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- The Official
- __ __ ___ ________ _______ __ ___ ________
- | ||\ | ||___\ /________\ /_______\ | ||___\ |', |', |________\
- | || \ | | ____ ____ __ | | ____ | '\ | | __
- | | \ \ | ||____\ \ \ | \ | ||____\ | ||\| | | |
- | |___\ | | |______ ___/ / | \_____ | |______ | || | | |
- |_________| |_________\ \_____/ \_______/ |_________\ |___| \___| | |
- \ |
- _________ ______ ______ \|
- /___ __/ /____ | | ___/
- | | | | | |
- | | A N D | | | |
- ___| |___ ____| | | |____
- /________/ /______| |_____/
-
- F A Q
-
- Version 3.1
-
- This document is not a replacement for the README.TXT which ships with both
- Descent and Descent 2. Please read that first; this document is intended as
- a supplement, not as a replacement.
-
- This document is Copyright c1996 Stephen P. Clouse. All rights reserved.
- This document or portions of it may be reproduced provided that this
- copyright notice remains intact.
-
- Last updated 5/23/96.
- -----------------------------------------------------------------------------
- Table of Contents
-
- Preface
- Editor's Note
- Acknowledgments
- Revision History
- Copyright Stuff
- Introduction
- So what is Descent, anyway?
- What does Descent 2 add to Descent 1?
- What do I need to run Descent?
- What do I need to run Descent 2?
- Does Descent/Descent 2 run under Windows 95?
- Does Descent/Descent 2 run under OS/2?
- Can I play Descent 2 without the CD in the drive?
- How can I contact Interplay? How can I get tech support?
- Is there source code available?
- Is there a Descent newsgroup on Usenet?
- Is there a Descent channel on Internet Relay Chat?
- Does Descent support any VR equipment?
- How about some details on the new stuff in Descent 2?
- Strategy
- I'm a horrid player. How can I improve my game?
- I'm lost in the maze. Any suggestions?
- I'm having trouble controlling my ship.
- How can I detect cloaked robots?
- The secret resource: lava
- How do I kill the boss robot at the end of Descent 1 Level 7?
- How do I kill the final boss on Descent 2 Level 24 (System 7-1)?
- A walkthrough of Descent 1 Level 7
- A walkthrough of Descent 2 Secret Level 1
- What do Flash Missiles do?
- What is the guide bot (Descent 2)?
- What is the thief bot?
- What is the Evil Bot mentioned in the Descent 2 Demo?
- How do I get out of Descent 2 Level 2 and avoid the robot generator near the exit?
- Can I share my strategies?
- Top Secret!
- What are the cheat codes for Descent 1?
- What are the cheat codes for Descent 2 Demo?
- What are the cheat codes for Descent 2 Registered?
- Are there cheat codes for multiplayer games?
- Where are the secret levels in Descent 1?
- Where are the secret levels in Descent 2?
- How do I get the Helix Cannon in Descent 2 Level 2 (System 1-2)?
- How do I get the Gauss Cannon in Descent 2 Level 3 (System 1-3)?
- How do I get the hostages in Descent 2 Level 6 (System 2-2)?
- How do I get the Omega Cannon in Descent 2 Level 13 (System 4-1)?
- How do I get the Omega Cannon in Descent 2 Level 14 (System 4-2)?
- How do I get the Earthshaker Missile in Descent 2 Level 18 (System 5-2)?
- I've found a secret. Can I share it?
- Homebrew
- Is there a level editor for Descent?
- Where can I find add-on levels for Descent/Descent 2?
- Are there other utilities to take apart Descent?
- Is there a good source for information on Descent editing and stuff?
- How do I use add-on levels in Descent 1?
- How do I use add-on levels in Descent 2?
- Multiplayer
- Can I play other humans in Descent?
- Does each computer on a network have to have its own copy of Descent 1?
- Does each computer on a network have to have its own copy of Descent 2?
- Why do different computers play differently on a multiplayer game?
- What are some of Descent 2's new multiplayer functions?
- Can I play Descent on the Internet?
- Are there any other ways to do multiplayer online?
- Is there a good place to meet other players?
- A note about networking and Descent
- How can I play multiplayer-only levels by myself?
- What are some good multiplayer tactics?
- Can I share my strategies?
- Technical
- What is the latest version of Descent 1?
- What is the latest version of Descent 2?
- Where do I get the patches?
- How will the new multiplayer ranking system in Descent 2 work?
- So how did they hack the Descent 2 cheat codes?
- Descent-related Internet Sites
- =============================================================================
- Preface
-
- Editor's Note
-
- Since I've picked up a lot of information since I released FAQ v3.0, this
- is a pretty quick update. Normally I don't update them this fast.
-
- You will find that the online HTML and the offline WinHelp versions are
- done, which is a major step.
-
- As to actual additions to the FAQ, I now have a technical section with
- information for you wonks out there. You'll also find out how to get the
- hostages in D2 level 6 (2-2), how to get the Omega Cannon in D2 levels 13
- (4-1) and 14 (4-2), how to get the Earthshaker Missile in D2 level 18 (5-
- 2), and a walkthrough of D2 Secret Level 1. Plus lots of changes all over.
-
- I've renamed "Cheats and Secrets" to "Top Secret!" and moved all the "How
- to get" stuff there (since these are tricky and were probably intended to
- be top secret). Walkthroughs and such stay in the Strategy section.
-
- So look it over, and enjoy.
-
- Steve
- -----------------------------------------------------------------------------
- Acknowledgments
-
- - John DeCuir-for starting the FAQ and maintaining it
- - The guys at Parallax Software-for one heck of a game (and the reason for
- this FAQ's existence)
- - Jeff Guynn-for his exhaustive walkthrough of D2 Secret Level 1
- - Cy Shinkawa-who knows how to get the hostages on D2 Level 6
- - Achim Stremplat-whose little Devil has helped me figure out a bunch of
- secrets :)
- - John Clancy-who pointed out assorted changes here and there
- - Anyone else who has contributed to the FAQ in the past
- -----------------------------------------------------------------------------
- Revision History
-
- - 5/25/96: Added Technical section, more walkthroughs for D2, numerous
- other changes. HTML and WinHelp versions released. Version 3.1.
- - 5/6/96: The FAQ has a new owner! Stephen Clouse revises FAQ and brings it
- completely up to date. Version 3.0 released.
- -----------------------------------------------------------------------------
- Copyright Stuff
-
- The Descent and Descent 2 logos (as used in the FAQ logo) are trademarks of
- Interplay Productions. All rights reserved.
-
- Any and all trademarks used in this document are hypothetically
- acknowledged.
- =============================================================================
- Introduction
-
- So what is Descent, anyway?
-
- Descent is a game in three dimensions produced by Parallax Software and
- distributed by Interplay Productions. It has been voted the #1 game in the
- world for innumerable weeks in a row (Internet PC Games Chart). What makes
- it probably the best 3D game available and sets it apart from previous 3D
- games such as Doom, is that it teleports you into a fully immersive, 360-
- degree 3D, texture-mapped, and light-mapped environment with 6 degrees of
- freedom. (Try saying that three times fast.) Descent 2 builds on this by
- adding even more realism to the engine, plus computer-animated cinematic
- sequences to further draw you into the game.
-
- In both games, the basic premise is: you are a pilot employed by the Post
- Terran Mining Corporation (PTMC) who has been assigned the job of purging
- mines of a bizarre alien infestation that has caused the mine systems and
- the bots that control them to go completely haywire.
-
- In each level of Descent, you have four goals:
-
- 1. Blow up anything that moves. And some things that don't move, too.
- 2. Rescue the mine workers trapped hostage by the bots gone sadistic.
- 3. Blow the fusion reactor that powers the mine.
- 4. Preferably, after blowing the reactor, escape the mine before the
- reactor overloads and vaporizes everything inside. Like you.
-
- To aid you in your quest, you'll find plenty of most excellent weapons and
- power-ups along the way. In Descent 2, you also get a Guide Bot that knows
- the mine (sort of) and can take you through the level.
- -----------------------------------------------------------------------------
- What does Descent 2 add to Descent 1?
-
- >From the Descent 2 Readme:
-
- Major features:
- - 30 new levels
- - 30+ new robots, including new bosses
- - 10+ new weapons/powerups
- - afterburner
- - full-map powerup
- - ammo rack powerup
- - energy->shield transfers
- - flash/stun missiles
- - guided missiles
- - smart mines
- - headlight powerup
- - more!
- - Redbook CD soundtrack featuring Ogre from Skinny Puppy
- - full motion, high-resolution cinematics
- - new anarchy levels
- - flowing water, lava, and seismic disturbances
- - advanced AI including thieves, snipers, and escort robots
- - 640x480 support with high resolution cockpit, as well as other hi-res modes
- - enhanced lighting effects (blastable lights!)
- - new multiplayer features:
- - capture the flag game mode
- - option to disallow any weapon
- - play by kills or time limit
- - player handicapping
- - flexible player limits
- - improved slow-packet handling
- - restricted game mode
-
- Minor features:
- - new Redbook, MIDI, FM soundtrack with new digital sound effects
- - automap markers w/text descriptors
- - minefields
- - new control boxes, force fields and triggers
- - multiple HUD camera views including teammates, missiles, and markers
- - custom weapon auto-selection priorities
- - advanced secret level system
- - ability to drop weapons
- - Robot AI behaviors:
- - GuideBot
- - Thief
- - Snipers
- - Energy Drainers
- - More advanced Brain behavior
- - Robots which fire two different kinds of weapons
- - Robots which attempt to get behind the player in battle
- - More dynamic robot behavior, more complex strategies based on the player.
