               	     --the fugue state presents--

=====================================================================
C A S T L E S   O F  S T R O G G O S  3 :
			     
                               T H E   F I N A L   O B J E C T I V E
=====================================================================


::s t o r y:: 			(written by Neil "Kneel" Harrott)


"Psssst............Marine........."
The voices again....whispering, taunting.  You flinch,  as neural
boosters flood  your battered  system and  the automated bio-scan
begins it's round of daily pain.

How long now?

How long......
Damn,  It's  the mind probe  again.....won't  these beasts  leave
anything untouched?
Your  school........mother........the  first contact........Black
Tuesday, the day they blasted the crap out of the White house....
the  day the  President was eaten  on national  TV............the
fightback......basic training....

THE CRASH................

"MOTHER!!!!!!!!!!!!!!!"
Sharp reality  cuts in.......a  retreating face.....Urgh,  One of
those hunched  Medic things.  It stinks of burnt flesh  and fetid
damp. Seem's the tests are done.....

Why are they keeping me alive?

How did I get here?

"UUUhratah"

You  know that call and so you avert your eyes.   Feeding time at
the zoo, the crunch and slurp of feeding Strogg fill your cramped
and stale holding  pen.   Out there,   beyond the  forcefield and
lasers the deamons  recycle the  essence of your comrades,  small
fights  breaking out  as grunts and gunners  squabble over meagre
drops of foul fluid...........a few days ago you actually saw one
of the gunners mow down  four of the grunts.   No reason, he just
seemed to snap and you had laughed and whooped as crimson sprayed
the bulkheads.  Then you had vomited as the remaining crew turned
upon the fallen and began to gnaw on the remaining flesh...

A ship!

You are on a ship!
"Marine.........hey......."  The voices are back but ignore them,
concentrate.........A ship.
You remember planetfall upon Stroggos.........the fire fight....
screams and burning skin.  A base, huge gates....Tanks.

Oh yeah, Tanks.....loads of the mothers.  Huge stomping hydraulic
feet,  organic fright  masks ripped from the bodys of the fallen.
And then a ship........You were captured.....
You are in a holding cell.....You may be mad.....

"Marine!"..........oh, go away voices..I'm thinking....

Out there the lights fade and pulse as  the ship judders  through
hyperspace.  We hit them bad. This ship could be one of  the last
assault craft, you've noticed the lack of supplys, the increasing
tension  amongst  the  bio-mechanical  freaks  and  the   failing 
consoles and sparking wires.
"We you next eat".....you jump as one of the grunts leers through
the forcefield.   The rough English, remembered from a pre-Strogg
life taunts you.
The  gutteral  laughter  drowns   out the insistent beep from the
corner....
Your field computer!
Damn  but  the freaks  left it in here...highlighting  once again
that It's the flesh they desire, not the technology..... You roll
onto your side and cry out, faked pain drowning out the soft beep
of updating orders:

""MISSION BRIEFING: (Soldier 59666-1)

Updated Mission Brief:   Get yourself free from that cell.    The
blueprints  show a  control panel just above your head in a duct.
You  have to find some way  to deactivate  the force fields  from
that switch!

Your  location  is almost the dead-center of the ship.   From our
readings, you should be close to one of the secoundary cryogenics
bays.

Navigate the  cryodecks,  and find your way to  the  main weapons
bays... from  there you have to  deactivate  the  ship's  defense
systems...blow the crap out of the two large anti-spacecraft guns
found on that level,that should effectively fry the ship's entire
grid of defensive  guns.   We  can't get our ships  close to that
thing until you do.

There  is  a massive impenitrible  Steedium  powered   forcefield
surrounding the ship.   The generator  powering the forcefield is
on the main deck.  Be warned that Strogg security will be highest
there.   You MUST  deactivate the  field before our attack on the
ship can commence.

After the field is deactivated,  get your ass into an escape pod.
Our strike  will hit the ship 60  secounds  after  you  lower the
field..you wont have much time before the ship's hull collapses.

Save the world, marine, we're counting on you!

--END BRIEFING--"

Damn yes..........the ship. The huge ship flying earthward on  a
mission of destruction  and assimilation.  Now  you remember....
......you remember it all!!!!!

"Marine....up here....."

Upwards......above  your head.........and now  you can  see him.
Crouched and bleeding, another Human.  Battered and bleeding but
a Human...
And he's pointing to a panel...........
Damn you're not mad!!!!
You're not alone!
You're a marine Goddamit and you've got a new mission...........

Carry it out...........


==================================================================
Castles of Stroggos 3:       T H E   F I N A L   O B J E C T I V E
==================================================================

Author                  : Brian "Grin Reaper" Griffith 

Filenames               : grinspq3.BSP Specimen Containment
		          grinsp3b.BSP Cold Dissolution
			  grinsp3c.BSP Poisoned Hopes
			  grinsp3d.BSP The Final Objective
			  grinsp3e.BSP The Main Deck
			  grinsp3f.BSP The Makron Situation
                          final2.BSP   The Conclusion (end demo)

Version Date            : 11.19.99
Email Address           : grinreaper@gamedesign.net
Home Page		: http://grinreaper.gamedesign.net

Other levels by author  : Castles of Stroggos       (Q2 SP JUN98)
                          COS2  -  Stroggship       (Q2 SP OCT98)
			  Cryogenics Facility       (Q2 DM JAN98) 
 
::d e s c r i p t i o n::


COS3: THE FINAL OBJECTIVE is the final episode  of my  Castles of
Stroggos Trilogy of level sets for Quake 2.  I'd like to thank
my awesome beta testing team (look below in the credits for names),
and everyone involved in any way in the production of this level
set for all their help.  Everybody listed in  the credits  made their
own  large  contributions to the final product,  and without them
COS3  would never have been released. 

