  -------------------------------------------------------------------------
  IMPORTANT NOTE!  This document was compiled by an external source before
  Descent Registered was available.  Most of the information pertains to
  the Shareware version of Descent.  We make no claims as to the accuracy
  of this info with respect to this Registered/Commercial version.
                                                           -Parallax
  -------------------------------------------------------------------------

 __          __  ___    ________   _______    __  ___                 _______
|  ||\      |  ||___\  /________\ /_______\  |  ||___\   |',    |',  |_______\
|  ||  \    |  | ____      ____    __        |  | ____   |  '\  |  |    __
|  | \   \  |  ||____\     \   \  |  \       |  ||____\  |   ||\|  |   |  |
|  |___\  | |  |______  ___/   /  |   \_____ |  |______  |   ||    |   |  |
|_________| |_________\ \_____/    \_______/ |_________\ |___| \___|   |  |
                                                                        \ |
                            F       A       Q                            \|
                      (Frequently Asked Questions)
                               Version 1.0

    Compiled by John D. DeCuir (decuirjd@netcom.com). 

    This is the OFFICIAL Descent FAQ.  It provides pointers/answers to the
    most Frequently Asked and easily answered Questions about Descent that
    often get posted.
    
    This is NOT a substitution for the README.TXT that comes with Descent.
    The README file contains vital information that every Descent-player
    should read.  This FAQ is intended as an up-to-date supplement, NOT
    a substitution.

    All specific names included herein are trademarks:  Descent, Interplay
    Productions, Parallax Software, FlightStick, Gravis GamePad, Pentium,
    Intel, Cyrix, Id Software, Doom, Quake, Apogee, Wolfenstein 3D,
    IBM, OS/2, OS/2 Warp, PC Gamer, CompuServe, America Online, GEnie,
    Microsoft Windows, Smartdrive, Return of the Jedi, Star Wars, Death Star.
    Any trademarks not mentioned here are hypothetically acknowledged.

    This article is (C) Copyright 1995 by John D. DeCuir.  All rights
    reserved.  You are welcome to make copies and redistribute this article,
    as long as it is kept in its original form.

  CONTENTS:
  
  [1]. INTRODUCTION
      [1a] What is Descent?
      [1b] But I already play Doom.  Why would I like Descent?
      [1c] Who created Descent?
      [1c-2]    How can I contact Interplay?
      [1d] What are the differences between the different releases of Descent?
      [1e] Wait, I read somewhere about something called Quake.  Is this it?
      [1f] Will a level editor be released?
      [1g] What is needed to run Descent?
      [1h] Can I play Descent under OS/2?
      [1i] Can I play Descent under Windows?
      [1j] Where can I get Descent?
      [1k] Is there a Descent newsgroup on Usenet?
      [1l] Is there source code available?
      [1m] What are the differences between the different robots?
      [1n] What are some popular control configurations?
      [1o] What are the VCR controls in the Demo Playback?
      [1p] What are the differences between version 1.0 and 1.1?

  [2]. TACTICS  (or, "Doom Recovery 101")
      [2a] Help!  I'm lost in the maze.
      [2b] I'm having trouble controlling my ship.  Any suggestions?
      [2c] I can't find places on the map.
      [2d] How do I beat the big bad robot at the end of level 7?
      [2e] I think Descent is too easy.
      [2f] I think Descent is too hard.
      [2g] The secret resource: Lava
      [2h] What are those yellow tunnels with sparkly things in it?
      [2i] What are those purple areas that new ships come out of?
      [2j] What are the relative strengths of the weapons?

  [3]. CHEATS AND SECRETS
      [3a] Is there a list of the secrets in Descent?
      [3b] What are the cheat codes?
      [3c] Undocumented Map features
      [3d] A Walkthrough of Level 7
      [3e] A Quick 'n' Dirty approach for stereoscopic (3-D) Descent

  [4]. MULTI-PLAYER CAPABILITY
      [4a] Can I play with other people?
      [4b] Does each computer require a distinct version of the software?
      [4c] Why do different computers play differently on a net game?
      [4d] Can I play over the Internet?
      [4e] Is there a good place to meet other players?
      [4f] A note about networking and Descent

  [5]. OTHER PROBLEMS:
      [5a] Why can't I save my game in the middle of a level?
      [5b] I just died; where did all my stuff go?
      [5c] How can I skip past all the dialogue in the beginning of the game?
      [5d] How can I avoid motion sickness?
      [5e] I'm having hallucinations when I look away from the monitor.
      [5f] Descent and Cyrix CPUs
      [5g] Advice for 4 MB memory setups
      [5h] My frame rate is far too slow.  Any suggestions to speed it up?