- -----------------------------------------------------------------------------
- What do I need to run Descent?
-
- >From the Descent 1 Manual and Readme:
-
- Minimum Requirements:
- - IBM/Tandy or 100% compatible 386-33 or faster
- - 4 MB RAM
- - DOS 5.0 or later
-
- Recommended:
- - 486-33 or faster
- - 8 MB RAM
- - sound card
- - joystick
-
- Optimal:
- - Pentium
- - 16 MB RAM
- - 16-bit stereo sound card with General MIDI support
-
- Supported peripherals:
- - Microsoft compatible mouse
- - Sound cards: Sound Blaster Pro/16/AWE32/compatibles, Pro Audio Spectrum
- Plus/16/Studio, Gravis Ultrasound/Max, Roland MT-32/LAPC-1/SCC-1 (MIDI
- music only)
- - Joysticks: 1 or 2 joysticks supported as well as Thrustmaster
- WCS/FCS/FLCS/TQS, Gravis Game Pad/Phoenix, Logitech Cyberman/Wingman
- Extreme, CH Flightstick Pro/Throttle, Microsoft SideWinder/Pro
- - VR Headsets: VFX-1, CyberMaxx, Virtual I/O i-glasses, 3DMax, shutter-
- style 3D glasses
- -----------------------------------------------------------------------------
- What do I need to run Descent 2?
-
- >From the Descent 2 Manual and Readme:
-
- Minimum Requirements:
-
- - IBM/Tandy or 100% compatible 486DX-50 or faster
- - 8 MB RAM (16 MB required if running under Win95)
- - Hard drive
- - DOS 5.0 or later
- - CD-ROM drive
-
- Recommended:
-
- - Pentium
- - 16 MB RAM
- - 16-bit stereo sound card with General MIDI support
- - joystick
- - 4X or faster CD-ROM drive
-
- Supported peripherals:
- - Microsoft compatible mouse
- - Sound cards: Sound Blaster Pro/16/AWE32/compatibles, Pro Audio Spectrum
- Plus/16/Studio, Gravis Ultrasound/Max, Roland SCC-1 (MIDI music only)
- - Joysticks: 1 or 2 joysticks supported as well as Thrustmaster
- WCS/FCS/FLCS/TQS, Gravis Game Pad/Phoenix, Logitech Cyberman/Wingman
- Extreme, CH Flightstick Pro/Throttle, Microsoft SideWinder/Pro
- - VR Headsets: VFX-1, CyberMaxx, Virtual I/O i-glasses, 3DMax
- -----------------------------------------------------------------------------
- Does Descent/Descent 2 run under Windows 95?
-
- Yes! Descent runs just fine under Win95. It should require little, if
- any, modification from the default PIF.
-
- Descent 2 is a Win95-compatible product, and comes with its own
- preconfigured PIF file to run it optimally. But note that you will need 16
- MB RAM minimum to run Descent 2 under Win95.
-
- Also, Parallax will be releasing a Win95-native version of Descent 2 within
- the next few weeks. This will be an upgrade to the original Descent 2 and
- will be free to registered users.
-
- If you get erratic joystick behavior under Win95, try starting
- Descent/Descent 2 with the "-JoyPolled" command line option. This will
- often fix the problem.
- -----------------------------------------------------------------------------
- Does Descent/Descent 2 run under OS/2?
-
- Descent will run under OS/2, if you increase your DPMI_MEMORY_LIMIT to 8
- megs or more.
-
- Descent 2 will also run under OS/2, but you will have problems. To run
- under OS/2, you will have to find an MSCDEX emulator. Otherwise, Descent 2
- will be unable to detect your CD-ROM drive and the game will not start due
- to the copy protection. The only emulator I have heard of is FakeCD, but
- as of this writing I do not know where to obtain it.
- -----------------------------------------------------------------------------
- Can I play Descent 2 without the CD in the drive?
-
- Even if you do a full install, you must start Descent 2 with the CD in the
- drive due to the copy protection. There have been hacks that have appeared
- to play without the CD, but I nor Parallax advocate these and I will not
- tell you where to get them or how to use them, since on a technical basis
- it is illegal to use these hacks.
- -----------------------------------------------------------------------------
- How can I contact Interplay? How can I get tech support?
-
- There are countless ways to get in touch with Interplay.
-
- - Phone: (714) 553-6678
- - Interplay BBS: (714) 252-2822
- - America Online: keyword INTERPLAY, or e-mail "IPTECH"
- - GEnie: type "M805;1" at any "?" prompt, then select "Category 13"
- - CompuServe: type GO GAMBPUB at any "!" prompt, then select "Section 4"
- - Prodigy: e-mail "PLAY99B"
- - Internet: e-mail "support@interplay.com"
- - Web: http://www.interplay.com
-
- And, as an absolute last resort...
-
- - Interplay Productions
- Attn.: Customer Service
- 17922 Fitch Avenue
- Irvine, CA 92714
- -----------------------------------------------------------------------------
- Is there source code available?
-
- Both Descent and Descent 2 are commercial products, and hence, no source
- code of the game is available, although Parallax will occasionally release
- file and protocol specifications to allow third-party add-on programs to be
- written.
- -----------------------------------------------------------------------------
- Is there a Descent newsgroup on Usenet?
-
- Of course! Head for "alt.games.descent" or ask your news admin to get it
- if they don't have it already.
- -----------------------------------------------------------------------------
- Is there a Descent channel on Internet Relay Chat?
-
- You betcha! #descent, only the most rockin' channel on EFNet! Just log
- onto an EFNet server and /join #descent. I often frequent the channel as
- well, along with other Descent gurus :) Come on in and join the fun!
- -----------------------------------------------------------------------------
- Does Descent support any VR equipment?
-
- Descent directly supports 3 VR headsets: VictorMaxx's "CyberMaxx", Forte's
- "VFX1", and Virtual I/O's "i-Glasses".
-
- 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.
- -----------------------------------------------------------------------------
- How about some details on the new stuff in Descent 2?
-
- Well, okay then. Here's a brief summary on some of the new stuff in
- Descent 2. Some of it's my own opinion, some is from the Descent 2 Manual
- and Readme:
-
- - Super Laser: Takes your lasers up to the power of 6 for more blasting punch.
- - Gauss Cannon: Fires devastating bursts of vulcan ammo that dispatch enemies
- quickly.
- - Helix Cannon: The Spreadfire Mark 2. Fires a more powerful and wider spread
- of shots for more destruction.
- - Phoenix Cannon: A turbo-charged version of the Plasma Cannon, with shots
- that ricochet off walls.
- - Omega Cannon: Zonk. Fires an ultra-powerful blast of pure white energy at
- your target.
- - Flash Missile: Explodes in a blinding white light that leaves your opponent
- unable to see to navigate.
- - Guided Missile: A missile you can steer with your flying controls until you
- command it to home on an enemy.
- - Smart Mine: Looks like a proximity bomb, but spews tracking energy spheres
- that take out enemies upon exploding.
- - Mercury Missile: If you blink, you'll miss it. Travels so fast you can nail
- targets nigh instantly, even all the way across huge rooms. It's not
- homing. But then, it doesn't need to be.
- - Earthshaker Missile: Thud. The ultimate in mine-rocking destruction.
- Simply must be seen to be believed.
- - Afterburner: Blast your ship into hyperspeed with these turbo-boost
- thrusters.
- - Headlight: Illuminates dark rooms and corridors.
- - Energy-Shield Converter: Divert excess energy (over 100) to life-preserving
- shields.
- - Ammo Rack: Increases your maximum weapons hold to carry more mine-rocking
- punch with you.
- =============================================================================
- Strategy
-
- I'm a horrid player. How can I improve my game?
-
- My personal tips (along with a few from the Descent Weenie's Tactics Page):
-
- - First, get the hang of controlling your ship. Fly around some and get the
- feel for the game. See "I'm having trouble controlling my ship" below.
- Practice.
- - You must learn how to slide. Sliding is by far the most important technique
- you can learn. You'll want to devote four keys or joystick buttons to
- sliding. Practice.
- - Once you learn how to slide, learn how to circle. This involves sliding
- one direction while turning your ship in the opposite. The result is that
- you circle your target while always keeping your sights on it. Practice.
- - Don't stop moving. You're a sitting duck otherwise.
- - Learn how to lead your shots. Get a certain timing and judgment down so
- you can nail your opponents no matter what they're doing. Practice.
- - Did I mention practice?
-
- If you have any more tips for the uninitiated, send them my way.
- -----------------------------------------------------------------------------
- I'm lost in the maze. Any suggestions?
-
- 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."
-
- In Descent 2, there is a valuable new option: markers. You can leave
- markers, place a text label on them, and these are visible from the map.
- These can be indispensable in keeping track of where you've been. Descent
- 2 also makes things easier on you by offering a hi-res automap that is
- substantially easier to read.
- -----------------------------------------------------------------------------
- I'm having trouble controlling my ship.
-
- 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
- with lots of buttons that will let you control the game. I personally use a
- Gravis Phoenix, which has plenty of configurable buttons and works great.
- The Logitech Wingman Extreme is also a moderately priced popular
- alternative (although it seems to enjoy breaking), and Microsoft's
- SideWinder 3D Pro digital joystick is another popular alternative.
