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- \ |
- F A Q \|
- Version 1.29
-
- (as of September 9, 1995)
-
- Compiled by John D. DeCuir (decuirjd@primenet.com).
-
- This is the "Official" Descent FAQ. It provides pointers/answers to the
- most Frequently Asked and easily answered Questions about Descent that
- often get posted.
-
- This is NOT a substitution for the README.TXT that comes with Descent.
- The README file contains vital information that every Descent-player
- should read. This FAQ is intended as an up-to-date supplement, NOT
- a substitution.
-
- All specific names included herein are trademarks: Descent, Interplay
- Productions, Parallax Software, FlightStick, Gravis GamePad, Pentium,
- Intel, Cyrix, Id Software, Doom, Quake, Apogee, Wolfenstein 3D,
- IBM, OS/2, OS/2 Warp, PC Gamer, CompuServe, America Online, GEnie,
- Microsoft Windows, Smartdrive, Return of the Jedi, Star Wars, Death Star,
- Virtual I/O, iGlasses!, VictorMaxx, CyberMaxx, Logitech, Wingman Extreme,
- Windows 95, Prodigy. Any trademarks not mentioned here are
- hypothetically acknowledged.
-
- Please note that my e-mail address is decuirjd@primenet.com.
- PLEASE do not e-mail me for technical support, as I just write the
- FAQ. E-mail Interplay (see below) for technical support issues.
-
- NOTE: Due to _overwhelming_ requests, I'm forced to shut down
- the Descent FAQ distribution list. There were far too many
- requests to make this type of list viable. My apologies.
- You can continue to find the FAQ on the alt.games.descent newsgroup
- and at the WWW site listed below.
-
- This article is (C) Copyright 1995 by John D. DeCuir. All rights
- reserved. You are welcome to make copies and redistribute this article,
- as long as it is kept in its original form.
-
- WELCOME
-
- Welcome to the Descent FAQ! This document should make
- it easy to find the information you're looking for.
-
- This FAQ is divided into 7 parts:
- INTRODUCTION: What is Descent all about?
- GAMEPLAY: How to play the game
- STRATEGIES: Strategies and ideas on winning
- CHEATS/SECRETS: The cheat codes, and secret places
- MULTIPLAYER: Information on playing with 2+ people
- HOMEBREW: Information on user-created levels and editors
- MISCELLANEOUS: Everything else.
-
- Hope this will provide you with everything you'll need. If you'd
- like to see something that isn't here, please don't hesitate to
- e-mail me at decuirjd@primenet.com. And now, prepare for Descent.
-
-
- TABLE OF CONTENTS:
-
- [1]. INTRODUCTION
- [1a] What is Descent?
- [1b] How is Descent different from games like Doom?
- [1c] What is needed to run Descent?
- [1d] Can I play Descent under Windows 95?
- [1e] Can I play Descent under Windows 3.1?
- [1f] Can I play Descent under OS/2?
- [1g] Where is the Linux port of Descent?
- [1h] Where can I get Descent?
- [1i] What are the differences between the different releases of Descent?
- [1j] What's new in version 1.4a?
- [1k] What is this "Descent II" I've been hearing about?
- [1l] Who created Descent?
- [1l-2] How can I contact Interplay?
- [1m] Is there source code available?
- [1n] Is there a Descent newsgroup on Usenet?
- [1o] Does Descent support any VR (virtual reality) headsets?
-
- [2]. GAMEPLAY
- [2a] Help! I'm lost in the maze.
- [2b] I'm having trouble controlling my ship. Any suggestions?
- [2c] What are some popular control configurations?
- [2d] I can't find places on the map.
- [2e] Undocumented Map features
- [2f] What are the differences between the different robots?
- [2g] What are those yellow tunnels with sparkly things in it?
- [2h] What are those purple areas that new ships come out of?
- [2i] What are the relative strengths of the weapons?
- [2j] What's strafing, sliding, and translation?
-
- [3]. STRATEGIES
- [3a] I think Descent is too easy/boring.
- [3b] I think Descent is too hard.
- [3c] The secret resource: Lava
- [3d] How do I beat the big bad robot at the end of level 7?
- [3e] How can I detect cloaked robots?
- [3f] A Walkthrough of Level 7
-
- [4]. CHEATS and SECRETS
- [4a] What are the cheat codes?
- [4b] Is there a list of the secrets in Descent?
-
- [5]. MULTIPLAYER DESCENT
- [5a] Can I play with other people?
- [5b] Does each computer require a distinct version of the software?
- [5c] Why do different computers play differently on a net game?
- [5d] Can I play over the Internet? (IHHD and Kali info HERE)
- [5e] Is there a good place to meet other players?
- [5f] What speed should I set my modem at for IHHD?
- [5g] A note about networking and Descent
- [5h] How can I play those neat Chaos levels by myself?
- [5i] What are some multiplayer tactics suggestions?
-
- [6]. HOMEBREW LEVELS
- [6a] Will a level editor be released?
- [6b] What kinds of level editors are out right now?
- [6c] Where can I find homebrew levels?
- [6d] Okay, I've gotten a new level. How do I play it?
-
- [7]. MISCELLANEOUS
- [7a] What are the VCR controls in the Demo Playback?
- [7b] A Quick 'n' Dirty approach for stereoscopic (3-D) Descent
- [7c] I just died; where did all my stuff go?
- [7d] How can I skip past all the dialogue in the beginning of the game?
- [7e] How can I avoid motion sickness?
- [7f] I'm having hallucinations when I look away from the monitor.
- [7g] My frame rate is far too slow. Any suggestions to speed it up?
- [7h] How can I measure my frame rate for my computer?
-
- [A]. APPENDICES
- [AA] Appendix A: Internet resources for Descent
-
- ----------------------------------------------------------------------------
- REVISION HISTORY
-
- 12/26/94 Descent 0.1 FAQ born by John DeCuir.
- 12/26/94 A distinct, "Descent 0.5 FAQ" written by Seth Delackner.
- 12/27/94 Merger takes place, including new information from
- Adam Pletcher from Parallax Software.
- Thanks Adam! Descent FAQ 0.6 born.
- 12/28/94 Added Ascii Art logo by Thomas Axelsson, created FAQ 0.61.
- 12/28/94 Added lots of new info about robots, undocumented map
- features, control configurations, framerate. FAQ 0.7 born.
- 1/02/95 Added new Ascii Logo by Thomas Axelsson, some miscellaneous
- information. Re-organized, created a new TACTICS section.
- Debuted with FAQ 0.75.
- 1/03/95 Added minor info about OS/2 and GEnie. FAQ 0.77.
- This FAQ was never released.
- 1/03/95 Added Level 7 walkthrough by Mike Lorant. FAQ 0.8.
- 1/05/95 Added info about VCR controls, secrets. FAQ 0.81.
- 1/15/95 Added lots of information throughout the FAQ. Created
- FAQ 0.85.
- 1/16/95 Added/changed some minute detail. Thanks to Adam
- Pletcher for adding/correcting info. FAQ 0.86.
- 2/9/95 Changed some info from Adam Pletcher. Received
- blessing from the Parallax Software deities and
- went to version 1.0. Thanks all! :)
- 3/19/95 Updated FAQ to include info on registered Descent.
- FAQ 1.1 born.
- 3/24/95 Included info on new cheats, DEVIL, Chaos tactics,
- official specs. 1.15.
- 5/27/95 Added Win95 info, Strafe=Slide, Kali info, Devil info,
- and more WWW links scattered around the FAQ. Also
- information about Interplay's player list database. 1.2.
- 5/29/95 Reorganized the FAQ; 1.25. Added all sorts of new information,
- too numerous to list here.
- 6/10/95 Added misc. info all over FAQ. 1.26
- 6/25/95 Added new cheat codes, updated Kali servers. 1.27
- 7/21/95 Removed Kali info, put in pointer to Kali FAQ.
