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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
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
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