-
- So you can't get a fancy joystick. You can settle for a normal joystick
- and use it in conjunction with the keyboard. Gamepads are not recommended,
- as these often do not have variable controls, so you won't be able to
- control how fast or how slow you turn.
-
- So you can't get a cheap joystick. You can settle for the trusty old
- keyboard by itself. This isn't exactly the most elegant ship control, but
- it does work, and I've seen many a player become as proficient as a fancy
- joystick user using the keyboard alone. The best setup 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. Or on a Phoenix, configure the four directional buttons on
- the throttle unit as sliding buttons. This lets you slide while doing
- other things, such as turning, and will improve your gameplay significantly.
- -----------------------------------------------------------------------------
- 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 cellophane. 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."
- -----------------------------------------------------------------------------
- The secret resource: lava
-
- Scott Adams writes in alt.games.descent:
-
- "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 [of Descent 1] (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's 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."
- -----------------------------------------------------------------------------
- How do I kill the boss robot at the end of Descent 1 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."
- -----------------------------------------------------------------------------
- How do I kill the final boss on Descent 2 Level 24 (System 7-1)?
-
- The final boss is not fun. He hurls Earthshakers at you and seems
- completely invulnerable if you hit him. In the front, anyway. If you pass
- around to his back side, you'll see a green glowing spot if you look a bit.
- That's his only weak spot. Just plug him there until he dies.
-
- Now, there is a catch: if you're playing on Hotshot difficulty or above,
- then he really IS invulnerable, due to an unfortunate coding error in the
- game. Parallax plans to fix this problem (among other things) in the
- upcoming Descent 2 patch. See the Technical section for more info on the
- patch.
- -----------------------------------------------------------------------------
- A walkthrough of Descent 1 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 through the far left hand
- door and into a large room with a pass-over 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 energy center 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 = Energy Center
- | _____ | 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 missiles. It is recommended that if it is there you destroy it
- because it can be a hindrance when tackling the next enemy. The corridor
- will turn left at the bottom and at the end of it will be a large hulk
- firing homing missiles. 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
- large hulk firing homing missiles. There will be a cloak 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 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 drone 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 locked from the other side so you will have
- no escape. Read the preceding section for details on tactics to destroy
- him. Good luck!
- -----------------------------------------------------------------------------
- A walkthrough of Descent 2 Secret Level 1
-
- Thanks to Jeff Guynn <jcguyn@most.fw.hac.com> for providing this thorough
- walkthrough.
-
- Here is a *nearly* complete walk-through for the first secret level in D2
- that you reach from levels 3 and 4. There are a shit-load of "one-shot"
- secrets. Switches that you blast that open a door only once. I've figured
- out most:
-
- The real secret to finding all the secrets in the secret level is to do
- them in parts. Figure out a secret, exit the secret level back to level 3
- and save it there. Then go back to the secret level and work on the "next"
- secret. So far, any switch that when blasted, gives you the message "door
- opened", opens a door once and that's your only chance to go through it,
- unless you keep it open with a marker (explained later). Very challenging!
- Don't go back to level 3 and save it until you have figured out which door
- you opened and were able to go through it!
-
- My method so far:
-
- First, kill the mine droppers in the immediate "circular" hallway area
- (with the two energizers that you can get to). Unlock the first door you
- see in this level simply by blasting the switch next to it (duh). Inside
- are doors to the left and right and an exit straight. If you've
- successfully killed the mine bots, go ahead and exit back to level 3 and
- save it.
-
- After you re-enter the secret level, you can kill the big driller bots in
- the next "circular" room without actually going into it, from each
- energizer. You can also kill the mine dropper from the energizer snipe spot
- as well. Then position yourself in front of the door between the energizers
- and open the door with a laser blast. Blast the switch in the next room and
- you'll get the open door message. The door that opens is directly above you.
- Go immediately up and get the stuff in there. This is your only chance, miss
- it and the door is locked forever. If you miss it somehow, just exit the
- level back to 3 and reload your saved game there. Don't use the
- invulnerability you find in the left energizer, save it for the boss bot at
- the end of level 4. At the end of level 4, when you make the boss bot appear,
- escape up to the top of the area he appears and teleport back to this secret
- level. You can get the invulnerability and teleport right back to level 4
- and use it to fight the big nasty back there. So obviously, don't blow the
- reactor in this secret level until you've finished off level 4. Exit level 4
- through the teleport instead of the regular exit. When you blast the reactor
- in this secret level and teleport out, you will wind up on level 5.
-
- Anyway, without all the gory details, you get the idea. Get one secret
- solved, exit, save, and go back. If you mess up, you can just exit and
- reload, or abort and reload. You'll always be reloading back on level 3 and
- can re-enter the secret level. Here's the secret level secrets I've figured
- out:
-
- First room (door left, right and exit straight): the left and right doors
- can be opened from the outside caged hallway. Blast from outside, go in
- before they close. The left one is the only one worth doing this that I can
- see. After you go in the left one and pick up the four guided missiles,
- open the right-hand door. Pick up lots of energy powerups, blast the
- switch at the end of the hallway, enter the secret door on your left (one-
- shot deal). The switch in here opens the door that was to the left as you
- came through the caged hallway. I had to use the afterburner to make it
- back down the hallway before the door closed. Stop in the middle of this
- door when you get down there and drop a marker in the doorway (F4). This
- will keep this door open so you can go this way again if you want to. You
- then go "down" and to the left. There are three invisible driller bots (on
- Ace level anyway) in this long hallway. There is also a secret door in the
- floor. Once you're out in this long hallway the door you entered is shut
- and you can't open it. Drop a marker in that doorway also if you kept the
- previous door open with a marker. You have to continue down the hallway,
- picking up all that vulcan ammo, and the door that leads back to the caged
- hallway that was on the "right" as you approached that first room. Just
- before you leave the long hallway that had the invisible driller bots in
- it, you can look back and find a switch on the ceiling. There is no
- message when you blast this switch, I'M NOT SURE WHAT THE HELL THIS ONE
- DOES. ANYBODY THAT KNOWS, PLEASE POST!!! The door that leaves this area can
- be kept open with a marker also because you can only open it from the
- inside. There is also a switch just outside the door at the end of the
- right-hand "caged" hallway. This switch will open the left-hand caged
- hallway door (the one you originally opened from the outside). I can't see
- much reason for this. AGAIN, ANYBODY WHO KNOW THE STRATEGY OF THIS SWITCH,
- PLEASE POST!!
-
- At the other side of the 2nd circular (block) room there are twin hallways
- that lead back to another exit opposite a door to a hallway that leads
- down. The switch next to this door opens (one time only) the door
- immediately back in the 2nd circular room. Don't go back and forth through
- the twin hallways, you'll notice that a barrier goes up when you go
- "forward" through the hallway. Go in, blast the switch, go back out the
- other hallway and through the door and get all the missiles in that room.
- Once this door closes you can't get it open again, so you need to make it in
- the first try. Not point in holding this door open with a marker though. Back
- out, one hallway is still open, and a barrier closes when you go through it
- to the exit there. Exit and save. The barriers will both be open when you
- come back to the secret level again (and any subsequent time you leave and
- then come back to this secret level).
-
- Back on the secret level, go all the way to the "end". Like I said, the
- barriers that went up before are now down. Enter the door opposite the
- teleport here, you'll notice barriers popping up behind you as you descend.
- Go fast, pick up the invulnerability, and blast the mine drillers in what I
- call "circular area #3". Really a block shaped hallway type room, but WTF.
- Hurry around and make sure you kill all the drillers and even the mine
- dropping bots while you're invulnerable.
-
- The room in the center of this area has a switch on the center of the
- floor. This opens the grated door above the solid door opposite the door
- for this room. Once you go through the grated door you're back in the room
- you got to by going through that secret door in the floor of the long hallway
- with the invisible drillers. A secret wall opens up at the far end with
- goodies, and a switch that unlocks that grated door so you can get out. This
- grated door can also be opened from the outside by simply going into the
- reactor area, circling the center column and exiting back. The grated door
- will open when you exit the reactor room.
-
- Next go through the solid door below the grated one. On the other side of
- the column is a switch. This switch opens up the secret doors on either
- side of the center room in the previous area. You barely have enough time
- to blast the switch and make it to the previous center room before both doors
- close. I had to use the afterburner to reach the first secret door after I
- blasted the switch. Choose the right-hand secret door first, there is a
- monitor in there that you can blast that will open the opposite secret door
- again.
-
- Back to tall column, just follow down, you'll figure out how to get to the
- bottom where the reactor is.
-
- Go down to the bottom of the reactor room; you will find two switches on
- the column below the reactor. Shoot both of them. One switch opens the
- walls at the top of the room so you can escape, and the other opens a wall
- inside the room with the teleporter that has a force field and an extra life.
- Opening this second wall reveals a switch that will deactivate the force
- field. There are two secret doors at the bottom of the reactor room, these
- open briefly after you destroy the reactor.
- -----------------------------------------------------------------------------
- What do Flash Missiles do?
-
- This section was left in for the benefit of those who noticed that the
- Flash Missile was omitted from the Descent 2 manual and are still wondering
- what it does.
-
- Flash missiles are essentially a concussion missile with a special
- function: they release a blinding white light upon detonation that renders
- your opponent unable to see.
-
- If you want a demonstration (and don't mind taking some damage yourself),
- get up fairly close to a wall and let one off. You'll see the effect it
- has.
-
- Enemies hit with a Flash Missile will be disoriented for a few seconds.a
- perfect time to blast them to pieces. But Flash Missiles are more intended
- for multiplayer, where the results can be unpredictable. It is against a
- human opponent that Flash Missiles become a powerful weapon in your
- arsenal.