- Added info about Descent II. Minor changes. 1.28
- 7/21/95 Corrected Pramod's name & some Kali FAQ info. 1.281
- 9/9/95 Added Kasan 3D-Max info. 1.29
-
- WHERE CAN I FIND THE FAQ?
-
- The *official* source for this FAQ is at the World Wide Web site:
-
- http://www.primenet.com/~decuirjd/descent.faq
-
- The most current copy will always be held here, in text format
- (non-HTML).
-
- On the Internet, specifically in the Usenet newsgroups,
- look for it in comp.sys.ibm.pc.games.action or alt.games.descent.
-
- Alternatively, look on the IRC in channel #descent and ask for it.
-
- To find a copy of the FAQ in WWW HTML format, look at
- http://doomgate.cs.buffalo.edu/descent/, or
- http://www.eskimo.com/~stickman/descent/. Some delays may occur
- after the release of a new FAQ, however. These versions are
- currently out of date.
-
- ----------------------------------------------------------------------------
-
- Part [1]. INTRODUCTION
-
- -- [1a] ---------- What is Descent?
-
- "Descent is a heart-pounding, gun-wrenching, edge-of-your-seat experience."
- -from the README.TXT file in Descent
-
- "The sensation of speed is amazing, and the 3D, texture-mapped graphics
- make this game a genuine joy to behold."
- -PC Gamer
-
- Descent is a game from Interplay and Parallax Software. It immerses
- you in a full 3D environment with 6 degrees of freedom -- you truly have
- the experience of weightlessness and zero gravity.
-
- You are a pilot who must rescue hostages and blow up the reactors of
- certain enemy mines. However, there are many, many robot drones out to
- destroy you before you destroy them. When the reactor blows, you have
- 45 seconds to get out of there before you go with it!
-
- You are given an arsenal of different weapons, such as the Vulcan
- chaingun-like gun. Also, you have finite energy and shield strength,
- both of which may be replenished in the course of the game.
-
- Descent boasts true heightmapping and light sourcing -- the textures
- and feel of the game are absolutely real. And the light effects are
- terrific -- try shooting a missile down a dark corridor and watch it
- light the walls along its path.
-
- -- [1b] ---------- How is Descent different from games like Doom?
-
- Descent, unlike Doom, has a true 3-D environment with six degrees
- of freedom. This means you have three axes of motion and three axes of
- rotation. In other words, you can go in any possible direction that
- you want, not just walk around the floor.
-
- Descent also has 3D texture-mapped polygon enemies, and no flat enemy
- bitmaps like Doom has.
-
- Descent boasts unrestricted level design -- it's not limited to 90 degree
- walls (like Wolfenstein 3-D) or 2-dimensional layouts.
-
- -- [1c] ---------- What do I need to run Descent?
-
- According to the README.TXT, the bare requirements for running Descent are:
- - IBM PC compatible 386-33 or faster
- - 4 MB RAM
- - DOS 5.0 or greater
-
- Strongly recommended are:
- - 486 or Pentium processor
- - 8 MB RAM
- - stereo 16-bit soundcard with General MIDI support
- - a quality joystick
-
- -- [1d] ---------- Can I play Descent under Windows 95?
-
- Yes. For the majority of computers, Descent runs perfectly
- under Win95, with little, if any, configuration. Just run
- a MS-DOS prompt and run Descent.
-
- For optimum performance, create a shortcut to DESCENT.EXE, right
- click on the shortcut, go to Properties, go to Memory, and click
- on "Protected". Also, under Misc, change the Idle Sensitivity
- to "Low" (the leftmost position).
-
- If you have problems running Descent under Windows 95, hit "Shutdown"
- under the Start button and then "Restart Windows 95 in MS-DOS mode".
- When the command prompt comes back, go ahead and run Descent as usual.
-
- There are currently no publicly-known plans for a special port of
- Descent to Windows 95. However, there are for Descent II.
- See below for further information.
-
- -- [1e] ---------- Can I play Descent under Windows 3.1/3.11?
-
- You can, although it is not recommended. There are certain timing
- problems which interfere with Descent's performance when you play
- through a DOS Window (whether full screen or windowed).
-
- The best performance will be achieved when you exit Windows entirely
- (by File/Exit), and THEN load Descent directly from DOS.
-
- -- [1f] ---------- Can I play Descent under OS/2?
-
- Descent runs fine under OS/2. All you need to do is to increase
- your memory settings for a Descent object to 8 megs or more. You
- should change "DPMI_MEMORY_LIMIT" to 8 megs or more.
-
- -- [1g] ---------- Where is the Linux port of Descent?
-
- There is no port to Linux, and there are currently no plans for
- such a port to be developed. For now, Descent will remain a DOS/Windows
- game only.
-
- -- [1h] ---------- Where can I get Descent?
-
- You can download the 1.4 shareware version of Descent from the following
- sources:
-
- :: Interplay BBS: 714-252-2822, 24 hours, up to 28.8k baud, 8N1
- :: Software Creations BBS: 508-368-4137, 24 hours, 8N1
- or telnet to swcbbs.com
- :: redeye BBS: +49.89.5460535, Munich, Germany, 24 hours, 28.8k,
- big Descent Area, free downloads
- :: CompuServe: "GO GAMBPUB", in the Interplay software libraries
- :: America Online: keyword "INTERPLAY", in the software libraries
- :: GEnie: type "M805;3", then search for "Interplay"
- :: FTP sites...
- ftp.wustl.edu in /pub/msdos_uploads/descent
- ftp.uwp.edu in /pub/incoming/games
- ftp.funet.fi in /pub/msdos/games/interplay
- ftp.cdrom.com in /.17/games/incoming
- :: WWW sites...
- http://www.interplay.com
-
- You can get the registered version of Descent directly from Interplay, or
- you can buy it in retail stores.
-
- -- [1i] ---------- What are the differences between the releases of Descent?
-
- The shareware release of Descent was released in December 1994,
- and contains the first 7 levels of the game.
-
- BOTH the shareware and registered versions of Descent are currently
- at version 1.4a. You can find the shareware version, and the registered
- patch to 1.4a at the above FTP sites, or at Interplay's Web site:
- http://www.interplay.com
-
- Following is the official word on Registered Descent purchase
- information. Thanks to Matt Toschlog for this info.
-
- Registered Descent Purchase Information
- ---------------------------------------
-
- There's been a lot of questions about purchasing Registered Descent,
- so here's the definitive information.
-
- Registered Descent includes:
-
- 30 levels (including the 7 shareware levels)
- Full save game feature
- 4 new weapons
- New multiplayer games: cooperative, team anarchy, & anarchy w/ robots
-
- Registered Descent is available on both floppy and CD-ROM; the two
- are identical and cost the same. This is the only version of
- Descent available at this time.
-
- To order, call 1-800-INTERPLAY. Registered Descent costs US $39.95,
- plus $4.50 shipping. For mail orders, see the file ORDERFRM.TXT,
- included with the shareware version.
-
- European orders are UK#29.99. Call (44) 707-675-757 (UK) for info.
-
- The Registered version is available through normal retail
- channels (stores & mail order) now.
-
- The version currently on the computer shelves is version 1.0. You
- can find the patch to version 1.4 on various FTP sites.
-
- -- [1j] ---------- What's new in Shareware version 1.4a?
-
- From the README.TXT:
-
- 1.3 Added: support for Virtual I-O's Iglasses! head tracking and
- stereoscopic 3D in 320x400 mode. See the command line help
- for the switches to enable these new options. By default, the
- screen isn't rendered at the full resolution to keep the frame
- rate high. However, with a fast enough computer you can toggle
- between the low-res mode and the fullest resolution by hitting
- Shift+F6 during the game.
