Descent

Descent

06.10.2013 06:40:20

__ __ ___ ________ _______ __ ___ ________
| ||\ | ||___\ /________\ /_______\ | ||___\ |', |', |________\
| || \ | | ____ ____ __ | | ____ | '\ | | __
| | \ \ | ||____\ \ \ | \ | ||____\ | ||\| | | |
| |___\ | | |______ ___/ / | \_____ | |______ | || | | |
|_________| |_________\ \_____/ \_______/ |_________\ |___| \___| | |
\ |
F A Q \|
Version 1.28

(as of July 21, 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.
Feel welcome to e-mail me for a copy of the FAQ, although there may
be a delay. Also, I occasionally pop in on the IRC in #descent as
Bruin.

ANNOUNCEMENT: There is now a Descent DISTRIBUTION LIST. This list is
established to mail out new versions of the FAQ when they are
released. If you'd like to be put on this list (or taken off it)
send me a note at decuirjd@primenet.com.

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] Wait, I read somewhere about something called Quake. Isn't this it?
[1c] How is Descent different from games like Doom?
[1d] What is needed to run Descent?
[1e] Can I play Descent under OS/2?
[1f] Can I play Descent under Windows?
[1g] Can I play Descent under Windows 95?
[1h] Where is the Linux port of Descent?
[1i] Where can I get Descent?
[1j] What are the differences between the different releases of Descent?
[1k] What's new in version 1.4?
[1l] What is this "Descent II" I've been hearing about?
[1m] Who created Descent?
[1m-2] How can I contact Interplay?
[1n] Is there source code available?
[1o] Is there a Descent newsgroup on Usenet?
[1p] 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

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, alt.games.descent,
or e-mail decuirjd@primenet.com for the latest version. If you'd
like to be put on or taken off the Descent FAQ distribution list
(see above), please e-mail me.

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] ---------- Wait, I read somewhere about something called Quake.
Isn't this it?

No. Quake is a game currently being designed by Id software, the makers
of Doom. Quake is promised to contain many of the features that Descent
carries, such as true 3D. But for now, Descent is wholly independent of
the Quake project, and there is no overlap between the two.

-- [1c] ---------- 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.

-- [1d] ---------- 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

-- [1e] ---------- Can I play Descent under OS/2?

Yes! Descent runs perfectly under OS/2. All you need to do is to increase
your memory settings for a Descent object to 8 megs or more, and you can
run it fine. You should change "DPMI_MEMORY_LIMIT" to 8 megs or
more.

It even runs inside a PM window, although the frame rate
isn't great... :)

-- [1f] ---------- 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.

-- [1g] ---------- Can I play Descent under Windows 95?

Yes. 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).

There are currently no publicly-known plans for a special port of
Descent to Windows 95.

-- [1h] ---------- 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
game only.

-- [1i] ---------- 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.

-- [1j] ---------- 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 1.4. You can find the shareware version, and the registered
patch to 1.4 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.

-- [1k] ---------- What's new in Shareware version 1.4?

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!)

-- [1l] ---------- 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.

-- [1m] ---------- Who created Descent?

Descent was created by Parallax Software, along with Interplay Productions.

-- [1m-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

-- [1n] ---------- 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.

-- [1o] ---------- 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.

-- [1p] ---------- Does Descent support any VR headsets?

Descent directly supports 3 VR headsets: VictorMaxx's "CyberMaxx",
Forte's "VFX1", and Virtual I/O's "iGlasses".

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.

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!
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 Gumpemi (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.


COMPUSERVE INFO:
You can play one-on-one Descent on Compuserve! Go to MTMLOBBY, and
type "CHALLENGE 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. :)

-- [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://www.uni-karlsruhe.de/~ubdb/index.html
...DEVIL homepage

http://sdg.ncsa.uiuc.edu/~rvestal/descent_edit.html
...Information on a Win32 Descent editor

 
Comments:
Je reactie is bewaard !!!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

Cheats

16.Oktober 2013
GameShark

16.Oktober 2013
GameShark

17.Oktober 2013
GameShark

17.Oktober 2013
engl. Cheats

17.Oktober 2013
Cheat
13.Mei 2008
Die komplette Roboterliste
Hinweise

17.Oktober 2013
Engl. FAQ

06.Oktober 2013
Für mehr Informationen bitte descht.txt lesen
Editor

08.Oktober 2013
Trainer starten und die gewünschten Optionen auswählen
Trainer

14.Oktober 2013
 
Meest populair
07.April 2014
07.Juli 2015
25.September 2015
30.December 2013
27.Mei 2015
19.Februari 2014
11.Juni 2014