button, the computer will play your move. On the other
hand, if you want to change colours with the computer, press MOVE. The
computer will play its move and then it waits until your have made your move.
If you press the MOVE button once again, the computer will play another move;
this lets you have the computer play on its own against itself.
If you want to play the entire game with White at the top of the board:
- Press the NEW GAME button and place the white chessmen at the top of the chessboard and the black chess-men at the bottom of the board. Make sure the white Queen is on a white square and the black Queen is on a black square.
- Next, press MOVE at the beginning of the game. The computer will play with White at the top of the chessboard and waits until you have played with Black at the bottom of the board.
CANCELLING MOVES
If you press the start square with a chessman with the intention of moving but
then decide you want to move another chessman, press the same square once
again. The lights indicating the coordinates of the square will come on and
you can make another move.
If you have already made your move and the computer is busy thinking, or has
already lit up the co-ordinates of the start square for its move:
- Press the TAKE BACK button.
- The computer will then interrupt its thinking and illuminate the lights of the square you last moved to. Press the square and pick up the piece.
- The computer will then indicate the coordinates of the square you moved from. Press this square and put the piece back on it.
- If you want to cancel a capture or a capture en passant, the computer will remind you to reinstate the captured piece on the chessboard by indicating the coordinates of the square where the piece was. Press this square and replace the piece on the chessboard.
- If you cancel a castling move, you first have to move your King, then your Rook and press the squares of each of these.
- If you cancel the promotion of a pawn, do not forget to exchange your Queen for a pawn.
If you want to cancel your move but you have already performed the computer’s
reply, press the TAKE BACK button and cancel the computer’s move by following
the procedure described above. Then press the TAKE BACK button once again to
cancel your own move.
If you have already pressed the square the computer wants to move from and it
is showing what square it wants to move to, then press TAKE BACK once to
cancel the computer’s move, and then a second time to cancel your own.
If you want to cancel two moves, press the TAKE BACK button a third time to
cancel the preceding move by the computer. Next, press the TAKE BACK button a
fourth time to cancel your preceding move. If you try to cancel more moves,
the computer will make an error sound. If you want to cancel more than two
moves, you must use the SET UP option to change the position (see paragraph
XIX).
HINT OPTION
To ask the computer to tell you which move it suggests you make:
- Press the HINT button.
- The computer will illuminate the coordinates of the square it suggests you move from. Press this square (or press HINT again).
- The computer will then illuminate the coordinates of the square it suggests you move to. Press this square (or, again, press HINT).
- Now you have two choices: make the move as suggested by the computer by pressing the start and the destination squares once again, or make a different move.
The move that the computer shows you is the move that it expects you to make.
Every time it is your move and you are thinking about the move you are about
to make, the computer is already preparing its response. If your move is one
the computer expects, it will be able to respond immediately most of the time.
To follow the thoughts of the computer while it analyses a position:
- Press the HINT button while the computer is thinking.
- The computer will illuminate the coordinates of the square it is thinking of moving from at that moment. Press that square (or press HINT again).
- The computer will then illuminate the coordinates of the square it is thinking of moving to. Press this square (or, again, press HINT). The computer will then continue thinking.
Now you know the move that the computer will probably make and this enables you to make the most of your alertness and to begin thinking about your retaliation.
TRAINING MODE
The computer has a TRAINING mode which enables you to improve your playing by
indicating that specific moves you have made were good. A good move is a move
which, according to the computer, improves your position; it can also be the
“best possible” move in a given situation where it is impossible to improve
your position.
To enter the TRAINING mode, press the TRAINING button once. The GOOD MOVE
indicator lights up to show that the TRAINING mode is activated. To leave the
TRAINING mode, press the TRAINING button once again. The TRAINING mode is
deactivated when you press the NEW GAME button; so do not forget to press the
TRAINING button once again if you want the computer to evaluate your moves
during your new game.
When you are in TRAINING mode and the computer thinks your move was good, it
will light up the GOOD MOVE indicator after lighting up the start square of
its move.
If you think that your move was good but the indicator does not light up, this
means that there was at least one move which was better than the one you made.
If you want to know what this move was, press the TAKE BACK button to cancel
your move, then press HINT. Now it’s up to you to decide whether you make the
move recommended by the computer, make your original move, or alternatively,
make a completely different move! However, you must press the TAKE BACK button
before performing the computer’s move, otherwise the HINT mode is no longer
available for you to cancel your move.
The TRAINING mode in conjunction with the HINT option enables you to learn as
you play: the TRAINING mode indicates whether your move was awkward while the
HINT option suggests a better solution. And don’t forget: you must always try
to make the best possible move!