-
- 1.4 Fixed: Level 7 Boss robot made easier to kill
- -joybios switch now causes buttons to be read via BIOS also
- Added: Full Save/Restore added to single-player games! Use Alt-F2
- to save, ALT-F3 to restore
- HUD information added in VR modes
-
- Also, high-resolution modes (up to 640x480) are included. However,
- don't get too excited -- the 640x480 mode is barely playable, even
- on a Pentium. It's best for taking screen shots for Windows
- backgrounds. :)
-
- Also, the fusion cannon seeps less energy from your ship. (yay!)
-
- 1.4a Fixed: Reactor life incorrectly displayed in netgame menu
- Multiplayer kill list not displaying on VFX
- Slowdown/hangs during endlevel sequence
- Bug with low memory settings having no effect
-
- Changed: Made -3dmaxhi use Kasan's 3DBIOS 320x400 mode
- Made vfx_init use the VIPPORT environment variable
-
- Added: Reactor life slider to the modem setup menu
-
- -- [1k] ---------- What is Descent II?
-
- Descent II is planned to be the sequel to Descent. It will
- include new levels, robots, powerups, redbook audio, and more
- animations. This product was originally called the "CD Enhanced"
- version of Descent.
-
- The following information may change at any moment.
-
- Descent II will probably include 3 versions of the program:
- - a MS-DOS version of the game
- - a Windows 3.1 version of the game
- - a Windows 95 version of the game
-
- The rumors that were going around that Descent II is exclusively
- a Windows 95 game are FALSE. However, there are plans for a
- Windows 95 version of the game.
-
- Descent II is planned for a fall-late 1995 release.
-
- -- [1l] ---------- Who created Descent?
-
- Descent was created by Parallax Software, along with Interplay Productions.
-
- -- [1l-2] How can I contact Interplay?
-
- Interplay Technical Support can be reached 24 hours a day through their
- Automated Customer Service system, with representatives available during
- normal business hours. Their phone number is 714-553-6678.
-
- Other ways to get help:
-
- Interplay Productions Interplay BBS: 714-252-2822
- attn: Customer Service America Online: keyword INTERPLAY
- 17922 Fitch Avenue email "IPTECH"
- Irvine, CA 92714 GEnie: type "M805;1"
- CompuServe: GO GAMBPUB
- Prodigy: email to "PLAY99B"
- Internet: email to support@interplay.com
-
- Interplay also has a very cool World Wide Web site at the following
- URL:
-
- http://www.interplay.com
-
- -- [1m] ---------- Is there source code available?
-
- Descent is a commercial product, and hence, no source code of the game
- is available, aside from the source code provided in the official
- specs.
-
- -- [1n] ---------- Is there a Descent newsgroup on Usenet?
-
- Yes! Most sites carry the newsgroup "alt.games.descent". Ask your
- local news administration to carry it if they don't already.
-
- -- [1o] ---------- Does Descent support any VR headsets?
-
- Descent directly supports 3 VR headsets: VictorMaxx's "CyberMaxx",
- Forte's "VFX1", and Virtual I/O's "iGlasses".
-
- Descent also directly supports one brand of 3-D LCD glasses: the
- Kasan 3D-MAX glasses. These are shutter glasses which provide true
- flicker-free stereo vision without the resolution loss found in VR
- headsets. For more information about the 3D-MAX glasses, look on the
- WWW page: http://pcvr.kasan.co.kr
-
- Type "descent -help" on the DOS command line for more information
- on the switches needed to activate these headsets.
-
-
- Part [2]. GAMEPLAY
-
- -- [2a] ---------- Help! I'm lost in the maze.
-
- The transition from 2D to 3D is not an easy one. While it can be
- challenging, once you're used to it, 2D worlds will just seem, well,
- flat.
-
- The best advice is to keep checking your map (hit TAB). How the maze is
- oriented once you enter the map screen is a view from behind your ship,
- with "up" going "up". You can rotate the map around after you realize
- where you are to see where you want to go. To zoom in and out,
- slide up and down.
-
- Also, look for landmarks -- i.e. a room full of monitors, a huge cavernous
- room, or a room full of doors. Keep returning to these rooms until you've
- explored every branch.
-
- One technique that may or may not work is to simply barrel down tunnels,
- not caring where you're going, just to kill enemies. This has two
- advantages -- one, a lot of the enemies in the maze will be wiped out so
- you don't have to deal with them when you start exploring, and a
- substantial chunk of the maze will already be mapped on your automap.
- Once you get a large portion of the map, you can start exploring and
- looking for keys. Of course, your mileage may vary.
-
- Another technique to keep in mind is to keep the lights of
- the tunnel to the top of the screen; this will orient you correctly.
-
- Mike Danseglio writes:
- "What sometimes works best is leaving your 'mark' in the maze. Where
- Doom had dead bodies, Descent does not leave rubble of destroyed
- enemies. Instead, seek out the monitors on the walls and blast 'em.
- They will explode and remain broken throughout the game. This really
- helps with the "Have I been here before?" problems.
-
- -- [2b] ---------- I'm having trouble controlling my ship. Any suggestions?
-
- This is often the most brought up subject. Like I said earlier, the
- transition to 3D is not an easy one.
-
- The predominant opinion is that the best setup is with a fancy joystick,
- such as the FlightStick. This has lots of buttons and switches on the
- stick itself that will let you control the game. The Logitech
- Wingman Extreme is also a moderately priced popular alternative.
-
- Failing that, the next best option is to use a normal, ANALOG joystick
- together with the keyboard. I personally use the joystick to point
- where I want to go and to use Z and X to accelerate and decelerate,
- respectively. I don't suggest a digital joystick, such as the Gravis
- gamepad, because a large portion of that immersive experience is lost
- when you can't control how fast or how slow you want to turn.
-
- The least attractive solution is to use the keyboard by itself, although
- it has been known that a lot of players have become quite adept at this
- method. The best way is to use the keypad for pointing, sliding, etc.
- and other keys (such as z and x) on the other side of the board for
- accelerating and firing.
-
- One suggestion that everyone should try, though -- have DEDICATED sliding
- keys! For example, use W,A,S and D for slide up, left, down, and right,
- respectively. This lets you slide while doing other things, such as
- turning, and will improve your gameplay significantly.
-
- -- [2c] ---------- What are some popular control configurations?
-
- "I use a Wingman Extreme joystick from Logitech. The
- trigger fires my weapons, the hat slides, and the rest of
- the buttons are default. I use "A" and "Z" to accelerate and
- decelerate."
- -John D., aka Bruin on #descent
-
- "The mouse is the best for me. Pitch up is the mouse, y-axis
- inverted. Pitch down is the mouse's x-axis. Fire primary is
- mouse left button, and fire secondary is the mouse right button.
- (If you're using a 3 button mouse, use the middle button to fire
- the secondary, and right button to go forward. W,A,S, and D
- to slide, and Caps Lock for a reverse view. Reverse
- acceleration is left shift, and forward is space bar. Everything
- else is default."
- -"vxl" on IRC/#descent
-
- "Mouse Y: pitch; Mouse X: turn (yaw); Mouse 1: primary weapon;
- Mouse 2: accelerate; Mouse 3: reverse; W,A,X,D: slide; Q,E: roll;
- C,Z,S: increase, decrease, stop cruise; spacebar: primary weapon;
- Left Alt: secondary weapon; Left Shift: slide mode for mouse;
- Left Ctrl: bomb. I tend not to use the cruise control much."
- -Sean Gugler
-
- "Number pad as ship heading controls. / above 8 is the flare
- launcher; the * is the bomb key. My right hand is on the num pad
- with my pointer on 4, my middle finger on 8, and my ring finger
- on 6. My thumb rests on 0, which is the thrust-reverse key. My
- left hand controls forward movement, and rests on the right side
- of the main keypad. Right shift is thrust forward, the alt is
- slide on, and ctrl is fire. On the num pad, the 1 and 3 are
- roll left and right."
- -Matt Ebel
-
- -- [2d] ---------- I can't find places on the map.
-
- Remember that when you enter the map screen, the view is from behind
- your ship, with up pointing up. Use slide up and down with the map to
- zoom. (With defaults, use left alt + up or down.)
