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- CONTINUUM BETA V1.5.01
-
- A JORDAN WALES AND CONOR WELCH PRODUCTION
- INTUITIVE IMPULSE SOFTWARE
- 4.21.1997
-
- IMPORTANT: IF ANY BUGS ARE DISCOVERED, PLEASE EMAIL US A MESSAGE SO WE
- CAN FIX IT!
- Thanks!
-
- ****Installation****
- To install Continuum v1.5b, unzip CNTIN15B.ZIP in the root directory of
- you hard drive using the -D switch to preserve subdirectories.
- Exampkle: PKUNZIP -D CNTIN15B.ZIP
-
- *Intuitive Impulse Software
- ------------------------------------------------------------------------
- Please direct any questions to the following e-mail addresses:
- E-Mail (Current Preferred): jwales12@earthlink.net
- E-Mail (After August 1997): jwales@compuserve.com
- WWW: http://ourworld.compuserve.com/homepages/jwales/index.htm
-
-
- *CONTENTS:
- ------------------------------------------------------------------------
- 1: Recommended System Attributes for Playing CONTINUUM
- 2: Tips to Facilitate Completion of the Game
- 3: Game Walkthrough
- 4: About the Project
-
-
- *Recommended System Attributes for playing CONTINUUM:
- ------------------------------------------------------------------------
- 600K Conventional Memory. | (It's been a while since Falcon 3.0,
- | but you
- 8MB EMS/XMS. | Hopefully aren't too rusty on optimizing
- 20MB HDD Space prior to | your memory)
- installation. | The required conventional memory can
- SoundBlaster Compatible | usually be attained by playing the game
- audio card | in Windows95, but sound will not work
- Microsoft Compat. Mouse. | due to the way the engine uses EMS
- and | XMS.
- 486DX/33 CPU (at least). | We ourselves have never had any problems
- 486DX/66 (recommended) | playing under Win95, and have had none
- | reported.
- | In order for the game to run under Win95,
- | edit the properties of CNTINUUM.EXE under
- | the 'advanced' section. Check the box
- | that says 'Prevent MS-DOS from detecting
- | Windows'.
- ------------------------------------------------------------------------
-
-
- *Tips to Facilitate Completion of the Game:
- ------------------------------------------------------------------------
-
- Hold down 'K' to walk through obstacles.
-
- Type ALT+G during gameplay to activate invulnerability.
-
- Watch your Bodily Toxicity Level. If you don't use the bathroom when this level
- reaches 100, you begin to lose health. Your status is indicated by the third row in
- the first column of numbers.
- When you have to use the bathroom, you should usually try to find a toilet.
- Urinals don't always work for obvious reasons.
-
- Toilets can be found in nearly every building you enter, so look around.
-
- In some locales, doors will open automatically. In others (such as Dr.
- Golchan's House, Vesper's Apartment, and the Greater Wilmington Airport),
- doors will require you to open them. You can do this by switching to weapon 1
- (if not there already), and hitting space or control while walking into the door.
-
- Don't go around pushing things unless necessary. Guards don't take to it lightly,
- and if you arouse attention, somebody's going to start asking who you are, and
- things could get pretty dangerous pretty quick. Don't act belligerent toward
- people you meet; this attitude shows very well to the perceptive eyes of the
- agents on your tail. You can't risk being spotted.
-
- If you're in a place you're not supposed to be, don't go anywhere that you
- don't have to (unless you've got ALT-G enabed). Some guards are pretty lazy
- and won't recognize you whereas others will be extremely vigilant. Don't
- approach large groups of government personnel. Your chance of being
- recognized will be much greater.
-
- If you're in a level and somebody tells you to perform some task in that level,
- go back to them after completing it; they will likely have something more to say
- to you.
-
- Be stealthy in Area 51. Steer clear of places like guardposts and towers. If
- you're not careful, you'll be spotted and somebody will trigger the general
- alarm.
-
- The plot has a few branches that lead to multiple endings.
- * You can be arrested.
- * You can be killed/injured and captured.