Whooo! So...I hope you enjoy it...be sure to read the cool story,
written by my bud KneeL  before  playing.  Thanks to those of
you who waited patiently (or otherwise) for so long for this.
And if you have fun, run into any problems, or have comments,
questions, etc., please email me at grinreaper@gamedesign.net .

Have fun!

::c r e d i t s::

            b y  Brian Griffith        (grinreaper@gamedesign.net)

                     
p l a y          Jay "Animal" Aiken              (jaaiken@ibm.net)
  t e s t i n g	 Jon "Flight" Asby     (fligher@barrysworld.co.uk)
                 Ben "Divine Comedian" Barker  (divcom@choice.net)  
	         Chris "Guf" Cummings      (cummings@ionstorm.com)
		 Tim "tOm" Friesen           (tom@westman.wave.ca)
		 Kevin "Akak" Hall           (akak@ravengames.com)
		 Morgan Parry                 (morgan@gagames.com)
                 Stephen "eXodus" Peterson (exodus@gamedesign.net)
		 Jiang "Ja Monkey" Pi       (jiang_pi@hotmail.com)
		 Eric "Igor" Sutton         (suttoneh@norwich.net) 	
  

      s t o r y  Neil "Kneel" Harrott          (yello@lineone.net)


m o d i f i e d
        c o d e  Morgan Parry                 (morgan@gagames.com)

v o i c e  o f
   m a r i n e   Chris "Guf" Cummings      (cummings@ionstorm.com)


                    .****MEMBER OF THE FUGUE STATE*****.
                    |http://fugue.terrafusion.com/state|
                    .**********************************.			                  
::t h a n k s::

R U S T (www.gamedesign.net)  and everyone who hangs out there,
Everyone  who emailed  me with  feedback for COS 1&2, Pepsi for
stimulation, id Software (who? =). And (in no particular order)
Kneel and Yello  (www.marlinproductions.com/yello) for bringing
humor to an often dull internet (come back dammit!). My family,
Laddie the incredibly smelly dog......and these twisted freaks:
Alex,  Derek,  Michael,  Robert, &  very, very  special  thanks
to everyone I forgot to mention.


::p r o g r a m s   u s e d::

Worldcraft			           (www.worldcraft.com)
Wally 				    (www.telefragged.com/wally)
Sky Paint GE				   (www.wasabisoft.com)
ArghRad 		          (www.planetquake.com/arghrad)
Quake 2 Modeller                    (martinp1@topaz.cqu.edu.au)


::h e l p f u l   t i p s::

(1) Ladders use a new bright red texture. You can't miss them.
(2) Some  slowdown  may  occur  on  lower  end  software  rendered
    machines in areas with lots of transparency. Blarg.
(3) The voice dialogue sequences in the  first and last levels are
    quite important to understanding what's going  on  around you.
    If you play with CD music, turn down the CD volume in Window's
    audio mixer.
(4) If you find the levels overly dark, try turning down/off of the
    lights in the room you're playing in,this will greatly increase
    contrast so things will be easier to see.  If this isn't enough
    try increasing the brightness settings on your monitor, and in
    Quake 2.  


::p l a y   i n f o r m a t i o n::

Game    : QUAKE 2                          Single Player     : YES
                                           Cooperative       : YES
                                           Deathmatch        :  NO      

Difficulty Settings     : YES

New Stuff               : Includes new textures, sounds,
			: and environment map by me. 
			  Modified Makron code by Morgan
			  Parry.
                          Also includes modified textures,
			  sounds, and models from Quake 2.

Prefabs Used            : none
Base                    : my twisted imagination
Build Time              : Oct. 20/98 - Nov. 19/99

::How To Use This Level::


You need the full registered  version of Quake  2 to play these levels.
You should also download the newest version of Quake 2 from id Software
(www.idsoftware.com) before playing.

To install this ZIP:

Extract all the files into a new folder in your Quake 2 folder called
"grinspq3" ( ex: c:\quake2\grinspq3\ ).

In Quake2, bring up the console (~ key) and type in:
		"skill %" (0=easy 1=medium 2=hard)
		"game grinspq3"
                "map grinspq3"

Or simply double-click on one of the .BAT files included.


::Copyright / Permissions::

All original material (C) 1999 Brian W. Griffith.
Quake 2 (C) id Software (www.idsoftware.com). All rights reserved.

This level or the contents of this ZIP file MAY NOT be distributed
in  any form  unless the ZIP archive is left intact and unaltered.
This level (ZIP) may not be commercially exploited  or sold in any
way without my written  permission. Just  to make it CLEAR: To use
this level on any medium other than  the internet or BBS, you must
first   get  my   written   permission.   I  don't  mind   letting
non-commercial publishers use my levels, just ask me first.You MAY
distribute this BSP through any electronic network (internet,FIDO,
local BBS etc.),  provided  you include  the entire ZIP unaltered.

::Where to get this map::

Visit http://grinreaper.gamedesign.net for download links and
worldwide mirrors. 


That's it!  Have fun!