To complete TIMEWARP. you must guide Biggies over enemy territory to locate
the Secret Weapon, find the weapon test site, and finally escape from
modern-day London back through the timewarp. At this pointyou are given a
secret code which will help in your mission to destroy THE SOUND WEAPON. You
CAN play THE SOUND WEAPON without completing TIMEWARP. but it won't be easy to
All three parts of the game are played together, although they must be
completed in the correct seauence (below). But at any minute you may find
yourself thrown through the timewarp into another game. ^ The three symbols at
the bottom of the screen act as damage indicators for the three game parts.
Each time you are in mortal danger, the symbol disintegrates a little.
Biggies in the Air (1917)
Guide Biggies through enemy territory to locate and photograph the weapon.
Avoid flak and enemy fire from the ground and air. You can use your bombs on
the enemy guns. Hit the weapon dumps to get more bombs.
Biggies on the Battlefield (1917)
Battle past the enemy to reach the test site. You start with a limited number
of grenades; extra grenades can be found in the caves (you can carry up to 5).
Some enemy positions can only be destroyed with a grenade.
Biggies in London (1986)
Get both Biggies and his time twin, Jim. to safety in a mad dash across
London's rooftops to get the secret code and escape from the police. Watch out
for snipers and avoid the rooftop patrols. You need a ' good run up to get
over the large gaps between buildings. Careful strategy is the key to this
game as you're not armed. Keep both men close together- if they get too far
apart, you won't be able to jump to the next roof. The guards mainly
concentrate on the standing player, so if you crouch down, a guard may walk
straight past without seeing you.
THE SOUND WEAPON
The objective of this game is to find and destroy the enemy sound weapon.
When the game has loaded you are asked for a code word. If you've completed
TIMEWARP, you'll know it. Use Z or X keys to select each letter, pressing
SPACE or FIRE to fix each in turn. At the beginning of the game you and Jim
are in a helicopter, with the latest sonar technology on board, flying over
enemy trenches in 1917. Make your way to the first Location (the Allied Camp),
indicated by a white sauare on your Radar Map. When you reach this sector,
land at the Allied Camp, then find Marie, who is in this sector. Take her to
to the next Location (the convent), now shown on the Radar Map. When you get
there, you'll be shown the Test Site Location. On reaching the Test Site,
you'll be told where the Secret Weapon is-butonly if you can auote the secret
code uncovered in London. You can still attempt to locate and destroy the
Secret Weapon without the code, but it won't be easy.
The helicopter can carry up to four people and four objects simultaneously.
Biggies, as the pilot, always remains on board. You will meet Biggies' pals
Algy, Bertie and Ginger, "double agent" Marie, and Smith. You may also come
across a friendly Spy. Objects which may be carried include a Machine gun.
ammunition and spare fuel. Ifs up to you. to decide who and what to carry at
each stage of the game.
The game ends when you destroy the Secret Weapon or earlier if you crash, run
out of fuel or the damage indicator reaches maximum. You score points for
flying, finding people, picking up objects and destroying the Secret Weapon.
2. FIGHT CONTROL
The gunsight is in the centre of the screen, and a compass point around it
shows your heading. The gunsight is also used as a reference point- when it is
aligned with the horizon, the helicopter is hovering on the level. Pushing the
nose down moves the helicopter forward, putting the horizon above the sight.
Bringing the nose up moves the helicopter backward, putting the horizon below
the sights. Turn the helicopter by banking left or right. Your altitude may
change if you bank too sharply. To land, keep the helicopter level and reduce
3. COCKPIT INSTRUMENTS
Top panel, left to right: VSI (Vertical Speed Indicator). Fuel Gauge. Damage
Indicator, Score, Rev Counter (controlled automatically by the onboard
computer), and ASI (Air Speed Indicator). Below cockpit window heading,
altitude, amount of ammunition remaining and current sector number. Lower
screen displays: personnel (left) and objects carried (right) onboard the
helicopter. The central map display is described below.
Two types of map are available - Radar and Detailed.
The Radar Map shows the whole battlefield area and the current status of each
sector on the map:
WHITE Special Location Sector
BLACK Unknown Territory
RED Enemy Territory
YELLOW No Man's Land
GREEN Safe Ground
BLUE Enemy Aircraft Patrols
PURPLE Enemy Fuel Dump
The flashing sector shows your current position and can be expanded into a
detailed map by pressing M. On the Detailed Map a moving dot shows your exact
position. Red dots are enemy troops, and the other coloured dots are either
people or objects such as fuel. Press M again to return to the Radar Map.
Location Sectors contain a symbol for that Location. The exact position of the
landing site for a Location is shown as a rectangle next to the symbol.
5. TAKING AND DROPPING
Each time you enter a sector, only some of the objects which may be picked up
are revealed. Locate the character or object you wish to pick up using the
Detailed Map. As you approach it. you can see someone waiting or a packing
case. Keep the person/object within your cockpit view, land, and press T to
Take. If the person/object can be brought on board, it is described on screen.
Press Return/ Enter to bring it on board. If more than one object is visible,
press Space to select another. Press D to Drop something, select who or what
with Space, and press Return/Enter. When you're ready to leave, take off using
the increase altitude key. Fuel goes into the tank if there's room. If the
tank is more than half full, the spare fuel appears on board. The tank is
refilled, if necessary, when you next land.
When you've found the machine gun and ammunition, back-up ammunition can be
carried on board. The gun is reloaded, if it is empty, when you land.
6. THE ENEMY
Enemy positions can be seen in red on the detailed map. and may be a
patrolling soldier or a stronghold. Enemies and friends look the same from a
distance, but patrols shoot at you if you get too close. Strongholds will
inflict more damage as they have greater firepower. Watch outfor enemy
aircraft in the blue sectors on the Radar Map.
7. TAKING ENEMY TERRITORY
Enemy troops are in command of the red sectors on the Radar Map. A red sector
becomes yellow (No Man's Land) if you destroy enough strongholds. One of your
passengers may be capable of holding this sector single-handed and make it
Safe Ground (green) - but the enemy will retake the sector if it is not
occupied quickly and defended. Any remaining resistance will have gone when
you next return to this sector.
There are lots of useful things in the South West corner of the Radar Map. so
explore all these sectors before going on to the convent.
Fuel is found on Safe Ground (green sectors on the Radar Map) At the start of
the game, the closest supply is in the sectors around the Allied Camp. Later
on. you will have to raid enemy territory for supplies - see 7 Taking Enemy
Enemy Fuel Dumps (purple sectors) are only found behind enemy lines.
One of the characters can repair the helicopter, if he's on board when you
land at one of the main Locations. Spies may reveal Information about
If you go outside the map area, the ground detail disappears and your
position is frozen on the Detailed Map. You should turn round or reverse until
you can see your position moving again on the Detailed Map.
Remember that machine guns need strong men to fire them.
To complete your mission, you'll need feedback from your time twin!
Retyped in 2011 by hERMOL
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