----------------------------------------------------------------------------
REVISION HISTORY

    12/26/94  Descent 0.1 FAQ born by John DeCuir.
    12/26/94  A distinct, "Descent 0.5 FAQ" written by Seth Delackner.
    12/27/94  Merger takes place, including new information from
              Adam Pletcher from Parallax Software.
              Thanks Adam!   Descent FAQ 0.6 born.
    12/28/94  Added Ascii Art logo by Thomas Axelsson, created FAQ 0.61.
    12/28/94  Added lots of new info about robots, undocumented map
              features, control configurations, framerate.  FAQ 0.7 born.
     1/02/95  Added new Ascii Logo by Thomas Axelsson, some miscellaneous
              information.  Re-organized, created a new TACTICS section.
              Debuted with FAQ 0.75.
     1/03/95  Added minor info about OS/2 and GEnie.  FAQ 0.77.
              This FAQ was never released.
     1/03/95  Added Level 7 walkthrough by Mike Lorant.  FAQ 0.8.
     1/05/95  Added info about VCR controls, secrets.  FAQ 0.81.
     1/15/95  Added lots of information throughout the FAQ.  Created
              FAQ 0.85.
     1/16/95  Added/changed some minute detail.  Thanks to Adam
              Pletcher for adding/correcting info.  FAQ 0.86.
     2/9/95   Changed some info from Adam Pletcher.  Received
              blessing from the Parallax Software deities and
              went to version 1.0.  Thanks all! :)

WHERE CAN I FIND THE FAQ?

    On the Internet, specifically in the Usenet newsgroups,
    look for it in comp.sys.ibm.pc.games.action, alt.games.descent,
    or e-mail decuirjd@netcom.com for the latest version.

    You can also FTP the FAQ from ftp.netcom.com in the directory
    /pub/cs/csua/descent.

    Alternatively, look on the IRC in channel #descent and ask for it.
    Either Bruin or Descender should have a current copy.

    To find a copy of the FAQ in WWW (World Wide Web) format, look at
    http://www.ping.de/~sven/descent/, or
    http://www.eskimo.com/~stickman/deshome.html.  Some delays may occur 
    after the release of a new FAQ, however.
    
----------------------------------------------------------------------------

Part [1].  INTRODUCTION

-- [1a] ----------  What is Descent?

    "Descent is a heart-pounding, gun-wrenching, edge-of-your-seat
     experience."
         -from the README.TXT file in Descent

    "The sensation of speed is amazing, and the 3D, texture-mapped graphics
     make this game a genuine joy to behold."
         -PC Gamer

    Descent is a new game from Interplay and Parallax Software.  It immerses
    you in a full 3D environment with 6 degrees of freedom -- you truly have
    the experience of weightlessness and zero gravity.

    You are a pilot who must rescue hostages and blow up the reactors of
    certain enemy mines.  However, there are many, many robot drones out to
    destroy you before you destroy them.  When the reactor blows, you have
    45 seconds to get out of there before you go with it!

    You are given an arsenal of different weapons, such as the Vulcan 
    chaingun-like gun.  Also, you have finite energy and shield strength,
    both of which may be replenished in the course of the game.

    Descent boasts true heightmapping and light sourcing -- the textures
    and feel of the game are absolutely real.  And the light effects are
    terrific -- try shooting a missile down a dark corridor and watch it
    light the walls along its path.

-- [1b] ---------- But I already play Doom.  Why would I want Descent?

    Descent, unlike Doom, has a true 3-D environment with six degrees
    of freedom.  This means you have three axes of motion and three axes of
    rotation.

    Descent also has 3D texture-mapped polygon enemies, and no flat enemy
    bitmaps like Doom has.  As to which is better is a matter for debate. :)

    Descent boasts unrestricted level design -- it's not limited to 90 degree
    walls (like Wolfenstein) or 2-dimensional layouts.

    This is nothing against Doom, of course -- Doom was a revolutionary game
    in its own right; but what Doom did for Wolfenstein 3D, Descent does for
    Doom.

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

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

-- [1c-2]   How can I contact Interplay?