-
- Note that these controls were altered for the registered/retail
- version. In this version, the sliding keys move the map around
- ("pan" it) and the forward/backward keys control the zooming.
- Also, by hitting the primary fire button, it resets the map to
- the view from behind your ship, as mentioned above.
-
- For the shareware version, to pan across the map (make the map move, as
- if you put your hand there and slide it over), hold down "S" while moving
- the joystick/cursor keys. Your new center of rotation will be the
- center of the screen, NOT your ship.
-
- -- [2e] ---------- Undocumented Map features
-
- The following features are undocumented:
-
- (Shareware only) In the map, hold down "S" and move the control around.
- You can pan the map this way. In the registered version, use the slide
- keys to move the map around.
-
- If cheat codes are enabled (see below), hit "Alt-F" in the map screen.
- The entire map will appear.
-
- -- [2f] ---------- What are the differences between the different robots?
-
- From the introductory info: (Robots labeled ** appear only in the
- registered/retail version.)
-
- Class 1 Drone (Yellow) :
- Standard utility robot, apparently modified for combat. Should
- pose little threat alone, but could be trouble in groups.
-
- Class 2 Drone (Blue) :
- Aggressive when cornered. Relatively weak weapons, but fires
- rapidly.
-
- Medium Lifter (Green with arms) :
- Normally used to burrow through porous rock. Recon cameras
- have witnessed this robot shredding anything in sight -- including
- hostages! Stay away from this robot -- because he has no
- projectile weapons, your best bet is to fire from far away.
-
- ** Secondary Lifter (Red, has one arm) :
- Usually used in groups of 2 or 3. Advanced intelligence;
- fires in rapid bursts.
-
- ** Advanced Lifter (Red, 4 arms) :
- Silent and fast. Usually in groups. Has a tendency to
- ram into you once it sees you.
-
- "Spider" Processing Robot (Red, 4 arms) :
- These mechs were designed to pick up rubble for processing in
- their body cavities. Explodes into smaller spiders when hit.
-
- Class 1 Driller (Silver) :
- This robot is vicious, as it fires its vulcan guns (chaingun)
- at you immediately when it sees you. Don't stay in its sight
- too long!
-
- ** Class 1 Heavy Driller (Dark brown) :
- Tough and armed to the teeth. Proceed with extreme caution!
-
- ** Class 2 Supervisor Robot (Blue, small; has antennae) :
- Supervisory; will increase the awareness of other robots
- nearby. Often fast.
-
- ** PTMC Defense Prototype (Grey & Dark Brown) :
- Fires rapidly without overheating.
-
- ** Class 2 Platform Robot (Sleek; light brown) :
- Has lasers or missiles. Big threat if cornered.
-
- ** Class 3 Gopher Robot (Grey, small) :
- Generally known for laying bombs in its path.
-
- Small Hulk (Green, bulky) :
- Standard borer robot. Tough and agile.
-
- Medium Hulk (Yellow/Brown, bulky) :
- Heavily armored for explosive deployment deep in mines. Slow
- moving, but very dangerous.
-
- SuperMech (Red; fires homing missiles) :
- These guys are like the hulks, but about 200% more angry.
-
- Mega Hulk (Yellow, huge, cloaks) :
- This robot is huge and cloaks whenever you hit it. It reappears
- somewhere else. For hints on how to kill it, see section [3d].
-
- ** "Boss" (Red with enormous eye) :
- Like the Mega Hulk, cloaks whenever you hit it.
-
- -- [2g] ---------- What are those yellow tunnels with sparkly things?
-
- These are areas which recharge your energy. If your energy level
- is below 100, if you enter this area, your energy will be refilled
- to 100. Note that this area has no effect on your shield level.
-
- -- [2h] ---------- What are those purple areas with new ships?
-
- These are enemy generators, and they are VERY DANGEROUS. Try to
- stay away from them, as new enemies pop out of them unexpectedly.
-
- -- [2i] ---------- What are the relative strengths of the weapons?
-
- Espen Monnich wrote the following table:
-
- "----------------------------------------------------
- |Weapon | Number | Damage | Total | Energy |
- | |of shots| pr.shot | damage | pr.shot |
- |-----------|--------|---------|---------|---------|
- |Laser lv1 | 2 (4)* | 10 | 20 (30)| 0.25 |
- | " lv2 | 2 (4) | 11 | 22 (33)| 0.25 |
- | " lv3 | 2 (4) | 12 | 24 (36)| 0.25 |
- | " lv4 | 2 (4) | 13 | 26 (39)| 0.25 |
- |-----------|--------|---------|---------|---------|
- |Vulcan | ca. 25 | -- | 4 | 0 |
- |-----------|--------|---------|---------|---------|
- |Spreadfire | 3 | 6 | 18 | 0.25 |
- |-----------|--------|---------|---------|---------|
- |C. Missile | 1 | 25 | 25 | 0 |
- |H. Missile | 1 | 27 | 27 | 0 |
- |-----------|--------|---------|---------|---------|
- |Bomb | 1 | | 24 | 0 |
- ----------------------------------------------------
-
- * () specifies the Quad laser. It shoots 4 shots, but does only 50% more
- total damage.
-
-
- NOTE: This table is a bit unclear, because I have not considered the fire-
- rate for each of the weapons and the speed of the shot itself. For
- example, the Spreadfire has a bit faster fire-rate than the Laser,
- and the fire-rate and the speed of the shots for the Vulcan is very
- high."
-
- -- [2j] ---------- What's strafing, sliding, and translation?
-
- John Viggiano contributes:
- "Sliding, Strafing, etc.: What's the correct terminology?
- Descent documentation refers to a sideways, up, or down
- motion, without changing the direction your ship is pointing,
- as "sliding." In the side-to-side mode, this is
- similar to the "strafing" motion in Wolfenstein 3D and Doom.
- Technically speaking, strafing refers to shooting at ground
- targets from the air with a machinegun, so the nomenclature
- selected by Id (creators of Wolfenstein 3D and Doom) is
- something of a misnomer. (Perhaps it was selected because the
- motion would be useful in actual strafing.) While "sliding"
- avoids this problem, the term "translate" has been used in
- spacecraft navigation to describe this motion since Gemini 3
- performed these operations in orbit in 1965."
-
- This FAQ refers to this phenomenon as "sliding", in accord with
- the Descent documentation.
-
-
- Part [3]. STRATEGIES
-
- -- [3a] ---------- I think Descent is too easy/boring.
-
- Try the following:
-
- :: Don't use any cheat codes
- :: Increase the difficulty level of your game
- :: Use only one type of weapon, i.e. use only the normal guns
-
- Descent has many difficulty levels, and should appeal to every gamer.
-
- -- [3b] ---------- I think Descent is too hard.
-
- It depends what you mean by "hard". If you're having trouble controlling
- the ship, see the section above about controlling your ship. Otherwise,
- try the following:
-
- :: Decrease the difficulty level of your game
- :: Try flying around an empty mine tunnel as fast as you can and
- as fluidly as you can.
- :: PRACTICE SLIDING!! This technique will save you many times over
- when it comes to enemy fire.
- :: Learn when to (and when not to) use the different kinds of weapons
- you have.
- :: Practice, practice, practice!
-
- -- [3c] ---------- The secret resource: Lava
-
- "I discovered something about the lava by accident, and a fairly
- costly one at that: the lava is REALLY explosive - like missiles. This
- can be EXTREMELY useful:
-
- Suppose you're in level 2 (the one with the very large room near
- the start), and you're going to get the red keycard, which is defended
- by about 4 or 5 robots. As you may recall, there'a large lava pit in
- the middle of the room, which at least one of the robots is always
- directly above. Instead of aiming at the robot, aim at the lava right
- below it and fire a blast or two. The blasts will cause the lava under
- it to explode, and blow the robot above it apart! Also, since the shots
- are sufficiently far from the robot, it won't try to dodge the blasts!