- -----------------------------------------------------------------------------
- What is the guide bot (Descent 2)?
-
- How can I use the guide bot?
-
- Ben Damm writes:
-
- "The guide bot (GB) is your personal slave, and it helps you in
- return for freeing it. In order to use the guide bot, you must
- locate it's prison, and set it free by blowing up the door. Then
- it will automatically start looking for the keys, reactor, and
- exit. If you don't follow it, it will stop and come back to you.
- Messages from the GB are shown at the top of the screen. Also,
- the guide bot can look for an assortment of useful things, such
- as power ups, energy centers, hostages, etc. Or, you can tell it
- to go away. You can issue commands by pressing shift-F4, which
- brings up a menu of commands."
-
- Where is the guide bot?
-
- "The guide bot is nearby the starting point on all three levels.
- On level one, he is in the little alcove to the right just
- forward of the starting position. In level two, he is in the room
- directly ahead of the starting point, on the ground. On level
- three, he's in a small chamber, relatively close to the starting
- point. You need to go straight one room. Turn left, go into the
- big room. (Watch out for the "eagle" bot!) Turn right at the
- first intersection, and then left."
-
- Can I kill the guide bot?
-
- "Yes! The GB will die if you hit him enough. Hitting directly is
- impossible. He either has to be hurt by enemy shots (hard), or by
- exploding lava or proximity mines. After the GB dies, he leaves
- behind a marker which states: "RIP: Guide-Bot". Note: If it
- bothers you, it's easier just to tell it to go away. Shift-F4
- toggles his command list."
- -----------------------------------------------------------------------------
- What is the thief bot?
-
- What does the thief bot do?
-
- Ben Damm also writes:
-
- "Like all thieves and most politicians, the TB robs you blind. He
- zips around very fast and erratically. If he touches you, he will
- steal some of your weapons. (Get used to it. The full version of
- D2 will the same kind of thing, but will also work on your energy
- and shields.)"
-
- Can I kill the thief bot?
-
- "Yes. It takes a good number of shots, which is hard to do
- because he zips around so fast. But it is possible. When he dies
- he gives off three shield power ups and three energy power ups
- along with all of your stuff back. BEWARE: The explosion of the
- TB is fairly violent and can hurt you if you get too close!"
-
- What is some strategy for killing the thief bot?
-
- "One good way I've found is to hit him with a flash missile (a
- little difficult, but possible.) This will stun him and make him
- hold still for a little while, during which you can pound the
- snot out of him!"
-
- Hey, I killed the thief bot, but where's all my stuff?
-
- "If the TB has your stuff for a while, some of it is "lost" and
- cannot be found again. Therefore it is in your best interests to
- kill the TB ASAP!"
- -----------------------------------------------------------------------------
- What is the Evil Bot mentioned in the Descent 2 Demo?
-
- I was wrong. There IS an Evil Bot. I found it while playing around with
- Devil.
-
- Basically, it's one of those Omega Defense Bots (the ones that explode
- rather heinously on contact), but it looks like a green-colored Guide Bot
- and makes a different sound. Very sneaky, if you ask me.
-
- Now, I have yet to see it in the game, and Parallax may not have used it,
- but it's there for you level developers.
- -----------------------------------------------------------------------------
- How do I get out of Descent 2 Level 2 and avoid the robot generator near
- the exit?
-
- There's a switch hiding just inside the exit tunnel. Hit it and you'll
- activate a force field over the generator, which should for the most part
- protect you. Keep in mind that since it's behind the exit door, you can't
- hit it until AFTER you blow the reactor.you may have better luck just
- repeatedly activating it until it wears out (unless you're playing on
- Insane, where the generators NEVER stop working.)
- -----------------------------------------------------------------------------
- Can I share my strategies?
-
- Of course! E-mail them to sclouse@sky.net and they might wind up here!
- =============================================================================
- Top Secret!
-
- What are the cheat codes for Descent 1?
-
- - The following work in all versions of Descent 1. Note that GABBAGABBAHEY
- must be typed first before you can use any cheats!
- - GABBAGABBAHEY-Enables cheats (you have to type this one first!)
- - SCOURGE-Wowie Zowie weapons
- - MITZI-All keys
- - RACERX-Invulnerability
- - GUILE-Cloak
- - TWILIGHT-Shields to 100 (note this sets them to 100 no matter what you
- were at before, so if you have more...)
- - FARMERJOE-Level warp
- - Alt-F on map screen-Displays full map
- - The following work in the registered version only
- - BUGGIN-Turbo mode (speeds up everything, including enemies!)
- - BRUIN-Extra life!
- - BIGRED-Super Wowie Zowie Weapons (every weapon in the game)
- - FLASH-Illuminates the path to the exit
- - AHIMSA-Turns off enemy firing
- - The following work in registered version 1.4 and above only
- - POBOYS-Blows the reactor
- - ASTRAL-Ghost mode (lets you go through doors and some walls)
- - PORGYS-Mega Wowie Zowie weapons (you ain't seen nothing yet...)
- - LUNACY-Robots move fast, fire seldom
- - PLETCH###-Replace ### with a 3 digit number from 000 to 998. When you
- shoot a robot with a flare, it will paint the robot with that texture.
- 999 turns off painting.
- -----------------------------------------------------------------------------
- What are the cheat codes for Descent 2 Demo?
-
- - GABBAGABBAHEY-Reduces your shield and energy to 1 (for all you lamers who
- thought the cheats would stay the same). Note that any cheat from Descent
- 1 will do this.
- - ERICAANNE-Bouncing weapons (all weapons bounce off walls a couple times
- before exploding, including enemy shots!)
- - BITTERSWEET-Distorts your screen...gives you a bit of that "high" feeling ;)
- - MOTHERLODE-Wowie Zowie weapons (all the weapons in the demo)
- - CURRYGOAT-All keys
- - ZINGERMANS-Invulnerability
- - ALIFALAFEL-Accessories (headlight, converter, afterburner, etc.)
- - EATANGELOS-Homing weapons (all weapons home on enemies, but theirs home on
- you as well!)
- - JOSHUAAKIRA-Full map
- - WHAMMAZOOM-Level warp
- - PIGFARMER-Hi John! (shrink your screen a little with the - key to get this
- one)
- -----------------------------------------------------------------------------
- What are the cheat codes for Descent 2 Registered?
-
- - GABBAGABBAHEY-Reduces your shield and energy to 1 (again!). Note that
- any cheat from Descent 1 or the Descent 2 demo will do this (with a couple
- exceptions listed below).
- - BITTERSWEET-Distorts your screen...gives you a bit of that "high" feeling ;)
- - ALIFALAFEL-Accessories (headlight, converter, afterburner, etc.)
- - PIGFARMER-Hi John! (shrink your screen a little with the - key to get this
- one)
- - SPANIARD-Toasts every bot on the level
- - FREESPACE-Level warp
- - GODZILLA-Enlarges your ship to ram through bots (the effect is hard to
- notice, though)
- - GOWINGNUT-Guide-bot gets angry! This you'll have to see for yourself...
- - ALMIGHTY-Invulnerability
- - LPNLIZARD-Homing weapons
- - HELPVISHNU-Clones your guide-bot! Type it several times and get lots of
- guide bots. Now type in GOWINGNUT... :)
- - ROCKRGRL-Full map
- - DELSHIFTB-Grabs all the items in the mine and adds them to your armament,
- eliminates all enemies in the mine, blows the reactor, and places you right
- in front of the exit. Wow!
- - FRAMETIME-Frame rate meter
- - ORALGROOVE-All keys
- - HONESTBOB-Wowie Zowie Weapons (all except Phoenix and Omega Cannons,
- Mercury and Earthshaker Missiles)
- - DUDDABOO-Bouncing weapons
- -----------------------------------------------------------------------------
- Are there cheat codes for multiplayer games?
-
- No. There are ways to cheat in multiplayer games, but they normally
- involve hacking the Descent EXE file. DO NOT e-mail me asking how to hack
- the Descent EXE file, as I will trash the e-mail right after I severely
- flame you. If you cheat in multiplayer, you ruin the fun for everyone
- playing (and also rank yourself among the lowest forms of scum on the
- earth). If you have to cheat in multiplayer, then PRACTICE.
- -----------------------------------------------------------------------------
- Where are the secret levels in Descent 1?
-
- There are three secret levels in Descent 1. The secret exits to them are
- located in levels 10, 21, and 24.
-
- In level 10, the secret exit is located in front of the red door on the
- left side (heading into the red door and toward the reactor).
-
- In level 21, follow the path from the reactor to the exit, but go past the
- exit and take the lower hallway. You should find yourself in a gray walled
- hall zigzagging back and forth. The hallway should go right, then left,
- then right, then left. Once you hit this second left portion, turn around
- and look at the ceiling. The door to the secret exit is located in the
- corner in the ceiling.
-
- In level 24, once you exit the reactor room and enter into the central
- tower room, check the left side along the bottom. Towards the far side
- from the reactor you should find a secret door containing a mega missile.
- Shooting the back of this compartment reveals another secret door, and the
- secret exit.
- -----------------------------------------------------------------------------
- Where are the secret levels in Descent 2?
-
- There are six secret levels in Descent 2, one for each system.
