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*Project Road Block Read Me File*
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Release 1.1

Alright, these are basic instructions that you've probably followed a bazillion and one times, but I'll just repeat them for the folks new to the game:

Basic instructions (for people who did full install of FS2)

1)  Extract PRB.fs2 into your ...\freespace2\missions directory.
2)  Make sure emptymsg.wav is in your ...\freespace2\sounds directory.
3)  Crank up FS2 and play!


Longer instructions (for people who did not install act 2 and/or act 3 animation files)

1)  Extract PRB.fs2 into your ...\freespace2\missions directory.
2)  Make sure emptymsg.wav is in your ...\freespace2\sounds directory.
3)  Make sure FreeSpace 2 disk 3 is in your CD-ROM
4)  Crank up FS2 and play!


For those of you with PRB 1.0, simply overwrite the original file when prompted.


Changes:

1.0
--Initial Release

1.1
--Fixed a broken debriefing stage.
--Added Strategy to ReadMe file.
--Added legal crap to the ReadMe.
--Intensified the ending.
--Made Koreth's disarmament happen as a turret-lock-all and beam-lock-all.
--Spent WAY too much time worrying about whether I'll get a full or half star for this work.


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Legal Stuff
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Make a copy of this mission and don't give me credit and I'll kill you.  Wait!  I should retitle this illegal stuff!

Okay, that last paragraph was completely false.  As long as you give ME credit for making this mission, I'll let you distribute it.  If you don't give me credit, you're in violation of my rights, so I'll call my lawyer and let him kill you (in a proverbial sense of course).  :)








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Strategy <definite spoilers>
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First and foremost, use the toilet before starting this mission.  It's a LONG one.  :)

This is subdivided into four sections:  Loadout and three phases of the mission.  The phases are rather obvious in the game, but to clarify:  Any time a major enemy ship blows up, it is the beginning of a new phase.  With this in mind, you can read only as much of this as you need and not spoil the rest of the mission if you like.

Recommended Loadout
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The default loadout should serve you just fine for this mission.  If you are going to change anything, be careful.  This loadout is well balanced so that rearming doesn't take too long and energy consumption isn't too heavy.

Phase 1
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You, along with four wings of fighters/bombers, the GVA Reaper, and the GVD Koreth are moving to attack the SJ Twilight.  Immediately prioritize the bombers coming from the Twilight's fighterbay.  If you lose too many bombers in this first segment, the mission is over.  Don't twadle either.  Those fighters may be six clicks out, but Maras move quickly, and you'll really appreciate having torn up as many waves as possible before they posed much threat.

After dealing with the Twilight's engines (only the bigass one had to be taken out, not the secondary ones), bombers start emmerging from the Twilight's hold.  Start cracking them open as they appear so that the Koreth doesn't take too much damage, again, you will be appreciative later.  By now your Rockeyes are probably gone, so when you hit about 40-60 Tornados, you'll want to call for rearm.  You don't want to be vulnerable or still too long, so reload now, while it's quick.  After, or possibly during, your rearm procedure, you'll see the Reaper's message to run like hell.  You do have a few seconds of leway, so finish rearming if you've already started.  Immediately tell your fighters to cover you (keep as many wingmen alive as possible, this is IMPORTANT) and start RUNNING.  You'll want at least five clicks between you and the Twilight, but make it six to be safe.  Also, try to be on the left side of the Twilight as you run.  It makes the beginning of the next phase a LOT easier.



Phase 2
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Twilight go BOOOOOM!  :)  Unfortunately, things are going horribly wrong on the GVD Koreth.  Finish off any fighters that followed you away from the Twilight (usually one or two pound on your wingmen while retreating), then tell all of your wingmen to guard the Koreth, and make a run out there yourself.  By the end of the lightshow, the SD Gore with a full compliment of bombers has come in.  Haul ass and intercept those bombers.  You SHOULD have a full load of missiles, and you will NEED them.  Prioritize bombers, and make a note:  You cannot be targeted by AAA beams for the rest of the mission.  As long as the flak of the Gore doesn't rip you to pieces, feel free to intercept the Nahemas and Nephilims as close to the SD Gore as you want/need to (which will be pretty close after a short time).  As you're fighting, the GVCv Calypso, GTC Alamo, and GVT Armor will jump in at staggered intervals.  They'll lay down plenty of beam fire, probably destroying the Gore before it can do too much damage.  The Armor is the key player though seeing as it's the ship that can repair the GVD Koreth.  Just don't pay TOO much attention to it, seeing as nothing attacks it by default.

The Koreth may or may not be repaired by the end of this phase, but chances are it won't be unless you took out the Calypso's beam cannons with your own, bare hands.




Phase 3
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Gore go BOOOOOOM!  :D  Noticing a pattern?  Top off any bombers that are still pestering the Koreth, but leave the fighters to your wingmen.  A Shivan attack force consisting of three Liliths, two Molochs, and two Rakshasas has just jumped in to harass you.  Add to that that two wings of bombers are starting their runs on the Koreth, and top it off with the fact that your reinforcements for this phase consist of an Aeolus, a wing of bombers and a wing of assult fighters, and you must ask yourself:  Why does BlueFlames hate me?  }:-D  Well I don't hate you.  The Shivan leaders are rather stupid, and the ships rather docile.  Remember, you are beam protected, so little more than friendly flak threatens you.  Immediately run down the nearest bombers.  With Seraphim and Nahemas to choose from, I'd go after the Seraphim, but don't be too picky.  Delay at this stage means death of the Koreth.  The capital ships should pose much of a threat for several minutes unless you're REALLY intent to protect your pitiful excuse of a fleet, so just keep after the bombers.  The faster you take them out the better too.  The Koreth's anti-capship beams would be remarkably handy if you could keep them around long, but that's one heck of a hard task.  It won't be long before the Koreth gets moving again.  When it does, avoid the engine wash, as you're going to need what hull plating you've got left to continue destroying the bombers.  By the time you get a spare moment, all that will probably be left are a couple of Liliths in moderate condition, and your Leviathan in realitively good condition.  Knock out the main and AAA beams of these last two enemy cruisers if you can, and the Levi might just make it out alive (unlike the REAL Alamo).  When the Koreth leaves, it might be a nice idea to shoot every last thing that moves (except what wingmen are left in your slaughtered force), especially any last cruisers that may be on the prowl.  It could be worth it come debriefing.  :)