- The Vulcan can be nice here: it's extremely high rate of fire turns the
- lava into an exploding pool of fiery death (what vivid language :).
- This also can work well against humans: fire above them so they dive
- into the lava, then blast the lava around them. Either you'll kill
- them, or they'll accidentally shoot the lava and commit suicide - you
- get their stuff either way."
- -Scott Adams, via alt.games.descent
-
- -- [3d] ---------- How can I beat the big bad robot at the end of level 7?
-
- Adam Pletcher of Parallax Software recommends:
-
- "Here's my method. Once the smaller guys are gone, keep circling the
- pillar, always moving forward. When he comes into view, lay on him with
- the quad lasers. Keep your nose pointed at him, keep moving forward, and
- also slide up or down to avoid his missiles. If the smart blobs from the
- missiles are getting too close to you, hug the pillar tighter or duck into
- one of the cross tunnels. It should only take 5 or 6 passes like this to
- nail him."
-
- -- [3e] ---------- How can I detect cloaked robots?
-
- Meghan Mendenhall contributes:
- "First, you know you are up against a cloaked robot when you
- unexplainably get hit at close range. Turn around (they tend to prefer
- to attack your rear) and back up. Try and find a corner or niche to
- hide in, so you're only attacked from one side. Launch a few flares,
- and watch for an interference pattern against the wall. Cloaked robots
- look like they are made out of slightly dirty celophane. Once you
- see it, blast away! Spreadfire cannon is recommended because of its
- fast firing rate and wide coverage. When the robot explodes it
- decloaks, so you can see debris."
-
- -- [3f] ---------- A Walkthrough of Level 7
-
- BIG thanks to Mike Lorant (mikel@ucc.su.oz.au, also "Dense" on
- IRC's #descent) for writing this section. Obviously, this section
- contains major spoilers. Read at your own risk.
-
- 1. Getting the blue key
-
- At the start of the level go straight ahead up the ramp and follow the
- corridor around to the right. At the room fly thru the far left hand
- door and into a large room with a passover bridge in it. Then exit
- via the corridor directly above from where you started. The corridor
- will bend to the left and then dip down the slope. Fly through the
- corridor with the grating on the left hand side and out the other
- end. Follow the corridor past a T junction and around through the
- rechargerator and over to the next T junction. See diagram 1. Turn
- left and grab the blue key.
-
- Diagram 1
- _____
- / R \
- / ___ \ B = Blue Key
- / / \ \ 1 = 1st T junction
- | |_____| | 2 = 2nd T junction
- | 2 B 1 | R = Rechargerator
- | _____ | E = Entrance
- | | | | X = Exit
- |==| |==|
- | X| |E |
-
- 2. Getting to the blue door
-
- Head back to the second T junction and turn left where there should be a
- door in front of you. There will be grating on the left hand side with a
- door down the end. Continue up the rising corridor and down the other
- side until you enter a large spherical area and to the blue door on
- the southern side of the room.
-
- 3. Getting the yellow key
-
- Pass through the small corridor into the room with a red star shaped
- structure and exit straight ahead (upward direction). As the corridor
- points upwards watch out for the 2 cloaked Medium Lifters. The corridor
- will level out again and continue following it. It will then dip a short
- distance away and passes past a yellow grating with lava below it. The
- grating that is above you sometimes contains a Class 1 drone so watch out
- for its missles. It is recommended that if it is there you destroy it
- because it can be a hinderance when tackling the next enemy. The
- corridor will turn left at the bottom and at the end of it will be a
- Supermech firing missles that lock on. Level out and grab the yellow
- key.
-
- 4. Getting to the yellow door
-
- Return to the beginning of the level (where you started). There will
- be a yellow door on the left hand side, just below and behind the
- ramp you came from. See diagram 2. Go through the yellow door.
-
- Diagram 2
-
- | |____
- | |R | _Y
- __| | | |
- __ | S = Start
- | | Y = Yellow door
- | __ | R = Ramp
- | | | |
- | | |S |
-
- 5. Getting the red key
-
- Pass down the long dark corridor with grating on the left hand side
- with a yellow door down the end. There will be a small cavity
- directly ahead which you can fly up. Go through there and fly to the
- top. Watch out for the Supermech firing missles which lock on.
- There will be a cloaking powerup at the top and just over the other
- side will be the red key. Grab the red key.
-
- 6. Getting to the red door
-
- Return to the start of the level and and fly up the ramp that you
- initially flew through when getting the blue key. At the end of the
- corridor go through the door straight ahead and you will enter a tiny
- corridor with a door down the end. See diagram 3.
-
- Diagram 3
-
- ___| 2|_
- / \
- 1 /\ |
- \ \/ | E = Entrance
- \ ____ / 1 = Go through on way to Blue door
- | | 2 = Go through on way to Red door
- / |
- / /
- | E|
-
- As you enter the next room there will be a door on the top far left hand
- side. After going through that you will find another corridor that will
- dip down downwards. However, watch out for two secret doors behind you
- that will open when you are halfway down the corridor. Two Automated
- Scout Robots will come from those two chambers (left and right
- side). Continue down to the end of the corridor into a large arena
- room. The floor will be volcano shaped entrance with a red door on
- the inner northern end. Go through the red door.
-
- 7. Killing the Shareware Big Boss
-
- Note that the red door will be unopenable from the other side so you will
- have no escape. Read section [3d] for details on tactics to destroy
- him. Good luck!
-
-
- Part [4]. CHEATS and SECRETS
-
- -- [4a] ---------- What are the cheat codes?
-
- Type the following directly in the game, regardless of your current
- keyboard mapping setup.
-
- GABBAGABBAHEY = Cheats enabled!
-
- Note: You *must* type GABBAGABBAHEY before using any other
- cheats in the game.
-
- SCOURGE = WowieZowie Weapons!
- MITZI = All Keys!
- RACERX = Invulnerability On/Off!
- GUILE = Cloak On/Off!
- TWILIGHT = Shields Recharged!
- FARMERJOE = Warp to Which Level?
-
- ***The following cheat codes work ONLY in the registered version***
-
- BUGGIN = Turbo mode; everything (including enemies) speeded up
- BRUIN = Extra Life!
- BIGRED = SuperWowieZowie Weapons! (includes ALL weapons)
- FLASH = Illuminates a path to the exit
- AHIMSA = Turns off enemy ships' firing
- BIOPSYTOYS = Blows the reactor immediately
- POBOYS = Also blows the reactor immediately
- ASTRAL = "Ghost" mode; go through doors, etc. (NOT walls)
- PORGYS = MEGA WowieZowie Weapons! (Must be seen to be believed)
- LUNACY = Robots move fast, fire seldom
-
- You might want to change your "bomb" key to something that won't conflict
- with these codes, otherwise you might blow up before you finish typing
- it.
-
- Note that when you use cheat codes, your score drops to 0.
- Hence, use these codes only as practice runs.
- (Thanks to adliber@aol.com)
-
- You CANNOT use the cheat codes in a multiplayer game, unless you
- are using a hacked .EXE file. Please don't send me any mail
- asking how to do it or how to get a copy, as I will simply trash it.
-
- -- [4b] ---------- Is there a list of secrets in Descent?
-
- Adliber@aol.com writes:
- "In level 4 there is a long reddish tunnel which has a gate at the
- end.. one you open the gate you see one of these purple areas on your
- right... about 3 green medium lifter robots show up out of this area..
- if successful you blast them and three more show up you can shoot them
- until no more robots come out, and think that's it right? Well now
- for the bonus... if you back out of the area through the gate you came
- in, and come back in to the same area again...more robots come out
- again... shoot them, until no more come out... the benefit is that
- when you shoot them you'll get the blue sphere that replenishes your
- shields... I did this about three times... (that is back out from the
- area, and re-enter) and was able to replenish my shields all three
- times. After all the robots were killed for the 3rd time.. no more
- came out but I had replenished my shields from 25 to about 85! By then
- I really needed the shields and it was the only place where I could
- replenish them... I found this by accident, and will try the same on
- other purple areas."
