========================================================================
 Jedi Knight Level

 P59.GOB

 A boss fight in an acid cave. Walk up to the glowing pool and a four-
 armed giant rises out of it: it fires bursts of concussion bolts from
 its eyes when it can see you, slams the shore so the floor tears open
 in a wake racing at you, roars the ceiling down on your head, sweeps
 the shore with its red heat-vision, leans out of its pool to smash you
 flat if you stand too close, and roars a swarm of crabs up out of the
 acid to run you down. Wound it and it sinks to head level and sprays
 blaster bolts; shoot its face until both eyes go black, then finish it
 with an explosive while its face is low.

 [cogfactory / p59-kraken-boss]

 BUILD 6  --  2026-10-01   (first packaged 2026-09-30)
 sha256 e572e438d7f86dec0291f989aafacee6

 This level is not made or distributed by LucasArts
 Entertainment Co.
========================================================================

THIS PACKAGE
------------------------------------------------------------------------
  P59.GOB          the level
  readme.txt       this file
  screenshot.jpg   what it looks like

INSTALLATION
------------------------------------------------------------------------
Drop P59.GOB into the `episode` folder of a Jedi Knight install (the one
that already has JK1.GOB in it) and pick it from the episode list.
Nothing else needs to change: the GOB carries its own level, cogs,
models, materials and sounds, and reads the stock resource/ for
everything else.

On a libretro frontend such as RetroArch, unzip first and put P59.GOB in
the episode folder of your Jedi Knight folder, then load it from there.
The core treats the folder above the GOB's folder as the game folder,
reads the episode from episode/P59.GOB inside it, and will not start
unless that folder also holds resource/ (Res2.gob) from a real install.

CONTROLS
------------------------------------------------------------------------
  the concussion rifle lies just in front of where you start; power cells, shields, health, two armour vests, a super shield (behind the pool) and a super charge (back right) are around the cave
  every rock that falls when it roars smashes into rubble and throws out three or four POWER CELLS: grab them before they blink out (about 14 seconds)
  PHASE ONE: shoot its CHEST. Steel plates and boulders block its eye bursts and its laser; sandbags only cover you crouched
  LASER EYES: when it rises and its eyes swell red, get behind a steel plate or a boulder. The beams sweep the shore from its right to its left and back, past where you stand, and leave a trench behind them
  THE CRABS: it roars and five or six crabs leap out of the acid on your side of the pool. They fan out round you, circle, and come in two at a time to claw you; one backing off is about to pounce. Shoot them: forty points of health each, and the kraken's own blasts kill them too
  THE REACH: stand near the pool and it leans out over the edge, its hand hovering over you while it watches. Keep moving: when the hand draws up it is about to fall, and it will not follow you after that. Out of its reach (back from the pool, or off to the sides) it cannot try
  PHASE TWO: it sinks to head level. Shoot its FACE: each eye goes black in turn (a black eye fires no laser)
  PERIL: with both eyes black it writhes, rising now and then. An explosive to the face while it is LOW kills it: the concussion rifle's blast does it, a blaster bolt does not

NOTES
------------------------------------------------------------------------
  its eyes burn RED while it attacks

  the acid burns, and two seconds in it throws you back onto the
  nearest shore

  the slam's line of eruptions runs at where you stood when the hands
  landed: step sideways. The floor heaves open along it like a wake
  and settles back

  rocks fall near you when it roars; dust at the ceiling shows where

  debris comes to rest as rubble you can stand on, and shooting it
  breaks it smaller; the stalagmites along the walls break when shot
  and grow back

  the acid is SM Sith Lord's, from his Asylum of Mortality (Hub Level
  Pack 2005), with its top made opaque so the kraken can hide under
  it; the way debris flies, lands, rests and breaks is his Asylum of
  Mortality destructible-object system, ported

  the kraken is Gnarly's krakityasshoe.3do, rigged by rewriting only
  its hierarchy; each eye has its own four-cel material (its own
  green, angry red, the laser's white-hot, black) so one can go dark
  while the other still burns

  builds 2 to 4 come from the owner's playthrough notes: build 2 the
  laser eyes, the power cells and the debris physics; build 3 the
  reach-and-smash, the earth wake, red and black eyes and audible boss
  sounds; build 4 lets the wake sink without closing first. Build 5
  adds the crabs. The balance will keep moving