-
- In Descent 2, the secret levels work differently. Instead of secret exits,
- you'll find teleporters in certain levels. Passing through the teleporter
- will send you to the secret level. On the secret level itself, you'll find
- teleporters to send you back. You can jump back and forth between the
- normal level and secret level as many times as you want, as long as you do
- not destroy the reactor on the secret level. Once it is destroyed and you
- return to the normal level, the teleporter will be non-functional.
-
- While we're not yet sure where all the teleporters are located, the first
- one is on level 3. Proceed through the level until you find the red door.
- Directly opposite the red door is an energy center. Go through the energy
- center (you need a recharge anyway) and once you turn the corner, look
- straight across. You'll see a hallway up one level going back some
- distance. On the right side of this hallway is a secret door, which will
- reveal the teleporter to the first secret level.
- -----------------------------------------------------------------------------
- How do I get the Helix Cannon in Descent 2 Level 2 (System 1-2)?
-
- Thanks to Nam Le ("FoKKeR" on #descent) for this.
-
- There are many ways...here's the first one I discovered...
-
- Old Method
-
- The Helix Cannon is in level 2 of the demo. If you have played level 2 of
- the demo you should already know that it is this blue gun behind a grid
- with a guided missile beside it. In the same room (opposite of the grid
- with the Helix) you should see a cloaking device. The cloaking device is
- also behind a grid. This is the room where you want to get to. Why? Because
- in the same room, there is a switch that opens the door to the Helix
- Cannon.
-
- The first thing you should do is shoot the switch that is behind the grid
- and is near the Helix Cannon. This switch should open a small area behind
- the grid. But, the Helix Cannon still is not accessible. There is another
- switch that you must find, and this, as mentioned earlier, is in the room
- with the cloaking device. Here's how to get to the room with the cloaking
- device.
-
- In the room with the grids, there is a door leading back where you entered
- and another door that leads to a room where you see the PLASMA gun and two
- GUIDED missiles. In that room you will find another door that leads to a
- corridor. The entrance to this corridor should be beside the door leading
- to the rooms with the grids. Enter the door that leads to the corridor.
-
- ONCE YOU get passed the door STOP! Look up at the ceiling and shoot and the
- ceiling. If you shot at the right spot you should hear a sound and see a
- message. It says "YOU CANNOT OPEN THIS DOOR." THIS IS THE DOOR THAT LEADS
- TO THE HELIX CANNON. REMEMBER THIS PLACE BECAUSE AFTER YOU HIT THE SWITCH
- IN THE ROOM WITH THE CLOAKING DEVICE YOU ARE GOING TO HAVE TO RUN TO HERE
- FAST!
-
- So how do you get to the room with the cloaking device? Follow the corridor
- for a few seconds while shooting at the ceiling. If you shoot in a certain
- spot, a SECRET DOOR will open. This is the room with the cloaking device
- and the switch! THE SWITCH should be near the place where you entered the
- secret room.
-
- THIS IS THE FINAL STEP IN GETTING THE CANNON....
-
- Okay you've shot one switch, you know where the entrance to the room with
- the HELIX CANNON is, and you are in the secret room looking at another
- switch. NOW IS THE TIME TO SHOOT THE SWITCH AND RUN LIKE HELL TO THE DOOR
- THAT YOU COULDN'T GO TO EARLIER(the entrance to the room with the HELIX
- CANNON). You might need the afterburner to do this but if you go fast
- enough, you will be able to reach the room without the help of
- afterburners(I've done it!).
-
- SHOOT IT SHOOT IT....RUN RUN RUN! HURRY HURRY HURRY HURRY HURRY JUST A
- LITTLE FURTHER and.....YOU'RE IN! Now all you have to do is pickup the
- HELIX CANNON and the GUIDED MISSILE. THEN START BLASTING AWAY!
-
- I hope this wasn't too confusing. If you are familiar with the level,
- however, you will soon see what I'm talking about. Keep on trying... it's
- hard but you'll get it one of these days....
-
- Other Methods
-
- The other way to do this with a SMART MISSILE or a GUIDED MISSLE. To do it
- this method. Shoot the Smart missile into the room with the cloaking device
- and hope it hits the switch. With the Guided missile, shoot it and guide it
- to the switch. I prefer the other method because it doesn't waste any
- missiles.
-
- Best Method
-
- The final way to do this is probably the fastest and the easiest. This is
- simply to shoot the first switch and then try to hit the door itself . If
- you have a smart handy, then just shoot it into the room with the Helix.
- The shots should scatter and hit the door and open it. You can do this with
- a guided missile or even a flare if you are good enough. If you hit the
- door you should hear it open. This is your cue to run to it and get the
- Helix.
-
- Even Better Method Than The Best Method
-
- While you are in the room with the cloak (behind the grid), set a Smart
- Mine in front of the switch. Then go to the location of the secret door
- leading to the helix cannon. Wait until the mine goes off (about 30 sec)
- and then the door to the helix room will usually open. (text by
- madison@leland.stanford.edu)
- -----------------------------------------------------------------------------
- How do I get the Gauss Cannon in Descent 2 Level 3 (System 1-3)?
-
- You'll find the Gauss Cannon encased inside a catwalk in a room toward the
- right side of the main room (coming from the starting room), near the blue
- door. At the front end of this catwalk is a switch to unlock a secret
- door. This door is in the back left corner of the room (relative to the
- door you entered from). Take out the bot in this passage, then shoot the
- back of the corridor from the outside (not from in the corridor, you'll
- find it locked). Race through the corridor and grab the Gauss Cannon.
-
- Be warned.the Gauss Cannon can hurt you if its shots detonate too close to
- your ship!
- -----------------------------------------------------------------------------
- How do I get the hostages in Descent 2 Level 6 (System 2-2)?
-
- Cy Shinkawa <cshink@lava.net> supplied this via alt.games.descent:
-
- >From the yellow door that has the waterfall covering it on one side, and
- the six-sided well on the other side, get to the well. Now slide up to the
- top of the well, and you will see a tunnel heading off in one direction and
- a room in the other direction. Enter the room. Now use your map. You see
- the seams in the ceiling? You see the possible outline of a door in the
- ceiling? Find it. Enter it.
-
- I have no idea why the GuideBot refused to help with this, but this level
- would have been too easy without this quirk.
- -----------------------------------------------------------------------------
- How do I get the Omega Cannon in Descent 2 Level 13 (System 4-1)?
-
- To my knowledge this is the earliest point in the game you can obtain the
- Omega Cannon. For once this is one I figured out myself (with a little
- help from Devil). It was tricky, but I managed to get it...here's how I
- went about it:
-
- If you've seen the Omega Cannon on this level, you know that it's in a
- rather small room hidden behind a secret door. You can't get to it from
- there, because there's a grating in the way (doh!). The first trick is
- that the door to get in there is only openable from the inside, where the
- Omega is. The second trick is that it's too far to open the door and run
- around to enter, even if you afterburn. The third trick is that there's a
- wall that blocks you from opening the door in the first place. We'll nail
- all three of these tricks, one by one.
-
- First, whip out your Phoenix Cannon. Look directly at the Omega. The
- switch you need to hit to remove the wall is on the back side of the wall,
- around the corner in that room. So you'll have to bounce a shot off the
- back of the room and forward to hit that switch. It's a very tricky shot
- to make.
-
- Second, once you open the wall, you'll be able to spot the door and open
- it. See where it is on your map. Then exit the secret room you're in,
- dropping a marker in the door's path to hold it open. Turn left, and
- you'll see a door that has a hallway to the left when you go through it.
- Prop this door open as well. Fly down to the end of this hallway, where it
- turns straight down into the large room. Right above that opening is the
- door to the Omega Cannon. Set yourself up right below it, and aim down the
- hallway you just came through.
-
- Launch off a Guided Missile, guide it through the hallway, around to the
- Omega Cannon, through the grating, and strike the door. You'll know when
- you've done this successfully, because you'll more than likely nail
- yourself from the missile explosion. Now just slide up and into the Omega
- chamber.
- -----------------------------------------------------------------------------
- How do I get the Omega Cannon in Descent 2 Level 14 (System 4-2)?
-
- This one's substantially easier than the one on level 13 (4-1), so unless
- you're a master or just want to show off, you may want to wait a level and
- get this one.
-
- If you go through the red door into the reactor room, to your left on that
- forward wall you'll find a locked door. Behind here is the Omega Cannon.
- On the other side of the room in a corresponding location (to the right of
- the red door) is a benign looking computer panel. Shoot it and the door on
- the other side opens. Afterburn across and get in before it closes.unlike
- the last one, this door only opens once!
- -----------------------------------------------------------------------------
- How do I get the Earthshaker Missile in Descent 2 Level 18 (System 5-2)?
-
- This is the first place to get the Earthshaker Missile to my knowledge.
- Surprisingly enough, it's probably the most braindead easy thing to get
- I've seen so far.
-
- >From the start, just go straight down and enter the door beneath the start
- point. To your right you'll see the Earthshaker. Go left, and behind the
- lava fall (it's a pass-through one) you'll see a place to go up. Nail the
- switch behind the grating at the top, and that's it. Go back and grab the
- Earthshaker. Be sure to use it wisely, because you won't see too many of
- these.
- -----------------------------------------------------------------------------
- I've found a secret. Can I share it?
-
- By all means! If you find a secret, please e-mail it to sclouse@sky.net.
- It might wind up here!
- =============================================================================
- Homebrew
-
- Note that all of the utilities mentioned in this section can additionally
- be downloaded from my page, the Descent Hacker's Resource Page, at
- http://www.sky.net/~sclouse/dhacker
- -----------------------------------------------------------------------------
- Is there a level editor for Descent?