-
- Adliber also writes:
- "I found a hidden room by accident in Level 1...there is a hidden
- room in the ceiling and it's full of goodies; it has about 3
- or 4 packs of missiles and assorted ammo. When you get to the yellow
- area with the floating "stars" that replenishes your energy... find
- one of the video screens on one of the corner walls...look up at the
- ceiling, and you will see (faintly) a door... shoot at it and you
- will be able to go up into that room... There are two entrances to
- this area but the easiest one to spot is the one by the video screen
- on the wall. If you cannot see it... just shoot at the ceiling
- where you see the video screen in this area..."
-
- First Level secrets by Sven Neuhaus:
- "1) From the start, turn right/down. Next intersection, turn right.
- Turn left in front of the prison, turn right in front of the
- ventilation. Now turn either right or left. The next corner
- you are approaching has a secret entrance at the ceiling. Contains
- vulcan ammo and rockets.
-
- 2) From the start, turn left/down. Follow the path. Turn up to fly
- into the new room. Fly towards the left back corner. The wall
- there has a horizontal seam on it. Fire at the door or fly close
- to open it.
-
- 3) Inside the second secret, right behind the second secret's
- entrance, but at the ceiling. Secret contains a Small Hulk and a
- Laser.
-
- 4) Inside the second secret, turn left after you entered the second
- secret door. Move down through the hole in the floor. Turn right.
- There's a secret door with a shield boost behind it.
-
- 5) From the start, turn right/down. At the intersection, turn left.
- There will be a hole in the ground. Move down. Fly forward slowly.
- There is another hole in the ground at the very dark spot. This
- leads to a room with a small hulk, the vulcan cannon and some energy
- boosts."
-
- David Wong writes:
- "Upon arriving at the Red Access door on Level 10, DO NOT enter the Red
- door. There is a Vulcan cannon mech waiting behind a grill behind the
- doorway. How do I get to that guy? Stand at about a ship's length from
- the Red door. turn to the left to face the wall. You should see a
- seamed secret door. If not, blast the left wall a bit and it will open.
- You see an EXIT. Turn right around the corner and jump the Vulcan mech.
- After that, complete the level as usual, but after you blow the reactor,
- do not exit the usual one you see but exit the one you found behind the
- secret door.
-
- Then you will be transported to the ASTEROID SECRET BASE between Mars
- and Jupiter! (Does that answer the question "why are there only 27
- instead of 30 levels in the registered version"? :) When you arrive, be
- ready, because you will be greeted by no less than FOUR mini-bosses,
- fast "millenium falcon" flyers, stationary Sentry mechs, a host of other
- very advanced and unique opponents, and a CLOAKED VULCAN CANNON MECH...
- It pays to take your time and don't use the cheat codes."
-
-
- Part [5]. MULTIPLAYER
-
- -- [5a] ---------- Can I play with other people?
-
- Yes! Descent is a full MP (multi-player) game as well. You can
- either link up with a fellow player via modem, serial cable, or
- network.
-
- One of the advantages that Descent has over other similar games is
- that any player can join or leave the game at any time on a network.
-
- For modems, Descent's setup couldn't be easier. For the vast
- majority of modems, a simple ATZ sets things up for Descent, and
- you're ready to go. You can set this up in the multi-player setup
- menu off the main menu.
-
- -- [5b] ---------- Does each computer require a distinct version of the
- software?
-
- No. Each computer on a MP game can be running a copy of the Descent
- software.
-
- -- [5c] ---------- Why do different computers play differently on a MP
- game?
-
- When a Pentium and a 386 are playing on a MP game, there is an element
- of "unfairness" to the 386-user. In past games, such as Doom, the
- system compensated by reducing the Pentium-user's display to match the
- 386 display.
-
- However, Parallax and Interplay decided not to take this route, and
- to have every computer play at the level it can play at.
-
- -- [5d] ---------- Can I play Descent on the Internet?
-
- There are two major ways of playing Descent on the Internet.
- One is head-to-head, called IHHD, which requires access to
- a shell account (Unix). The other is called Kali; it is
- multi-player, but requires a true TCP/IP connection (like SLIP or PPP).
- You CANNOT play Descent over commercial on-line services, like
- Prodigy or America Online. (See note on Compuserve later)
-
- IHHD INFO:
- One of Descent's shining points is that it can be played over the
- Internet using IHHD (Internet Head to Head Daemon - a program
- that allows modem games to work over the internet). It's almost
- as fast, if not faster than a modem connection! In order to get
- started, you need to get the IHHD software compiled for the unix
- machine you have your shell account on (sorry slip users). On
- IRC in the #descent channel, type /dcc chat descender. then type
- /msg descender files. the rest is easy. Once you have the IHHD
- Binary for your system, find someone to play. (there's almost
- always someone on #descent in IRC who'd like to play). One of
- you runs "tcpanswer", the other runs "tcpdialer
- machine_name_of_other_player". Once you have connected, each of
- you should exit your comm programs (leaving carrier up of
- course), load Descent and select multiplayer game, then Establish
- Null Modem Link. Presto! You've got a IHHDescent game going.
-
- (thanks to Seth Delackner (dax@rahul.net) for this)
-
-
- KALI INFO:
- Kali is a program which allows a computer on the Internet to join
- in any game in progress on the Internet. It requires a TRUE TCP/IP
- connection (either direct ethernet or SLIP/PPP). Note that TIA,
- the TCP/IP emulator, DOES NOT WORK with Kali (at least, not yet).
- However, SLiRP does.
-
- Pramod Gumpeni (pbg@acpub.duke.edu) has written an extensive
- FAQ on Kali gameplay. You can find it at the following FTP site:
-
- tracker.vet.uga.edu in /pub/kali/kaligame.faq
-
- It is also posted to alt.games.descent and on the IRC #descent
- QuickBot server. It is intended for use AFTER Kali is set up.
- The docs for setting up Kali itself are available in the same
- directory.
-
-
- COMPUSERVE INFO:
- You can play one-on-one Descent on Compuserve! Go to MTMLOBBY, and
- type "CHALLENGE <user-id> DESCENT". Then, leave your terminal
- program and run Descent, choosing null modem link.
-
- -- [5e] ---------- Is there a good place to meet other players?
-
- On the IRC (Internet Relay Chat), there is always someone willing
- to play in the #descent channel. Of course, they vary in
- degrees of skill, but you can often find someone good to play
- with.
-
- Also, you're bound to find a listing of IP numbers where
- Kali games are being played. Also you're bound to find someone
- who wants to play IHHD. Just ask!
-
- If you have no Internet access: Interplay has set up a Descent
- Player's List. Send mail to support@interplay.com with your email
- address, city, state, country, phone area code, if you are running
- the shareware or retail version and level your of expertise in the
- text of the message to get put on the list!
-
- There are also two Descent Ladders out there. A ladder is a device
- for measuring relative skills at Descent. To check these out,
- look at the WWW sites:
- http://fiction.isdn.uiuc.edu/~jeske/descent/
- http://www.hsr.no/~glenn-h/UFoDP/
-
- -- [5f] ---------- What speed should I set my modem at for IHHD?
-
- Word is, modems set at 19200 baud (both in the terminal program
- AND in Descent) work better than 38800 baud for IHHD. (Thanks
- to the gang on #descent for this info.)
-
- For normal modem play and Kali play, go ahead and set your modem
- to the maximum speed it can handle (usually 57600 baud).
-
- -- [5g] ---------- A note about networking and Descent
-
- (Thanks to mdmbkr on #descent on IRC for writing this section.)
-
- Like most multi-player games, Descent uses packets to communicate
- with other players in the network. Each packet contains information
- that each other player in the network uses to determine the
- coordinates and other aspects of the players. For example, say
- you are playing in a 2 player network game. Your computer will
- broadcast packets to the other player's computer, and the other
- player's computer will broadcast packets to your computer.