    Interplay Technical Support can be reached 24 hours a day through their
    Automated Customer Service system, with representatives available during
    normal business hours.  Their phone number is 714-553-6678.

    Other ways to get help:

    Interplay Productions          Interplay BBS: 714-252-2822
    attn: Customer Service         America Online: keyword INTERPLAY
    17922 Fitch Avenue                             email "IPTECH"
    Irvine, CA 92714               GEnie: type "M805;1"
                                   CompuServe: GO GAMBPUB
                                   Prodigy: email to "PLAY99B"
                                   Internet: email to support@interplay.com

-- [1d] ---------- What are the differences between the releases of Descent?

    The shareware release of Descent was released in December 1994,
    and contains the first 7 levels of the game.

    The 1.2 version of Descent will be released shortly after
    the registered version is available.

    Following is the official word on Registered Descent purchase
    information.  Thanks to Matt Toschlog for this info.

              Registered Descent Purchase Information
              ---------------------------------------

    There's been a lot of questions about purchasing Registered Descent, 
    so here's the definitive information.

    Registered Descent will be available directly from Interplay sometime
    in the first half of February 1995.  Registered Descent includes:

    30 levels (including the 7 shareware levels)
    Full save game feature
    4 new weapons
    New multiplayer games: cooperative, team anarchy, & anarchy w/ robots

    Registered Descent will be available on both floppy and CD-ROM; the two 
    are identical and will cost the same.  This is the only version of 
    Descent available at this time. 

    To order, call 1-800-INTERPLAY.  Registered Descent costs US $39.95, 
    plus $4.50 shipping.  For mail orders, see the file ORDERFRM.TXT, 
    included with the shareware version.

    European orders are UK#29.99.  Call (44) 707-675-757 (UK) for info.

    The Registered version should be available through normal retail 
    channels (stores & mail order) sometime in March.

    A CD-Enhanced version will be available Summer '95 with lots of extra 
    features, including new levels & robots, more powerups, redbook audio, 
    and more animations.  There will be a reasonable upgrade path from 
    Registered to CD-Enhanced.

-- [1e] ---------- Wait, I read somewhere about something called Quake.
                   Isn't this it?

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

-- [1f] ---------- Will a level editor be released?

    From Adam Pletcher at Parallax:

    "Here's our unofficial stance on homebrew stuff:  We're discussing it.
     Due to the complexity of our segment structure, it's unlikely a useable
     homebrew editor will be made in the foreseeable future.  We're 
     considering several approaches from just seeing what people come up 
     with, to total release of our editor.  The main fear in releasing 
     the editor we have is that it isn't bug-free and isn't the most 
     user-friendly thing.  Neither of these things is a big deal, but we 
     don't want Interplay/Parallax to start getting tech support calls 
     for the thing.  I'll tell you this, though:  we didn't put in any 
     code to make homebrew levels hard to use."

     Parallax *will* be releasing Descent specs.  The date of release
     at this point is unknown.
     
-- [1g] ---------- What do I need to run Descent?

    According to the README.TXT, the bare requirements for running
    Descent are:
    - IBM PC compatible 386-33 or faster
    - 4 MB RAM
    - DOS 5.0 or greater

    Strongly recommended are:
    - 486 or Pentium processor
    - 8 MB RAM
    - stereo 16-bit soundcard with General MIDI support
    - a quality joystick

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

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

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

-- [1i] ---------- Can I play Descent under Windows?

    You can, although it is not recommended.  There are certain timing
    problems which interfere with Descent's performance when you play
    through a DOS Window (whether full screen or windowed).

    The best performance will be achieved when you exit Windows entirely
    (by File/Exit), and THEN load Descent directly from DOS.

-- [1j] ---------- Where can I get Descent?