-
- Of course! Many utilities for editing and hacking apart Descent are
- cropping up.
-
- Devil (which stands for Descent Editor for Vertices, Items, and Levels), by
- Achim Stremplat, is the classic Descent level editor, and the most popular.
- While its interface is not exactly user-friendly, anyone willing to sit
- down for a while and learn it can create levels proficiently with it after
- a while. The latest version, 2.1, supports both Descent 1 and 2. The
- official Devil home page is at
- http://wwwrzstud.rz.uni-karlsruhe.de/~ubdb/index.html.
-
- DesEdit is another editor, designed for Windows. It does not yet allow you
- to change textures or add items (you'll have to pull your level into Devil
- for that), but it is a very good tool for laying out your level design.
- You can quickly build levels with it, then pull them into Devil and polish
- them off. The official DesEdit home page is at
- http://www.ftn.net/~jon/desedit.html.
- -----------------------------------------------------------------------------
- Where can I find add-on levels for Descent/Descent 2?
-
- The absolute best source for levels is Pooterman's web site, at
- http://www.pooterman.com. His site has more levels than any other by far,
- and any level you're looking for will more than likely be there.
-
- There are also good level collections on the major online services, such as
- CompuServe and America Online. But you'll have to search these out for
- yourself.
- -----------------------------------------------------------------------------
- Are there other utilities to take apart Descent?
-
- Most certainly!
-
- DTX allows you to extract graphics and sounds from Descent (no Descent 2
- support yet). Visit the DTX home page at
- http://ourworld.compuserve.com/homepages/shaker/dtx.htm to get DTX and get
- the latest on DTX for Descent 2.
-
- HAMM allows you to rummage through HOG files and extract the source files
- out of them. Visit the HAMM home page at
- http://www.ozemail.com.au/~prunge/ to get HAMM.
-
- Of course, there are saved game editors to toy with ultra-weaponry or just
- mess around with stuff. They can be downloaded from the Descent Hacker's
- Resource Page at http://www.sky.net/~sclouse/dhacker.
- -----------------------------------------------------------------------------
- Is there a good source for information on Descent editing and stuff?
-
- Yes! The Descent Developer's Mailing List is tailored to providing
- information on level editing, internal game stuff, and just basic hacking
- :) You can subscribe by sending an e-mail to majordomo@dns.globaltrav.com
- with the following message in the body (NOT the subject):
-
- subscribe ddl (your e-mail address)
-
- You will receive an automatic reply stating that you have been subscribed,
- and you will start receiving messages from the list as they are sent out.
- -----------------------------------------------------------------------------
- How do I use add-on levels in Descent 1?
-
- Almost any add-on level anymore comes with two files, the HOG file and the
- MSN file. Simply place both of these in your Descent directory, then start
- Descent. When you select New Game, it should appear. If it doesn't
- appear, then it is most likely set as a multiplayer only level. You can
- change this by opening the MSN file with a text editor (yes, it's safe) and
- changing the "type=anarchy" line to read "type=normal."
- -----------------------------------------------------------------------------
- How do I use add-on levels in Descent 2?
-
- Follow the same procedure as Descent 1, but note two things:
-
- 1. The MSN file is now an MN2 file.
- 2. The HOG and MN2 file have to be placed in the descent2\missions
- directory, not the Descent2 directory itself.
- =============================================================================
- Multiplayer
-
- Can I play other humans in Descent?
-
- Of course! In fact, Descent probably has some of the best multiplayer
- action you can find. You can link to your opponents 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 Multiplayer setup menu off the main menu.
- -----------------------------------------------------------------------------
- Does each computer on a network have to have its own copy of Descent 1?
-
- No. Descent can be run off the server.
- -----------------------------------------------------------------------------
- Does each computer on a network have to have its own copy of Descent 2?
-
- Yes and no. Due to the copy protection on Descent 2, you have to have the
- CD in the drive to start the game. Therefore, each machine would have to
- have the CD in the drive. So yes.
-
- But there is a workaround. You can start up one machine, remove the CD one
- you reach the main menu, start the next machine, etc., until all the
- machines are started. If you know how or have access to do so, you can
- supposedly map the CD-ROM drive on one machine over the network, and the
- other machines will find it. Note that the latter method doesn't work for
- all networks, but the former will work on any setup. So no.
- -----------------------------------------------------------------------------
- Why do different computers play differently on a multiplayer game?
-
- When a user on a Pentium machine plays a user on a 486, the Pentium user
- would have a distinct advantage because his machine processes faster. In
- previous games such as Doom, the game would compensate by slowing the
- Pentium user's game down to match the 486 user's game. This is what is
- termed as "synched" play.
-
- The guys at Parallax decided to use "unsynched" play and allow each machine
- to perform at its full potential. Therefore each machine performs
- differently according to its processor, etc.
- -----------------------------------------------------------------------------
- What are some of Descent 2's new multiplayer functions?
-
- Descent 2 greatly improves on Descent 1 in the area of multiplayer support.
-
- One new feature is the Restricted Game, which allows you to control players
- joining the game in progress. If you are the game master (the person who
- set up and started the game), when someone attempts to join Descent 2 will
- pop up a message asking you if you would like them to join. Pressing the
- displayed keystroke accepts the player, ignoring the message refuses the
- player.
-
- Improving on closed games, Descent 2 will allow a player who has left a
- closed game to rejoin if they are on the same computer and using the same
- pilot name.
-
- Descent 2 also has a new multiplay mode, Capture the Flag. As opposed to
- standard Anarchy, where your only goal is to blow your opponents away, in
- Capture the Flag you are placed on one of two teams and are also searching
- for the opposing team's flag in order to return it to your base. It's
- definitely a fun way to play, so give it a try!
-
- Descent 2 has several new settings. Max Time allows you to set a maximum
- time to stay on a level. The reactor will automatically detonate after
- this time, thereby forcing you to move to the next level. Kill Goal sets a
- number of kills to reach on each level. Once one player reaches this goal
- on a level, the reactor will detonate and move the game to the next level
- and the person that reached the kill goal receives a shield bonus.
-
- Descent 2 also has a couple in-game commands. To check network latency,
- you can type "ping:<pilotname>" in a message and Descent 2 will return the
- time difference between your two machines. If you are the game master, you
- can kick a player from a game who is cheating or otherwise ruining the game
- by typing "kick:<pilotname>" in a message.
- -----------------------------------------------------------------------------
- Can I play Descent on the Internet?
-
- Of course! Assuming you have a true Internet connection. Sorry, but if
- you're on America Online or the like, you're probably not going to be doing
- any Internet multiplay anytime soon. (Note the exception with CompuServe
- below.)
-
- There are two major ways of playing Descent over the Internet, which I will
- now cover in detail..
-
- IHHD
-
- Internet Head to Head Daemon, or IHHD, allows head to head modem games to
- be played over the Internet by emulating a null modem cable connection. To
- use IHHD, you have to have a Unix server with a shell account, PPP or SLIP
- will NOT work. You may also need to know how to compile a program under
- Unix (or how to convince your sysadmin to do it for you) if there is no
- precompiled version for your version of Unix.
-
- To get IHHD, visit their home page at http://cactus.org/~knutson/IHHD/.
- Once you have a copy of the IHHD binaries, self-compiled or otherwise, find
- a partner who's willing to play. As with a phone, one dials and the other
- answers. The person answering should run "tcpanswer" and the person
- calling should run "tcpdialer <other player's machine name>." Once you are
- connected, you should be able to chat (probably a good idea to confirm the
- connection). Then start Descent or Descent 2, choose Multiplayer, and
- select Establish Null Modem Link.
-
- Kali
-
- Kali is designed to emulate an IPX network over a TCP/IP connection. Since
- it emulates a network and not just a null modem, as IHHD does, Kali has the
- advantage of making eight-player games possible over the Internet.
- However, most users on the Internet lack the bandwidth necessary to achieve
- this. Games with 4 or 5 people will normally work fine, though.
-
- To get Kali, visit their home page at http://www.kali.net. Kali is fully
- documented on how to get set up. Windows 95 users can get Kali95, which
- works with Dial-Up Networking. OS/2 users can get Kali/2, which is
- designed for OS/2's Internet Connection stack. Once you have Kali loaded
- and are connected to a server, you can either join Kchat and find a game,
- or if you already have a game lined up, start Descent or Descent 2, choose
- Multiplayer, and select Join an IPX Netgame or Start an IPX Netgame.
-
- Kali is shareware. The shareware version has a 15 minute time limit and
- will disconnect you from the server. Registration is $20, and removes the
- time limit and entitles you to any future upgrades.
-
- CompuServe
-
- 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.
- -----------------------------------------------------------------------------
- Are there any other ways to do multiplayer online?
-
- Of course.there are ways besides the Internet.
-
- Game Connection
-
- (Thanks to Rob Gibson <sysop@sys436.chatlink.com> for this info.)
-
- Bulletin Board Systems (BBS) running Game Connection offer low latency
- multiplayer games via direct dial-up. Over 300 independently operated Game
- Connection servers are available worldwide.
-
- Players dial into a Game Connection server with SIRDESC. SIRDESC is an ANSI
- terminal program that emulates an IPX compatible network in order to allow
- you to play Descent with more than two players via modem. 4-Player DOOM,
- DOOM II, Heretic, Hexen and Strife as well as a number of other games can
- also be played using Game Connection.
-
- Download SIRDESC after establishing an account on a Game Connection server.