-
- Like we mentioned above, Descent allows all computers in the
- network to run at their full speed, unlike Doom. Doom slows down
- the entire network to the speed of the slowest computer
- attached. It does this by forcing synchronized transmission to
- and from all of the players. Descent, on the other hand, does
- not require synchronized transmission. This is why all of the
- computers will run at their maximum speed, and that certain
- delays (such as those associated with IHHD) do not affect the
- playing speed of the game.
-
- However, in some cases, long delays in the reception or
- transmission of packets can yield unusual results. Please do
- not be alarmed; this is normal, especially if you are using
- IHHD or Kali.
-
- -- [5h] ---------- How can I play those neat Chaos levels by myself?
-
- In registered/retail Descent, there exist 5 new levels called "Chaos
- levels". They are intended for maximal enjoyment when playing
- multiplayer games. However, if you can't play with other people,
- don't fret! Load the CHAOS.MSN file into any text editor; there is
- one line that says "Type = anarchy". Change this to "Type = normal".
- Now when you select "New Game" under the Descent main menu, it will
- give you a choice of missions. Select Chaos and enjoy!
-
- Note that this works only in the registered/retail version of Descent.
-
- -- [5i] ---------- What are some multiplayer tactics suggestions?
-
- Carl Gilbert writes in alt.games.descent:
-
- o If you need to get away from someone, don't forget to use the bombs.
- We rarely actually damage each other with them, but they slow the
- pursuer down.
-
- o With 3 or more players, make a secret pact with another player and
- form an alliance.
-
- o If you're playing at work, get all players on a conference call. After
- a few minutes, you'll swear you're using ship radios.
-
- o If you're low on shields, find a good hiding area, kill yourself, and
- then return for your loot.
-
- o Recognize when your enemy slides horizontally. Remember The
- Wrath of Khan? Horizontal SLIDING is 2D thinking - exploit it.
-
- o Pretend to run out a door, but then do a way cool rotate-while-
- sliding maneuver and double back on your opponent.
-
- o If someone blows the reactor, wait in/near the exit doorway.
-
- o Never pick up that useless Fusion cannon.
-
- o Leave some goodies floating in the middle of a room and
- wait in the dark (said the spider to the fly).
-
- o Vulcan cannon doesn't have tracers. Helps keep you hidden."
-
- What about specific moves you can use in multiplayer?
-
- Dan Gentry writes in alt.games.descent:
-
- "Since we've been playing against each other, I've noticed
- several distinct types of moves that one can do, and I thought
- I'd share them with you in hopes of getting some new ideas:
-
- 1: Ambush Type 1
- Basically, hide in a hole in the ceiling/wall/floor and
- wait for the other guy to blast by. Pop out and send a
- missile up his tailpipe.
- Also works with secret doors.
-
- 2: Ambush Type 2
- Find a large open space and situate yourself under an
- overhang - preferrably in shadow - where you can see all
- of the exits to a room. Wait for enemy to flyby and let
- the fun begin.
-
- 3: Jousting
- In a long corridor, make passes with guns blazing.
- Repeat as necessary."
-
- Darren Pong Lo continues the thread:
-
- "4: Circle of Death
- Especially in two-player battles, I find that a commonly evolving
- pattern is that the two players just circle around and around, guns
- blazing, until one dies or runs out of energy. Some opponents like to
- break out of the circle and try to fly to where the other person will
- be, but then what usually happens is that the circling resumes -- in
- the opposite direction.
-
- 5: The Millenium Falcon Evasion tactic
- I refer to the scene in The Empire Strikes Back, where the
- Millenium Falcon escapes a fleet of Star Destroyers by plastering
- itself to the hull of one, and then flying away with the garbage.
- Basically, if you glue yourself flat against the wall near a door,
- somebody coming out won't see you. Then you can do one of two
- things: shoot them, or run through the door they've so kindly
- opened for you.
-
- 6: Guerilla Warfare
- Another behavior that often emerges in two-player games is that
- they will get stuck on opposite ends of a short corridor. They will
- both pop out around a corner, fill the air with lasers, then hide quickly.
- This goes on until one decides to charge. The second player can then:
- a) kill the first player (duh)
- b) back off, at which point the sniping begins again in a new
- corridor
- c) try to fly around the first player (so that the positions of P1
- and P2 are switched)
- d) die. :)
-
- 7: Exit-Guarding (CHEAP)
- If the reactor on the level is blown, you KNOW where your
- opponent will come running..."
-
- Meghan Mendenhall contributes:
- "Open the door first, shoot some flares into the room, then go in
- BACKWARDS. This will beat most ambush attempts. An awesome tactic, if you
- can find a room with a grating, is to fly behind the grate and wait
- for your opponent there. If you use the vulcan cannon, they'll never know
- where the shots came from! One thing I notice is that when I deal with the
- class 2 drones they tend to blend in well with the purple walls. If you
- can find a spot where the underside your ship blends in, you have a
- great ambush spot. Obviously it helps to get to know the level before
- doing multiplayer."
-
- Check the newsgroup "alt.games.descent" for more information along
- these lines...
-
-
- Part [6]. HOMEBREW
-
- -- [6a] ---------- Will a level editor be released?
-
- A level editor will not be released directly by Parallax Software,
- but they have released the specs for Descent levels. This
- document is in a preliminary format, currently at version 0.10.
- You can get the specs from most of the FTP sites that Descent itself
- is located.
-
- Descent editors have already started to pop up! The first one, called
- DEVIL, is a substantial effort. See the next section.
-
- -- [6b] ---------- What kinds of level editors are out right now?
-
- As of the time of this FAQ, the only level editor out now is one
- called DEVIL. DEVIL, which stands for Descent Editor for Vertices,
- Items and Levels, was created by Achim Stremplat
- (ubdb@rz.uni-karlsruhe.de).
-
- The *official* WWW site for Devil is:
-
- http://www.uni-karlsruhe.de/~ubdb/index.html
-
- DEVIL is a graphically-oriented Descent level editor. It ONLY works
- with the registered version.
-
- There is also an effort by NCSA to move the DEVIL code to Win32 for
- use in Windows 95 and Windows NT. For more information, look at
- the WWW site:
- http://sdg.ncsa.uiuc.edu/~rvestal/descent_edit.html
-
- -- [6c] ---------- Where can I find homebrew levels?
-
- A good source for homebrew levels is right on the Interplay WWW site
- at http://www.interplay.com. They are sponsoring a homebrew level
- contest, so check it out!
-
- -- [6d] ---------- Okay, I've gotten a new level. How do I play it?
-
- Chances are, there is a .MSN file included with the level. If this
- is the case, just move the files to your Descent directory and run
- Descent as usual and hit "new game". You should see a selection box
- with the name of the new mission file. Just select the new mission
- and play!
-
- If there is no .MSN file, you need to create one. Create a file
- called XXX.MSN (where XXX is any name you want) which includes:
-
- name = PutDescriptiveNameHere ;any name you want
- type = normal ;can be "normal" or "anarchy". Omitted means normal
- num_levels = 1 ;number of normal levels
- FileName.rdl ;level filename 1
-
- The important part here is the FileName.rdl. Replace this with
- the .RDL filename. Once you've done this, put the .MSN file in your
- Descent directory, start up a new game and you should see the afore-
- mentioned selection box.
-
- If there is more than one level, just change the num_levels to the
- number of levels and list the filenames afterwards.
-
-
- Part [7]. MISCELLANEOUS
-
- -- [7a] ---------- What are the VCR controls in the Demo Playback?