    You can download the shareware version of Descent from the following
    sources:  (two files: dcnt11-1.zip and dcnt11-2.zip)

    :: Interplay BBS:  714-252-2822, 24 hours, up to 28.8k baud, 8N1
    :: Software Creations BBS:  508-368-4137, 24 hours, 8N1
       or telnet to ftp.swcbbs.com
    :: redeye BBS: +49.89.5460535, Munich, Germany, 24 hours, 28.8k,
       big Descent Area, free downloads
    :: CompuServe:  "GO GAMBPUB", in the Interplay software libraries
    :: America Online:  keyword "INTERPLAY", in the software libraries
    :: GEnie: type "M805;3", then search for "Interplay"
    :: FTP sites...
          ftp.wustl.edu         in /pub/msdos_uploads/descent
          ftp.uwp.edu           in /pub/incoming/games
          ftp.funet.fi          in /pub/msdos/games/interplay
          ftp.netcom.com        in /pub/cs/csua/descent
          ftp.demon.co.uk       in /incoming  OR  /pub/ibmpc/games/misc
          janus.library.cmu.edu in /pub/descent
          ftp.cdrom.com         in /.17/games/incoming
          ftp.leo.org           in /pub/comp/platforms/pc/games
          ftp.prairienet.org    in /pub/software/descent

    You can get the registered version of Descent directly from Interplay, or
    you can buy it in retail stores about a month after the registered
    version is available.

-- [1k] ---------- Is there a Descent newsgroup on Usenet?

    Yes!  Most sites carry the newsgroup "alt.games.descent".  Ask your
    local news administration to carry it if they don't already.

-- [1l] ---------- Is there source code available?

    Descent is a commercial product, and hence, no source code of the game
    is available.

-- [1m] ---------- What are the differences between the different robots?

    From the introductory info:

    Class 1 Drone  (Yellow) :
        Standard utility robot, apparently modified for combat.  Should
        pose little threat alone, but could be trouble in groups.

    Class 2 Drone  (Blue) :
        Aggressive when cornered.  Relatively weak weapons, but fires
        rapidly.

    Medium Lifter  (Green with arms) :
        Normally used to burrow through porous rock.  Recon cameras
        have witnessed this robot shredding anything in sight -- including
        hostages!  Stay away from this robot -- because he has no
        projectile weapons, your best bet is to fire from far away.

    Small Hulk  (Green, bulky) :
        Standard borer robot.  Tough and agile.

    Medium Hulk  (Yellow/Brown, bulky) :
        Heavily armored for explosive deployment deep in mines.  Slow
        moving, but very dangerous.

    "Spider" Processing Robot (Red, 4 arms) :
        These mechs were designed to pick up rubble for processing in
        their body cavities.  Explodes into smaller spiders when hit.

    Unknown name  (Silver) :
        This robot is vicious, as it fires its vulcan guns (chaingun)
        at you immediately when it sees you.  Don't stay in its sight
        too long!

    SuperMech  (Red; fires homing missiles) :
        These guys are like the hulks, but about 200% more angry.

    Mega Hulk   (Yellow, huge, cloaks) :
        This robot is huge and cloaks whenever you hit it.  It reappears
        somewhere else.  For hints on how to kill it, see section [2d].

-- [1n] ---------- What are some popular control configurations?

    "I use a basic analog joystick, along with the keyboard.  I use
     W,A,S, and D to strafe, and F to accelerate and V to reverse.
     Ctrl fires and space bar fires a missile.  The joystick controls
     where my ship is pointed."
         -John D., aka Bruin on #descent

    (FAQ Note:  "Strafing" means to slide, as opposed to accelerate.
    For example, when you sidestep to your left, you are "strafing".
    While the terminology is confusing, it is well-rooted in the
    Doom culture of today, so this writer will choose to keep
    it in.)

    "The mouse is the best for me.  Pitch up is the mouse, y-axis
     inverted.  Pitch down is the mouse's x-axis.  Fire primary is
     mouse left button, and fire secondary is the mouse right button.
     (If you're using a 3 button mouse, use the middle button to fire
     the secondary, and right button to go forward.  W,A,S, and D
     to strafe, and Caps Lock for a reverse view.  Reverse
     acceleration is left shift, and forward is space bar.  Everything
     else is default."
         -"vxl" on IRC/#descent

    "Mouse Y: pitch; Mouse X: turn (yaw); Mouse 1: primary weapon;
     Mouse 2: accelerate; Mouse 3: reverse; W,A,X,D: slide; Q,E: roll;
     C,Z,S: increase, decrease, stop cruise; spacebar: primary weapon;
     Left Alt: secondary weapon; Left Shift: slide mode for mouse;
     Left Ctrl: bomb.  I tend not to use the cruise control much."
         -Sean Gugler

    "Number pad as ship heading controls.  / above 8 is the flare
     launcher; the * is the bomb key.  My right hand is on the num pad
     with my pointer on 4, my middle finger on 8, and my ring finger
     on 6.  My thumb rests on 0, which is the thrust-reverse key.  My
     left hand controls forward movement, and rests on the right side
     of the main keypad.  Right shift is thrust forward, the alt is
     strafe on, and ctrl is fire.  On the num pad, the 1 and 3 are 
     roll left and right."
         -Matt Ebel

-- [1o] ---------- What are the VCR controls in the Demo Playback?

