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 Mindworks’ 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.