- * You can succeed in the quest Golchan sends you on.
- * You can go into the future, holding the power of time control.
- *You can return to your own home, and forget the whole affair.
-
-
-
- *Game Walkthrough:
- ------------------------------------------------------------------------
-
- This Walkthrough gives you every bit of info you need to complete the game
- without engaging any of your higher mental functions. ;)
-
- *PART I: Beginning*
-
-
- GARDEN. Ext. Nantucket Estate, Chadds Ford PA.
-
- Go north through the main gate.
-
- When you reach the house, turn west, and then continue until you hit the hedge.
- Turn south and go down the path and circle round the tree. Turning toward the
- north again, walk up to the man (Dr. Richard Golchan) who now stands before
- you.
-
- He will invite you inside.
-
-
- HOME.WLD: Int. Nantucket Estate.
-
- Head north through the first door in front of you.
-
- Head straight through the room you enter, going through a second door.
-
- When you are in the hall with three doors going off from it, turn toward the west
- and enter the library. Upon entering the library, immediately face south and
- walk in that direction until you encounter the southern wall. Turn West and walk
- up to Dr. Golchan.
-
- After he talks to you, take the green key off the floor (press 'i' or 'Enter' on
- Numeric Keypad). Walk North to the bookshelf on the wall. It will open when
- you reach it. Go north through the secret passage that is revealed. Now that
- you have the key, you will be able to open the door of the vault.
-
- Pick up the document you find there and read it.
-
- Leave the vault and exit the library. When you are facing East in the hall with
- three doors, turn and walk through the northern doorway. In the next hall, turn
- east and proceed to the first door on the northern wall. This is Dr. Golchan's
- bedroom. Enter the room and walk to the south-eastern corner of the room.
- Pick up the green radar pack lying there. (Use Z and X to zoom in and out
- respectively).
-
- All right, you've found everything in this level. Feel free to explore; there are
- more rooms to see. When ready, exit the building.
-
-
- MALL.WLD: Int. Greater Wilmington Airport, Wilmington DE.
-
- Head west until you reach the bar. Walk up to the officer drinking coffee, talk to
- him, and head east back to the Security Office.
-
- Enter the office, approach the man behind the desk, get your tickets, and go
- west again to Gate 2. Walk down the jetway and into the waiting aircraft.
-
-
- PLANE.WLD: Int. Private Charter Jet.
-
- In front of you is the flight attendant. Let her introduce herself, and then head
- north to your seat in the back.
-
-
- *PART II: Flux*
-
-
- MALL2.WLD: Int. Private Charter Airport Terminal A, Las Vegas, Nevada.
-
- Head east until you are at the exit. Turn south and walk into the Great Pyramid
- Restaurant to enjoy some great Egyptian food.
-
-
- CAFE.WLD: Int. Great Pyramid Restaurant, Terminal A.
-
- Head west and talk to the man in the yellow suit. Then, exit the restaurant
- quickly or you will be arrested.
-
-
- MALL2.WLD: Int. Private Charter Airport Terminal A, Nevada.
-
- Walk right out the door. If you were fast, you'll go straight to CIA.WLD with Fred.
- If not, you'll go to jail. Let's assume you go to jail.
-
-
- JAIL3.WLD: Int. High Security Area, Nevada State Penitentiary.
-
- Walk to the door of your cell. The guard will talk to you and unlock the gate.
- Head west, through another gate, to the elevator on the north wall. Get in.
-
-
- JAIL.WLD: Int. Visiting Area, Nevada State Penitentiary.
-
- Go to the third window from the left. Vesper will be there. After she talks to you,
- head to the south-west corner and board the elevator.
-
-
- JLOBBY.WLD: Int. Visitation Lobby, Nevada State Penitentiary.
-
- Vesper is trying to hustle you out with a minimum of conspicuous behavior.
- However, your friend Fred is standing there. He tells you to east and south to a
- side exit. Vesper wants you to head east, through the main exit. Steer wide of
- the guards. If they recognize you, they'll try to bring you down with their
- tranquilizer darts. If you take Fred's exit, he'll take you to HDATIN.WLD.