    Down Arrow:        Pause
    Up Arrow:          Resume Playback
    Left Arrow:        Go back one frame
    Right Arrow:       Go forward one frame
    Shift Left Arrow:  Fast Reverse
    Shift Right Arrow: Fast Forward
    Ctrl Left Arrow:   Rewind to beginning
    Ctrl Right Arrow:  Fast Forward to end

    (thanks to adliber@aol.com)

-- [1p] ---------- What are the differences between v1.0 and v1.1?

    From the README.TXT:

SHAREWARE 1.0   Initial Shareware release

SHAREWARE 1.1
         Fixed: non-responsive joystick axes
                problems with Wingman Extreme/FCS hat switches
                demo playback not showing F8 messages
                demo playback not decloaking ships
                problems with SLIDE ON using joystick or mouse
                soundcard clicks during modem play
                loadpatch problems with >512k GUS cards
                detail levels not saving properly
                incorrectly mapped MIDI instruments

         Added: support for non-standard COM IRQ settings
                default taunt macros for new pilots
                moving reticle for VR helmet head tracking
                mouse sensitivity slider
                shield/energy indicators to full-screen view
                keeps COM port unchanged when exiting game
                documented Automap 'S' key in REFCARD.TXT
                VR helmet information phone numbers in README.TXT
                -NoDosCheck command line option for DR-DOS users

Note that the 1.2 version of Shareware Descent will be released shortly
after the registered version is available.


Part [2].  TACTICS, or "Doom Recovery 101."

-- [2a] ---------- Help!  I'm lost in the maze.

    The transition from 2D to 3D is not an easy one.  While it can be
    challenging, once you're used to it, 2D worlds will just seem, well,
    flat.

    The best advice is to keep checking your map (hit TAB).  How the maze is
    oriented once you enter the map screen is a view from behind your ship,
    with "up" going "up".  You can rotate the map around after you realize
    where you are to see where you want to go.  To zoom in and out, 
    strafe 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.

-- [2b] ---------- I'm having trouble controlling my ship.  Any suggestions?

    This is often the most brought up subject.  Like I said earlier, the
    transition to 3D is not an easy one.

    The predominant opinion is that the best setup is with a fancy joystick,
    such as the FlightStick.  This has lots of buttons and switches on the
    stick itself that will let you control the game.

    Failing that, the next best option is to use a normal, ANALOG joystick
    together with the keyboard.  I personally use the joystick to point 
    where I want to go and to use Z and X to accelerate and decelerate,
    respectively.  I don't suggest a digital joystick, such as the Gravis
    gamepad, because a large portion of that immersive experience is lost
    when you can't control how fast or how slow you want to turn.

    The least attractive solution is to use the keyboard by itself, although
    it has been known that a lot of players have become quite adept at this
    method.  The best way is to use the keypad for pointing, strafing, 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 strafing
    keys!  For example, use W,A,S and D for strafe up, left, down, and right,
    respectively.  This lets you strafe while doing other things, such as
    turning, and will improve your gameplay significantly.

-- [2c] ---------- I can't find places on the map.

    Remember that when you enter the map screen, the view is from behind 
    your ship, with up pointing up.  Use strafe up and down with the map to 
    zoom.  (With defaults, use left alt + up or down.)

    Undocumented feature:  To pan across the map (make the map move, as 
    if you put your hand there and slid it over), hold down "S" while moving
    the joystick/cursor keys.  Your new center of rotation will be the
    center of the screen, NOT your ship.

-- [2d] ---------- How can I beat the big bad robot at the end of level 7?

    Adam Pletcher of Parallax Software recommends:

    "Stay tight against the inside pillar, and keep circling. This is the
     best way to lose missiles that have lock.  Take out the Vulcan
     Guys, SuperMechs (the red guys), and the Boss, in that order.  Get the
     cloak in the alcove on the far side of the pillar.  When attacking the
     Boss, make passes, don't sit still.  And make extra sure none of  
     those green missiles hit you in the face, they'll probably kill you."