- A list of Game Connection servers is available at
- ftp://gcomm.com/library/isvsir/systems.txt
- -----------------------------------------------------------------------------
- Is there a good place to meet other players?
-
- On IRC, there is sometimes 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.
-
- If you're a Kali user, you can hop on Kchat and stir up some players.
-
- If you're in it for the competition, you can join the Official Descent
- Ladder at http://www.ladder.org/descent. The Ladder is a very aggressive
- competition scale with lots of members and lots of action.
-
- If you're a more casual player, you might take a look at the Pyro Pilot's
- Guild at http://www.dimensional.com/~greyk/ppg/. They also have a
- competition and ranking system, but not quite as aggressive. It's one of
- the more fun groups to get into.
-
- Interplay has a Player's List for those of you who don't know where else to
- go for players. Visit http://www.interplay.com/website/descplay.html for
- more info.
-
- Some cities or areas have local Descent groups.seriously, no kidding!
- Normally they have a Web page with a list of local players and their e-mail
- addresses so you can contact them and set up a local dial game.
- -----------------------------------------------------------------------------
- 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.
- -----------------------------------------------------------------------------
- How can I play multiplayer-only levels by myself?
-
- Perhaps you've installed a level that doesn't appear in the level list when
- you hit New Game. If so, it's probably a multiplayer-only level. There's
- an easy way to fix this, though.
-
- Each level set you get should have two files, a HOG and an MSN or MN2 file
- (for Descent 1 or 2, respectively). Open this file with a text editor, and
- find a line that says "type=anarchy." Change this line to read
- "type=normal." Save it and start Descent. The level should now appear in
- the New Game menu.
- -----------------------------------------------------------------------------
- What are some good multiplayer tactics?
-
- Carl Gilbert writes in alt.games.descent:
-
- - "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.
- - With 3 or more players, make a secret pact with another player and form an
- alliance.
- - 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.
- - If you're low on shields, find a good hiding area, kill yourself, and then
- return for your loot.
- - Recognize when your enemy slides horizontally. Remember The Wrath of Khan?
- Horizontal SLIDING is 2D thinking - exploit it.
- - Pretend to run out a door, but then do a way cool rotate-while-sliding
- maneuver and double back on your opponent.
- - If someone blows the reactor, wait in/near the exit doorway.
- - Never pick up that useless Fusion cannon.
- - Leave some goodies floating in the middle of a room and wait in the dark
- (said the spider to the fly).
- - 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:
-
- - 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.
- - Ambush Type 2: Find a large open space and situate yourself under an
- overhang - preferably in shadow - where you can see all of the exits
- to a room. Wait for enemy to flyby and let the fun begin.
- - Jousting: In a long corridor, make passes with guns blazing. Repeat as
- necessary."
-
- Darren Pong Lo continues the thread:
-
- - 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.
- - The Millennium Falcon Evasion tactic: I refer to the scene in The Empire
- Strikes Back, where the Millennium 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.
- - Guerrilla 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:
- - kill the first player (duh)
- - back off, at which point the sniping begins again in a new corridor
- - try to fly around the first player (so that the positions of P1 and P2
- are switched)
- - die. :)
- - 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."
-
- And if you're looking for good multiplayer tactics, I personally recommend
- the Descent Weenie's Tactics Page at
- http://www.msn.fullfeed.com/agiesler/descent.htm. It's an excellent site
- with plenty of tips and tricks to satisfy both the beginner and the
- professional pilot.
-
- And check the alt.games.descent newsgroup for more tips that may come
- across the infobahn.
- -----------------------------------------------------------------------------
- Can I share my strategies?
-
- Of course! We especially want multiplayer tactics! E-mail them to
- sclouse@sky.net and they might wind up here!
- =============================================================================
- Technical
-
- What is the latest version of Descent 1?
-
- The latest version of Descent 1 is v1.5. Here's a list of the big fixes
- and changes from previous versions (from the Descent 1 Readme):
-
- - Registered 1.5:
- - Changed:
- - Some stereoscopic (VR) modes keypress--
- - Shift+F5 - Cybermaxx: changes video mode. Other: Resets the stereo
- parameters to their default values.
- - Shift+F6 - Simuleyes: Resets display. Other: Changes resolution
- - Shift+F7 - Toggles Left/Right eyes.
- - Shift+F8 - Toggles VR sensitivity
- - Shift+Enter - Toggles the HUD ON/OFF. This used to be mapped to
- Enter.
- - Shift+F1, Shift+F2 - Changes the stereoscopic balance. Basically,
- this moves the 3d effect into or out of the screen.
- - Shift+F3, Shift+F4 - Changes the width of the eyes in 3d. This can
- reduce or enhance the stereoscopic effect.
- - Fixed:
- - No bitmaps page in during game now
- - Bug with ATZ not waiting for OK in some cases.
- - Added:
- - -JoyNice switch that enables interrupts while polling the joystick
- - -LcdBios switch that works with Don Sawdai's LCDBIOS. This should work
- with any generic LCD glasses.
- - -NoDoubleBuffer switch that disables double buffering. This will make
- 640x480 mode work on SVGA cards with only 512KB of VRAM.
- - CyberMax2 switch that enables the Cybermax2 VR helmet.
- - Made Shift+F1-Shift+F4 toggle eye width in 3d modes.
- - -SimulEyes switch for StereoGraphics' LCD glasses.
- - Added stereoscopic balance adjustment.
- - Made all stereoscopic modes draw the HUD in both eyes.
- - Registered 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
- - Bug with hall of mirrors when exiting mine
- - 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
- - -GamePort command line for Colorado Spectrum Notebook GamePort.
- - Registered 1.4:
- - Note: Registered Descent went from 1.0 to 1.4 to keep up with the shareware
- version numbering. There are no registered versions 1.1, 1.2, or 1.3.
- - Fixed:
- - Bosses easier to kill
- - Netkills after you leave the mine now update properly
- - VR head tracking turns ship, not reticle
- - Network games work across subnets. See Section 2
- - Removed RTS/CTS handshaking from serial games. You can enable it by
- using the -ctsrts command line switch
- - -JoyBios now also reads buttons using BIOS int 15h.
- - Save/load game now defaults to last accessed
- - Increased phone number digits to 32 characters
- - Gravis Gamepad setting didn't allow calibration
- - Some bugs with 3dmax shutter glasses
- - Made fusion cannon use less energy
- - Added:
- - Support for Virtual I/O headset
- - Support for 3Dmax shutter glasses
- - Left/right eye toggle for VR modes (Shift+F7)
- - Low/hi res toggle for VR mode (Shift+F6)
- - Head tracking sensitivity adjustment (Shift+F8)
- - Save game works during briefing screens
- - Error message if not enough file handles
- - Enhanced screen modes. Use command lines: -320x100 -320x240 -320x400
- -640x400 -640x480 (Note: 640 modes require a VESA driver)
- - Kill list dynamically updates between levels.
- - Capability to switch net sockets on the fly. (Use the -dynamicsockets
- command line switch)
- - Update player files from Destination Saturn
- - Moved -rinvul net option into menus
- - For Shareware owners, the following items have been fixed/added since
- Descent Shareware 1.1:
- - Fixed:
- - memory allocation problems in mouse.c
- - sudden loss of joystick calibration
- - UART detection problems
- - lockups with certain TI/Cyrix chips
- - lockups with PS/2 style mice
- - Added:
- - enhanced FM and MIDI soundtrack
- - support for .MSN mission files
- - improved enemy AI
- - improved automap controls
- - more fullscreen HUD info
- - network support across routers
- - support external controls for SpaceBall
- -----------------------------------------------------------------------------
- What is the latest version of Descent 2?
-
- So far, there is only one version of Descent 2, v1.0. But a major patch
- will be released soon.
-
- Parallax has been pretty much closed-mouthed about the patch, so I don't
- have any information about it. The only information I do have is all rumor
- mill, so I don't really want to put it in. All I'll say is that the patch
- is fairly close to completion and should be out within a week or two. I
- know they've been saying that for several weeks, but hey, they're making it
- perfect!
- -----------------------------------------------------------------------------
- Where do I get the patches?
-
- The latest patches for Descent 1 and 2 are always available at Parallax
- Software's home page, http://www.pxsoftware.com.
- -----------------------------------------------------------------------------
- How will the new multiplayer ranking system in Descent 2 work?
-
- Okay, so it's not ALL rumor mill. One feature we do know is going into the
- patch is a new multiplayer ranking system. According to Jason Leighton at
- Parallax (via alt.games.descent):
-
- "There are 8 (0-7)ratings, from Cadet to Admiral. Your initial
- rating is found by dividing your total lifetime kills by 3000,
- then multiplying that number by 8. So if you had 1800 kills your
- initial ranking is 1800/3000=.6 * 8 = 4.8 = 4.
-
- Then, this number is then adjusted against your lifetime
- efficiency. For every 10 percentage points below 60%, 1 is
- subtracted from your initial ranking from above. That is, if
- your efficiency is 39%, 2 points would be subtracted from the
- above ranking of 4, leaving you with a final ranking of 2
- (Lieutenant).
-
- Using this system it might appear to be really easy to reach
- Admiral status, but keeping a 60% lifetime efficiency is plenty
- hard."
- -----------------------------------------------------------------------------
- So how did they hack the Descent 2 cheat codes?
-
- For your enjoyment, here is Aaron and Kevin's very interesting and very
- technical dissertation on the cheat code hacking.