-
- Let's assume you head with Vesper through the main east exit.
-
-
- DOOME1M1.WLD: Int. Vesper's Apartment, Nevada.
-
- When you awake, head east out of the bedroom. Pick up the note on the floor
- and read it. Then head south to the picture between two lamps. Bump into it,
- and pick up the key that is revealed in the safe.
-
- Return to the bedroom and go to the closet in the south. Read the docs there,
- and when Fred starts beating the door down, go out to meet him. Otherwise,
- stick around for your arrest (this time you won't get out).
-
- WARNING: Sometimes the police get to Fred before you do, in which case going
- to the door doesn't help, even if Fred just called you. The best way to go is to
- avoid going with Vesper in the first place.
-
-
-
- HDATIN.WLD: Int. 'Holiday Lodge', Nevada.
-
- Go north to the bank of elevators. Turn around and head south into the
- bar/restaurant. Walk up to Fred. He talks to you. Turn around and head out
- again. Go out the main entrance.
-
-
- CIA.WLD: Int. CIA Section 7, Sector Headquarters, Nevada.
-
- Go north to Fred and talk to him. Don't get too close to any of the scattered
- around this level. If they recognize you, they'll open fire.
-
- Head through the door in the north wall. Once in the hall, turn east and
- continue to the first door on your left. Enter that office and get the keycard in
- the northwest corner behind the desk. Continue east through the hall to the last
- door on the left. It's gray. Enter and go to the intersection of bookshelf and
- west wall. You will automatically read the document.
-
- Exit the library, and head east, skirting around the guard. Then go north into the
- storage room. Pick up the detonators there, but save them! You'll need them
- later. Also be judicious in your use of the knock-out grenades. You don't need
- them at all to finish the game, but if you've gotten yourself into a sticky
- situation, they're a fast way out.
-
- Return to Fred and talk to him. Then head to the exit in the west wall.
-
-
- *PART III: Continuum*
-
-
- AREA51EXTEX: Ext. South Range Perimeter, Area 51, Nevada.
-
- Head north and find the manhole going into the sewer. Walk to it and enter the
- sewer.
-
-
- NINJA.WLD: Int. South Range Sewage Tunnels, Area 51.
-
- Take the northwest passage until you hit a wall. Head west to the 'Danger' sign,
- then turn and face north. Head north until the passage branches east. If you
- turn west, and go through the first gate, you can use a bomb to get through the
- second gate.
-
- Continue until you reach a room on your left. Enter the little booth and you're in
- the secret PacMan level. You must get over 207 points to come back to the
- sewer.
- Points are accrued by picking up the little blue spheres.
-
- When you get out of PacMan, go back to the intersection where you entered
- the first gate. Turn east and follow the passage as far as you can, through an
- intersection until it begins to curve to the north. Keep going until you exit the
- sewer.
-
-
- AREA51EX.WLD: Ext. South Range Compound, Area 51.
-
- Turn and head north until you come to the end of the building wall that's west of
- you. Hugging the wall, turn west and follow along to the next corner. Be
- stealthy so the guards don't see you. Continue south around the curve of the
- building, continuing until you reach the place where the two buildings
- are joined. Just in front of you, to your east, should be an elevator door. Enter it
- and you'll go down into
- AREA51D2.WLD.
-
-
- AREA51D2.WLD: Int. Building 130, South Range Compound, Area 51.
-
- Head west down the hall until you reach the T intersection. Turn left and head
- south until you reach the wall, then east until you reach the wall. Turn north and
- enter the former archives, now boxed and awaiting transfer to vaults. Your
- objective here is the gold key sitting atop the table by the guard post. Don't
- wander into the guard's cubicle, or he will come out shooting. Head back to
- the elevator and go up to ground level.
-
-
- AREA51EX.WLD: Ext. South Range Compound, Area 51.
-
- Head west across the open ground to the elevator door that is locked with the
- gold key. You can now access it and go down to Building 299.