-- [2e] ---------- I think Descent is too easy.

    Try the following:

    :: Don't use any cheat codes
    :: Increase the difficulty level of your game
    :: Use only one type of weapon, i.e. use only the normal guns
    
    Descent has many difficulty levels, and should appeal to every gamer.

-- [2f] ---------- I think Descent is too hard.

    It depends what you mean by "hard".  If you're having trouble controlling
    the ship, see the section above about controlling your ship.  Otherwise,
    try the following:

    :: Decrease the difficulty level of your game
    :: Try flying around an empty mine tunnel as fast as you can and
       as fluidly as you can.
    :: PRACTICE STRAFING!!  This technique will save you many times over
       when it comes to enemy fire.
    :: Learn when to (and when not to) use the different kinds of weapons
       you have.
    :: Practice, practice, practice!

-- [2g] ---------- The secret resource: Lava

    "I discovered something about the lava by accident, and a fairly
     costly one at that: the lava is REALLY explosive - like missiles.  This
     can be EXTREMELY useful:

     Suppose you're in level 2 (the one with the very large room near
     the start), and you're going to get the red keycard, which is defended
     by about 4 or 5 robots.  As you may recall, there'a large lava pit in
     the middle of the room, which at least one of the robots is always
     directly above.  Instead of aiming at the robot, aim at the lava right
     below it and fire a blast or two.  The blasts will cause the lava under
     it to explode, and blow the robot above it apart!  Also, since the shots
     are sufficiently far from the robot, it won't try to dodge the blasts!
     The Vulcan can be nice here: it's extremely high rate of fire turns the
     lava into an exploding pool of fiery death (what vivid language :).
     This also can work well against humans: fire above them so they dive
     into the lava, then blast the lava around them.  Either you'll kill
     them, or they'll accidentally shoot the lava and commit suicide - you
     get their stuff either way."
         -Scott Adams, via alt.games.descent 

-- [2h] ---------- What are those yellow tunnels with sparkly things?

    These are areas which recharge your energy.  If your energy level
    is below 100, if you enter this area, your energy will be refilled
    to 100.  Note that this area has no effect on your shield level.

-- [2i] ---------- What are those purple areas with new ships?

   These are enemy generators, and they are VERY DANGEROUS.  Try to
   stay away from them, as new enemies pop out of them unexpectedly.
   There is no way to destroy these areas (aside from blowing the
   reactor, of course).

-- [2j] ---------- What are the relative strengths of the weapons?

   Espen Monnich wrote the following table:

 "----------------------------------------------------
  |Weapon     | Number | Damage  |  Total  | Energy  |
  |           |of shots| pr.shot |  damage | pr.shot |
  |-----------|--------|---------|---------|---------|
  |Laser lv1  | 2 (4)* |  10     |  20 (30)| 0.25    |
  |  "   lv2  | 2 (4)  |  11     |  22 (33)| 0.25    |
  |  "   lv3  | 2 (4)  |  12     |  24 (36)| 0.25    |
  |  "   lv4  | 2 (4)  |  13     |  26 (39)| 0.25    |
  |-----------|--------|---------|---------|---------|
  |Vulcan     | ca. 25 |  --     |  4      | 0       |
  |-----------|--------|---------|---------|---------|
  |Spreadfire | 3      |  6      |  18     | 0.25    |
  |-----------|--------|---------|---------|---------|
  |C. Missile | 1      |  25     |  25     | 0       |
  |H. Missile | 1      |  27     |  27     | 0       |
  |-----------|--------|---------|---------|---------|
  |Bomb       | 1      |         |  24     | 0       |
  ----------------------------------------------------

  * () specifies the Quad laser. It shoots 4 shots, but does only 50% more 
    total damage.    


NOTE: This table is a bit unclear, becouse I have not considered the fire-
      rate for each of the weapons and the speed of the shot itself. For 
      example, the Spreadfire has a bit faster fire-rate than the Laser, 
      and the fire-rate and the speed of the shots for the Vulcan is very 
      high."


Part [3].  CHEATS AND SECRETS

-- [3a] ---------- Is there a list of secrets in Descent?