-
- Introduction
-
- This is an analysis of the cheat code encryption method used in the
- registered DESCENT2.EXE. Work on this analysis began on May 3rd and
- completed on May 4th. The time required was approximately 6 hours, not
- including the time to extract the codes.
-
- We will be releasing the codes gradually instead of all at once in this
- document. This is at the request of Parallax. The first of these is
- DELSHIFTB. Enjoy :)
-
- Credits
-
- Equal effort was put in by each of us:
-
- - Aaron Brinton (AaronB aaronb@globaltrav.com)
- - Kevin Bentley (Kevlar kevinb@globaltrav.com)
-
- Check out the Official Descent Ladder at http://www.ladder.org/descent/
-
- The Encrypted Data
-
- This was the "known" data when we started.
-
- 1) The offset for this data in DESCENT2.EXE is 0x143810.
- 2) All cheat codes are 8 characters (the last eight).
- 3) The codes marked with "*" are the ones we are interested in.
-
- GABBAHEY 00 65 20 69 21 55 79 4e 23 45 24 49
- 00 11 11 11 65 69 35 63 51 2d 5a 51
- 00 00 f0 3e 71 5e 45 70 5a 78 73 38
- 00 42 6f 74 6d 78 6b 28 44 79 79 50
- 00 70 6c 61 63 42 6f 23 40 79 40 50
- 00 6c 61 79 43 4c 79 67 4c 42 47 51
- 00 65 64 21 78 41 6e 48 51 78 5a 58
- 00 65 64 20 63 4b 63 5b 4b 55 57 6f
- * 00 00 00 00 46 5f 4a 4d 4f 33 43 56
- * 00 68 65 20 25 76 25 4d 72 67 62 55
- ALMIGHTY 00 6e 69 66 57 76 5f 5c 4a 4a 5c 5a
- LPNLIZARD 00 62 6f 74 74 5c 4c 49 68 53 42 5b
- * 00 21 00 20 62 47 62 69 43 68 51 4a
- ROCKRGRL 00 61 77 61 50 49 3c 58 51 48 52 49
- FREESPACE 00 63 2e 21 5a 51 48 74 71 62 62 22
- GODZILLA 00 45 24 49 6e 66 70 45 66 52 51 70
- HELPVISHNU 00 2d 5a 51 25 41 2d 42 45 43 75 59
- GOWINGNUT 00 78 73 38 75 23 75 7a 49 72 25 65
- SPANIARD 00 79 79 50 26 77 78 62 73 3a 35 4f
- * 00 79 40 50 25 62 47 5f 62 5a 3c 44
- ALIFALAFEL 00 42 47 51 64 57 64 7a 5b 6b 43 4b
- PIGFARMER 00 78 5a 58 6f 75 5d 5d 3b 48 3a 25
- BITTERSWEET 00 55 57 6f 71 50 6d 77 78 7a 22 53
- * 00 00 00 00 72 51 36 30 23 5a 42 4e
-
- The Source
-
- This is a source analysis based on our investigation of the keyboard
- handling code using a protected mode debugger. The below code is only the
- portion that is relevant to the encryption method.
-
- Notes:
- pKeyboard = Keyboard buffer (where the characters are taken from)
- pWork = Work Buffer (this is where the string is crypted)
- ECX is the inner loop, with ESI moving through pKeyboard
- EBX is the outer loop
-
- Initial Values of Interest:
- EAX = 00000000
- EBX = 00000000
- EBP = pKeyboard
- EDI = 00000008
-
- LoopA:
- 39 MOV ESI, EBP ; set ESI to pKeyboard
- 3B XOR AH, AH ; AH = 0
- 3D XOR EDX, EDX ; EDX = 0
- 3F MOV [EBX + pWork], AH ; current char in pWork = 0
-
- LoopB:
- 45 LEA ECX, [EDX + 01] ; ECX = EDX + 1
- 48 MOV EDX, EBX ; EDX = EBX
- 4A MOV EAX, EBX ; EAX = EBX
- 4C SAR EDX, 1Fh ; EDX = 0
- 4F IDIV ECX ; essentially EDX = EBX mod ECX
- 51 MOV AL, [ESI] ; AL = sequential char in pKeyboard
- 53 MOV AH, [EBP + EDX] ; AH = chosen char in pKeyboard (EDX)
- 56 MOV DL, [EBX + pWork] ; DL = current char in pWork
- 5C XOR AL, AH ; AL = AL xor AH
- 5E XOR DL, AL ; DL = DL xor AL
- 60 MOV [EBX + pWork], DL ; current char in pWork = DL
- 66 XOR EDX, EDX ; EDX = 0
- 68 MOV DL, [EBX + pWork] ; DL = current char in pWork
- 6E MOV DWORD PTR [ESP], 0000005Ah ; store 0000005Ah for later IDIV
- 75 MOV EAX, EDX ; EAX = EDX
- 77 SAR EDX, 1Fh ; EDX = 0
- 7A IDIV DWORD PTR [ESP] ; EAX = current char in pWork / 5A,
- ; remainder in EDX (DL, actually)
- 7D MOV DH, DL ; DH = DL
- 7F MOV [EBX + pWork], DL ; current char in pWork = DL
- 85 ADD DH, 21h ; DH = DH + 21h
- 88 INC ESI ; move to next char in pKeyboard
- 89 MOV [EBX + pWork], DH ; current char in pWork = DH
- ; (overwrites line 7F)
- 8F MOV EDX, ECX ; EDX = ECX (for increment in line 45)
- 91 CMP ECX, 8 ; loop 8 times (each pKeyboard char)
- 94 JL LoopB ; looping to LoopB
- 96 INC EBX ; move to next char in pWork
- 97 CMP EBX, EDI ; loop 8 times (each pWork char)
- 99 JL LoopA ; looping to LoopA
-
-
- The Algorithm
-
- The first four bytes of each line are not part of the code. Encryption is
- one-way with only the last 8 bytes in each entry. In this algorithm, we
- are assuming that char Data[8] is a test string.
-
- char Crypt[8];
- char chIndex, chTemp;
- int iLoopA, iLoopB;
- for(iLoopA = 0; iLoopA < 8; iLoopA++) {
- Crypt[iLoopA] = 0;
- for(iLoopB = 0; iLoopB < 8; iLoopB++) {
- chIndex = iLoopA % (iLoopB + 1);
- chTemp = Data[chIndex] ^ Data[iLoopB];
- Crypt[iLoopA] ^= chTemp;
- Crypt[iLoopA] %= 0x5A;
- Crypt[iLoopA] += 0x21;
- }
- }
-
- Our Program
-
- Since this is one-way encryption, what we had to do was to build a brute
- force hack program. This program scans through every combination of
- possible cheat code from 'aaaaaaaa' to 'zzzzzzzz', and compares each one to
- the unknowns in the cheat code table for possible matches. This is very
- similar to the operation of programs in Unix that use crypt() to find bad
- passwords using a dictionary file. Since we are not dealing with dictionary
- words, we have to go through every possible combination, or 26 to the power
- of 8, which calculates to around 209 billion iterations.
-
- After complete optimization, it takes about 110 seconds on a P100 to do
- 11882000 iterations. There are 17576 of these blocks, which results in
- around 537 hours in total CPU time. Fortunately, we have several P100's to
- use, so it didn't take quite that long. :)
- =============================================================================
- Descent-related Internet Sites
-
- - Interplay Productions (distributors of Descent and Descent 2)-
- http://www.interplay.com
- - Parallax Software (creators/programmers of Descent and Descent 2)-
- http://www.pxsoftware.com
- - Kali Home Page (Internet multiplay program)-http://www.kali.net
- - IHHD Home Page (Internet multiplay program)-http://cactus.org/~knutson/IHHD
- - The Descent Hacker's Resource Page (hate to advertise my own site, but it
- is one of the better ones.full of editing programs and stuff)-
- http://www.sky.net/~sclouse/dhacker
- - Pooterman's Home Page (Largest Descent and Descent 2 level archive on the
- Net!)-http://www.pooterman.com
- - Descent Weenie's Tactics Page (multiplayer tips and tricks)-
- http://www.msn.fullfeed.com/agiesler/descent.htm
- - Devil Home Page (level editor)-
- http://wwwrzstud.rz.uni-karsruhe.de/~ubdb/index.html
- - DesEdit Home Page (Win95 level editor)-http://www.ftn.net/~jon/desedit.html
- - DTX Home Page (graphics and sound utility)-
- http://ourworld.compuserve.com/homepages/shaker/dtx.htm
- - HAMM Home Page (HOG file maker)-http://www.ozemail.com.au/~prunge
- - Official Descent Ladder (Descent competition/ranking guild)-
- http://www.ladder.org/descent
- - Pyro Pilot's Guild (Descent competition/ranking guild)-
- http://www.dimensional.com/~greyk/ppg/
- - Descent Player's List (enough said)-
- http://www.interplay.com/website/descplay.html
-
- These are just a few sites that I personally know. If you'd like your link
- to appear here, just e-mail me.
-
- Oh! Almost forgot the most important Descent site of them all.
-
- The Official Descent and Descent 2 FAQ Home Page-
- http://www.sky.net/~sclouse/descent-faq
-
- Well, you've reached the end of the FAQ (wow, someone read this far!). Hope
- you enjoyed it!
- -----------------------------------------------------------------------------
- End of Descent and Descent 2 FAQ
-
- Direct all comments to sclouse@sky.net
-
- This document is Copyright c1996 Stephen P. Clouse. All rights reserved.
- This document or portions of it may be reproduced provided that this
- copyright notice remains intact.
-
-