-
-
- AREA51TS.WLD: Int. Building 299, South Range Compound, Area 51.
-
- Head east until you reach the double glass doors. Instead of entering that
- room, turn north and run into the security post, around the guard, and grab the
- green key before he can get off too many shots. Run back to the elevator and
- up to the surface. Once outside, head back to Bldg. 130.
-
-
- AREA51D2.WLD: Int. Building 130, South Range Compound, Area 51.
-
- Go west down the hall. Turn south but make the first possible right, entering a
- side hall. Go south down that hall until you have an opportunity to turn west.
- Pass the bathrooms on your left and continue, entering the elevator to the Ops
- Center.
-
-
- AREA51DX.WLD: Int. Building 130, Sublevel, Ops Center, Area 51.
-
- Run past the scientific staff in rad suits and grab the silver key from the table on
- the left. Make your way
- back to the main level.
-
- SPOILER: In the side room containing to the north, place one of your bombs
- below the panel full of red lights. Detonate it. This will disable the infra-red
- sensors in many of the door frames, allowing you to go anywhere within the
- buildings without setting off alarms.
-
-
- AREA51D2.WLD: Int. Building 130, South Range Compound, Area 51.
-
- Make your way back to the passage that leads to the elevator to the surface.
- Instead of going down this passage, head north until you reach the heart of the
- CONTINUUM project --- the time machine. When you enter this area, you will
- unavoidably set off alarms unless you have already disabled the security panel.
-
- The time machine itself is the cubicle containing the pulsating sphere. Enter this
- cubicle and you will the time travel sequence will be automatically engaged.
-
-
- DXPST.WLD: Int. Building 130, South Range Compound, Area 51.
- July 4, 1947.
-
- You have arrived on July 4th, the date that the wreckage from the crashed UFO
- at Roswell, New Mexico, was recovered. Among that scattering of
- extraterrestrial components and technologies is the core of what will eventually
- become the time machine. You have come back in time to prevent the time
- machine from being created, however the underlying motivation is to protect
- the continuum of the universe from human interference. How, and even
- whether or not, to best serve this purpose is up to you to decide.
-
- It is up to you to determine what truth really is. Is the timeline we know the true
- one? Who has the right to decide. This decision now lies in your hands.
-
-
-
- *About the Project:
- ------------------------------------------------------------------------
-
- CONTINUUM is the product of over nine months of hard work by two high-school seniors
- -- Jordan Wales and Conor Welch. We crafted this game using the Pie 3D Games Creation
- System, a powerful yet outdated and often non-intuitive program.
-
- We set out to make 3D adventure that could stand on its own merit of story and detail
- without relying on violence or other shallow content. The movies were filmed using a
- cheap color QuickCam. The visuals were limited by what funds we had. A few spiffy
- rendered by a friend of ours who had access to PhotoShop and Swivel Pro.
-
- Unfortunately, he was working on his own projects at the time (in addition to school)
- and could make a few of the clips we mapped out for him. The menus and some of the
- credits were created using Microsoft Image Composer beta, which expired midway through
- the project, leaving us bereft of any high power imaging programs. Everything else
- was done with GCSPaint, the program that came with the GCS, Windows Paintbrush, and
- Alchemy MindworksÆ Graphic Workshop.
-
- The game centers around questions of Truth, who its arbiter is, and who has the right
- to determine the future. Since we want the player to actually think about these
- questions, we leave the ending open, allowing the player to decide what path to take so
- that he/she has to decide without influence.
-
- Accompanying this game, we are writing a thesis paper that examines the history of
- computer games, and the societal influences that have brought the industry to its
- current state. We take a look at what people look for in a game, what they recognize
- as good qualities, and what they actually enjoy playing. CONTINUUM intends to prove
- that people don't need a mindless gorefest to hold their interest. A good story, and
- a positive goal are still enough.
-
- When the paper is complete (May 1st 1997), you can access the final version at:
- http://ourworld.compuserve.com/homepages/jwales/ihrmis.htm
- We hope you enjoy playing CONTINUUM.
-