  tested in OpenJKDF2 only; retail JKDF2 has not run it

WHAT IS IN THE GOB
------------------------------------------------------------------------
        80  episode.jk
     75890  jkl\krakboss.jkl
      2186  cog\crab.cog
     18737  cog\crabswm.cog
      2956  cog\p59acid.cog
     18777  cog\p59atk.cog
     17761  cog\p59boss.cog
      6329  cog\p59brk.cog
      3897  cog\p59cell.cog
      7216  cog\p59fx.cog
      7299  cog\p59gib.cog
     17177  cog\p59lsr.cog
       648  cog\p59mnd.cog
      9958  cog\p59rch.cog
      4262  cog\p59rock.cog
    225849  3do\crab.3do
    644399  3do\krakrig.3do
     43915  3do\p59bld1.3do
     44393  3do\p59bld2.3do
     44615  3do\p59bld3.3do
      4932  3do\p59bm0.3do
      4932  3do\p59bm1.3do
      4932  3do\p59bm2.3do
      4932  3do\p59bm3.3do
      4932  3do\p59bm4.3do
      4932  3do\p59bm5.3do
      9496  3do\p59gb1.3do
      9497  3do\p59gb2.3do
      9495  3do\p59gb3.3do
      9491  3do\p59gb4.3do
      6139  3do\p59hedg.3do
     23453  3do\p59mbar.3do
     23443  3do\p59mnd.3do
     62761  3do\p59rbl1.3do
     62867  3do\p59rbl2.3do
     11749  3do\p59rk1.3do
      3705  3do\p59rk2.3do
      3668  3do\p59rk3.3do
     57779  3do\p59sbag.3do
     17868  3do\p59stb1.3do
     25038  3do\p59stb2.3do
     33306  3do\p59stb3.3do
     28522  3do\p59stc1.3do
     40685  3do\p59stc2.3do
     56534  3do\p59stc3.3do
     28074  3do\p59stg1.3do
     40422  3do\p59stg2.3do
     55936  3do\p59stg3.3do
     62045  3do\p59wrk1.3do
     62780  3do\p59wrk2.3do
    158293  3do\key\crbdie.key
     56289  3do\key\crbhit.key
    212678  3do\key\crbidle.key
     56290  3do\key\crbland.key
     69886  3do\key\crbleap.key
    219475  3do\key\crbrun.key
    117573  3do\key\crbsmash.key
     83582  3do\key\crbsnap.key
    131102  3do\key\crbstnc.key
    171890  3do\key\crbstrl.key
    171890  3do\key\crbstrr.key
    158294  3do\key\crbwalk.key
     51081  3do\key\krkburst.key
    218242  3do\key\krkdie.key
    255163  3do\key\krkfit.key
     25738  3do\key\krkhit.key
    277824  3do\key\krkidle.key
     48917  3do\key\krklaser.key
    128991  3do\key\krkperil.key
    138824  3do\key\krkrch1.key
    138784  3do\key\krkrch2.key
    138784  3do\key\krkrch3.key
    165741  3do\key\krkroar.key
     68384  3do\key\krkslam.key
      4794  3do\key\p59mnd.key
    174220  mat\acidbase.mat
    174220  mat\acidwave.mat
    524428  mat\crabss.mat
   8388748  mat\cracker.mat
    131212  mat\crackereyes.mat
       652  mat\p59beam.mat
    174220  mat\p59cceil.mat
    174220  mat\p59cflr.mat
    174220  mat\p59cwall.mat
    174220  mat\p59edge.mat
    524620  mat\p59eyel.mat
    524620  mat\p59eyer.mat
       172  mat\p59lred.mat
    174220  mat\p59mbar.mat
      8332  mat\p59pool.mat
    174220  mat\p59rock.mat
    174220  mat\p59sbag.mat
     50318  sound\crbdie.wav
     38852  sound\crbhiss.wav
     21212  sound\crbhurt.wav
     19888  sound\crbland.wav
     26504  sound\crbsmsh.wav
     17684  sound\crbsnap.wav
     35324  sound\crbsplsh.wav
    176444  sound\p59acid.wav
    176444  sound\p59beam.wav
     26504  sound\p59burst.wav
     61784  sound\p59crack.wav
    126610  sound\p59die.wav
    116468  sound\p59fit.wav
     51640  sound\p59growl.wav
     44144  sound\p59hiss.wav
     57374  sound\p59lchg.wav
     44144  sound\p59pain.wav
     30032  sound\p59pop.wav
     35324  sound\p59rkhit.wav
     99710  sound\p59roar.wav
     31796  sound\p59rumb.wav
    119996  sound\p59sink.wav
     65312  sound\p59slam.wav
     88244  sound\p59surge.wav
     22094  sound\p59trem.wav
       397  misc\ai\crab.ai
      1325  misc\pup\crab.pup
       635  misc\snd\crab.snd

  18496165  bytes in 120 entries

CREDITS
------------------------------------------------------------------------
  The kraken (krakityasshoe.3do, cracker.mat, crackereyes.mat) is by
  Gnarly. The acid materials (acid_base.mat and acid_waves.mat,
  renamed acidbase/acidwave) and the way they move are SM Sith Lord's,
  from Asylum of Mortality in the Hub Level Pack 2005, and so is the
  design of the destructible debris (his AdrenalineFx / columbreak /
  columdecor cogs, ported to p59fx, p59gib and p59brk). The cave, its
  rock, mound, beam and barricade models, the rig, the animations, the
  cogs and the textures were generated by tools/cogfactory in the
  openjkdf2_libretro tree; the sound effects were generated with
  ElevenLabs (the laser's charge with a synthesized whine laid under
  it). The crab (crabs.3do, crabss.mat) is Gnarly's, scaled down and
  animated by tools/cogfactory/projects/p60-crab; its sounds were
  generated with ElevenLabs. The bolts, the pickups and their sounds
  are stock JKDF2.

  The readme format is styled after SM Sith Lord's cog headers,
  because his are the ones everybody read.

========================================================================