-
- Down Arrow: Pause
- Up Arrow: Resume Playback
- Left Arrow: Go back one frame
- Right Arrow: Go forward one frame
- Shift Left Arrow: Fast Reverse
- Shift Right Arrow: Fast Forward
- Ctrl Left Arrow: Rewind to beginning
- Ctrl Right Arrow: Fast Forward to end
-
- (thanks to adliber@aol.com)
-
- -- [7b] ---------- Quick 'n Dirty 3-D Descent
-
- Think Descent is incredible as it is? Imagine playing it in
- a true 3D environment, and seeing your enemies literally float
- in space in front of you...
-
- If you want to whet your appetite for this without buying a $1000
- VR Helmet, try the following:
-
- Load Descent up in VFX mode (descent -vfx). There will be two
- side-by-side screens in gameplay. (The flickering is due to page
- swapping.) These images represent the left and right images for
- your left and right eyes. If you could somehow get each image to
- each eye, you will experience true 3D.
-
- Get two small mirror surfaces. Make sure they are small (not
- much wider than a butter knife), and mount them near your face
- (either over or under your eyes) so that the left mirror is
- reflecting the left image (and ONLY the left image) to your left
- eye, and similarly for the right eye. Now, adjust them
- so that an object in the viewport will converge. At this point,
- you should be seeing in true stereoscopy.
-
- I wouldn't recommend playing like this for an extended period of
- time -- your eyes will get strained very easily. Do it just to
- experience the 3D effect. If you can't live without it, buy
- a VR Helmet, or the Kasan 3D-MAX glasses (see above).
-
- -- [7c] ---------- I just died; where did all my stuff go?
-
- Your stuff (weapons, energy, etc.) remain where you died. Just fly back
- where you died and gather all your stuff back.
-
- -- [7d] ---------- How can I skip past all the dialog in the beginning of
- the game?
-
- Hit "Enter" to stop the scrolling, or hit "Esc" to stop the entire dialogue
- and to bring you directly to the game.
-
- -- [7e] ---------- How can I avoid motion sickness?
-
- Descent is a very immersive game, and you will likely still feel like
- you're inside Descent's environment for a short time after playing. Many
- people complain of motion sickness, or feeling ill after playing a while.
- Try to follow the following advice if you're having problems.
-
- :: Blink occasionally. During gameplay, you are staring intently
- at the monitor, your eyes dry out, and you are subject to
- strain, headaches, etc. Blinking helps to yank you back
- in the real world occasionally. (Thanks to Jon Hylands)
- :: Try different display sizes.
- :: Try sitting closer/further from the display.
- :: Try different machine speeds.
- :: Try different input devices.
- :: Play on your friend's computer, and see if it is better/worse.
- :: TAKE BREAKS WHILE YOU PLAY.
- :: If you have a sound card, try playing with/without the sound.
-
- Of course, if you have any medical problems while playing this game,
- stop playing IMMEDIATELY and call your doctor.
-
- -- [7f] ---------- I'm having hallucinations when I look away from the
- monitor.
-
- You've been playing far too long, and you need sleep. Go take a nap. :)
-
- -- [7g] ---------- My frame rate is too slow. Any suggestions?
-
- Try the following, in order: (Thanks again to mdmbkr on
- #descent for help in writing this.)
-
- SOFTWARE solutions:
-
- :: Change the game detail to something simpler. (F2)
- :: Reduce the size of the screen. (+ and -)
- :: Switch to the status bar screen instead of the cockpit view.
- this increases speed, but minutely.
- :: Turn off the music. This will also dramatically increase
- the framerate, especially if you have a less powerful CPU.
- Also consider turning off the digital sound effects. You can
- use the setup program to make these changes.
- :: Reduce the resolution of the screen, if you are playing version 1.4.
- Type descent -help for more information.
- :: If running Windows 95, try dropping to DOS mode.
- (use Start/Shutdown/Restart the computer in DOS mode). Win95
- really shouldn't have an impact on gameplay, however.
-
- HARDWARE solutions:
-
- :: Make sure Smartdrive is loaded, as it has a drastic improvement.
- See your DOS/Windows documentation for details (or just run
- Memmaker -- this installs Smartdrive automatically).
- :: Get a faster video board -- word is, the faster the video
- board, the better.
- :: Get more memory.
- :: Get a faster computer.
-
- -- [7h] ---------- How can I measure my frame rate for my computer?
-
- While there is no (easy) way to directly measure your frame rate
- inside Descent, there exists a utility called 3DBench which will
- perform a benchmark test on your computer and return a value
- which represents your computer's 3D muscle.
-
- The program displays an animation of 3D polygons, and after that is
- done, it displays the benchmark number. The higher the number,
- the faster (and smoother) your computer is in displaying 3D
- objects. This utility is indispensable when tuning your computer's
- settings for optimum effect.
-
- You can FTP 3DBench from tracker.vet.uga.edu in /pub/kali.
-
-
- Part [A]. APPENDICES
-
- -- [AA] ---------- Appendix A: Internet resources for Descent
-
- World Wide Web sites:
-
- http://www.primenet.com/~decuirjd/descent.faq
- ...official site for latest FAQ
-
- http://www.primenet.com/~decuirjd/descent.html
- ...author's Descent page
-
- http://www.interplay.com/website/descent.html
- ...Interplay's Descent Home Page
-
- http://pcvr.kasan.co.kr
- ...Kasan's 3D-MAX 3D glasses home page
-
- http://www.uni-karlsruhe.de/~ubdb/index.html
- ...DEVIL homepage
-
- http://sdg.ncsa.uiuc.edu/~rvestal/descent_edit.html
- ...Information on a Win32 Descent editor
-
- http://www.hsr.no/~glenn-h/UFoDP/
- ...United Federation of Descent Players
-
- http://doomgate.cs.buffalo.edu/descent/
- ...Sven's Descent page
-
- http://www.eskimo.com/~stickman/descent
- ...Level Alpha Descent Home Page
-
- http://web.one.net/~cjs/descent.html
- ...CJS's Unofficial Descent WWW Page
-
- http://www.csv.warwick.ac.uk/~phuer/descent/descentindex.html
- ...Phuer's Descent Page
-
- http://cec.wustl.edu/~are1/descent.html
- ...Descent & IPTunnel (on playing Descent via IPX routers)
-
- http://cnt.eitc.edu/todd/descent.html
- ...Prepare for Descent
-
- http://www.vr-atlantis.com/descent.html
- ...Atlantis Cyberspace has some more Descent related links
-
- http://www.catt.ncsu.edu/users/deftly/www/descent.descent.html
- ...Randal Wilson's Descent page
-
-
- Usenet newsgroups:
- alt.games.descent: Discussion on Descent
- comp.sys.ibm.pc.games.action: Discussion on PC games as a whole
- alt.3d: Discussion on 3D aspects
-
-
- IRC channels:
- #descent: general Descent discussion
- #milk: discussion on MILK
-
-
- FTP sites:
- ftp.wustl.edu in /pub/msdos_uploads/descent
- ...all sorts of stuff
-
- ftp.uwp.edu in /pub/incoming/games
- ...site for shareware
-
- ftp.funet.fi in /pub/msdos/games/interplay
- ...site for shareware
-
- ftp.cdrom.com in /.17/games/incoming
- ...site for shareware
-
- tracker.vet.uga.edu in /pub/kali
- ...site for Kali & Kali FAQ
-
- ftp.netcom.com in /pub/kk/kkitty/descent
- ...Kamikaze Kitty's FTP site (/levels, /editors, /text, /ihhd)
-
- ftp.aimnet.com in /pub/users/clau/descent
- ...Chung Lau's Descent site
-
-
- ---------------------------------------------------------------------
-
- Hope you all enjoyed reading this as much as I enjoyed writing it.
- As a disclaimer, I do not work for any software company, and I am
- just a satisfied gamer who is extremely impressed with the Descent
- game engine. Thanks to Todd Fiske for grammatical/spelling errors.
-
- If you have any contributions or comments to this FAQ, please send
- them to me at decuirjd@primenet.com on the Internet. You'll get full
- credit. Thanks!
-
- Happy Descending!
-
- JDD/9-9-95
-