INTERRUPTING THE COMPUTER’S ANALYSIS
If you press the MOVE button while the computer is thinking, you immediately
interrupt its analysis and the computer will make its best possible move at
that point in its analysis (in other words, the move that would be indicated
if you were to press the HINT button).
VERIFYING THE POSITION
In case of doubt, for example if you accidentally knock the chessboard, you
can ask the computer to indicate the position of each chessman on the board.
- Press the key corresponding to the chessman you are looking for. The computer will indicate the position of each chessman of this kind by illuminating one of the lights of the rank (row) and one or a number of files (columns). A constantly illuminated light indicates a white piece; a flashing light indicates a black piece.
- Press once again and the computer will indicate the position of the black chess-men in this particular category.
- Press a third time and the computer leaves the position verification mode and indicates which colour has to play. Now you can press the button of a different chessman or press one of the squares firmly in order to carry out your move.
PROGRAMMING POSITIONS
To modify the position of chessman or to program a completely new position:
- Press the SET UP button to enter the position programming mode. The SET UP indicator lights up.
- If you want to program a completely new position, press the TAKE BACK button to erase the chessboard. The computer will play a tune to announce a new game.
- Press one of the six chess-men buttons. If there are one or more chessmen of this type on the chessboard, the computer will show you them: see POSITION VERIFICATION mode as explained above.
- To remove a chess-man of this type from the chessboard, just press the square with this chess-men. The corresponding indicator will light up.
- To move a chess-man of this type from one square to another, cancel the start position by pressing the square. Then press the destination square where you would like to position the chess-man. The corresponding indicator will light up.
- To add a chess-man of this type to the chessboard, press an empty square. The corresponding indicator lights up. If it is lit permanently, it indicates a white chess-man; if it flashes, it indicates a black chess-man. If the indicated colour is not correct, remove the chessman from the board by pressing the square once again, then change the colour by pressing the SOUND/COLOUR button and finally press the empty square once again to record the chessman. To add another chessman of the same type and colour, just press the empty square where you want to place the chessman in question.
- When you have finished programming the game, check that the two Kings are present on the chessboard and that the first player cannot take the King of his opponent.
- The colour of the last chessman that was removed, moved or added determines the colour of the line. To change the colour, remove and add a chessman of the desired colour, or alternatively, press the SOUND/COLOUR button.
- Finally, to leave the position programming mode, press the SET UP button once again. The SET UP indicator lights up. Now you can either make a move or let the computer make the first move by pressing the MOVE button.
FCC NOTICE
This device complies with Part 15 of the FCC rules. Operation is subject to
the following two conditions: (1) This device may not cause harmful
interference, and (2) This device must accept any interference received,
including interference that may cause undesirable operation.
NOTE: 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 receiver.
- Connect the equipment into an outlet on a circuit different from that to which the receiver is connected.
- Consult the dealer or an experienced radio/TV technician for help. Warning: Changes of modifications to this unit not expressly approved by the party responsible for compliance could void the user authority to operate the equipment.
MAINTENANCE
Your computer chess game requires hardly any maintenance. The following brief
recommendations will enable you to keep the game in good working condition for
many years.
Protect the computer from humidity. If it gets wet, dry it immediately.
Do not leave it exposed to direct sunlight or sources of heat.
Take care of the computer. Do not drop it. Do not try to dismantle it.
For cleaning, use a light cloth moistened with water but with no detergent or
similar products.
In case of malfunctions, try changing the batteries. If this does not resolve
the problem, read the instructions again to make sure you understand the
operation of the game.
GUARANTEE
NB: Please keep these operating instructions as they contain important
information. This product is covered by our 3-month warranty for Mexico, the
US and Canada, and our 2-year warranty for the European Union.
For any application of the guarantee or request for after-sales service,
please consult your dealer with your proof of purchase to hand. Our guarantee
covers material or assembly defects attributable to the manufacturer, except
for any deterioration caused by non-respect of the instructions for use or any
improper intervention with the unit (such as disassembly, exposure to heat or
moisture, etc).
It is recommended to keep the packaging for any further reference.
WARNING! Not suitable for children under 3 years. Choking Hazard – Small
parts. In a bid to keep improving our services, we could implement modification
on the colours and the details of the product shown on the packaging.
Reference: LCG3000
Designed and developed in Europe – Made in China, Shenzhen
Lexibook Limited
Unit 8-9, 4th Floor
Kenning Industrial Building
19 Wang Hoi Road
Kowloon Bay, Kowloon
Hong Kong
USA, Canada, United Kingdom & Ireland (English)
For after-sales service, please contact us at
savcomfr@lexibook.com
Environmental Protection:
Unwanted electrical appliances can be recycled and should not be discarded
along with regular household waste! Please actively support the conservation
of resources and help protect the environment by returning this appliance to a
collection centre (if available).
References
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