    Adliber@aol.com writes:
    "In level 4 there is a long reddish tunnel which has a gate at the 
     end.. one you open the gate you see one of these purple areas on your 
     right... about 3 green medium lifter robots show up out of this area.. 
     if successful you blast them and three more show up you can shoot them 
     until no more robots come out, and think that's it right?  Well now 
     for the bonus... if you back out of the area through the gate you came 
     in, and come back in to the same area again...more robots come out 
     again... shoot them, until no more come out... the benefit is that 
     when you shoot them you'll get the blue sphere that replenishes your 
     shields... I did this about three times... (that is back out from the 
     area, and re-enter) and was able to replenish my shields all three
     times. After all the robots were killed for the 3rd time.. no more 
     came out but I had replenished my shields from 25 to about 85!  By then 
     I really needed the shields and it was the only place where I could 
     replenish them... I found this by accident, and will try the same on 
     other purple areas."

     Adliber also writes:
     "I found a hidden room by accident in Level 1...there is a hidden
      room in the ceiling and it's full of goodies; it has about 3
      or 4 packs of missiles and assorted ammo.  When you get to the yellow 
      area with the floating "stars" that replenishes your energy... find 
      one of the video screens on one of the corner walls...look up at the 
      ceiling, and you will see (faintly) a door... shoot at it and you 
      will be able to go up into that room... There are two entrances to 
      this area but the easiest one to spot is the one by the video screen 
      on the wall.  If you cannot see it... just shoot at the ceiling 
      where you see the video screen in this area..."

     First Level secrets by Sven Neuhaus:
     "1) From the start, turn right/down.  Next intersection, turn right.
      Turn left in front of the prison, turn right in front of the
      ventilation.  Now turn either right or left.  The next corner
      you are approaching has a secret entrance at the ceiling.  Contains
      vulcan ammo and rockets.

      2) From the start, turn left/down.  Follow the path.  Turn up to fly
      into the new room.  Fly towards the left back corner.  The wall
      there has a horizontal seam on it.  Fire at the door or fly close
      to open it.

      3) Inside the second secret, right behind the second secret's 
      entrance, but at the ceiling.  Secret contains a Small Hulk and a 
      Laser.

      4) Inside the second secret, turn left after you entered the second
      secret door.  Move down through the hole in the floor.  Turn right.
      There's a secret door with a shield boost behind it.

      5) From the start, turn right/down.  At the intersection, turn left.
      There will be a hole in the ground.  Move down.  Fly forward slowly.
      There is another hole in the ground at the very dark spot.  This
      leads to a room with a small hulk, the vulcan cannon and some energy
      boosts."

-- [3b] ---------- What are the cheat codes?

    Type the following directly in the game, regardless of your current
    keyboard mapping setup.

    GABBAGABBAHEY = Cheats enabled!
    SCOURGE       = WowieZowie Weapons!
    MITZI         = All Keys!
    RACERX        = Invulnerability On/Off!
    GUILE         = Cloak On/Off!
    TWILIGHT      = Shields Recharged!
    FARMERJOE     = Warp to Which Level?

    You might want to change your "bomb" key to something that won't conflict
    with these codes, otherwise you might blow up before you finish typing
    it. :)

    Note that when you use cheat codes, your score drops to 0 and you
    can't save your game.  Hence, use these codes only as practice
    runs.  (Thanks to adliber@aol.com)

    Also, you can't use the cheat codes in a multiplayer game.  If you
    use the TWILIGHT cheat when your shield is over 100, the cheat will
    reset your shield strength to 100!   (Geoff Simmons)

-- [3c] ---------- Undocumented Map features

    The following features are undocumented:

    In the map, hold down "S" and move the control around.  You can
    pan the map this way.

    If cheat codes are enabled (see above), hit "Alt-F" in the map screen.
    The entire map will appear.

-- [3d] ---------- A Walkthrough of Level 7

    BIG thanks to Mike Lorant (mikel@ucc.su.oz.au, also "Dense" on
    IRC's #descent) for writing this section.  Obviously, this section 
    contains major spoilers.  Read at your own risk.

    1. Getting the blue key

    At the start of the level go straight ahead up the ramp and follow the
    corridor around to the right.  At the room fly thru the far left hand 
    door and into a large room with a passover bridge in it.  Then exit 
    via the corridor directly above from where you started.  The corridor 
    will bend to the left and then dip down the slope.  Fly through the 
    corridor with the grating on the left hand side and out the other 
    end.  Follow the corridor past a T junction and around through the 
    rechargerator and over to the next T junction.  See diagram 1.  Turn 
    left and grab the blue key.

    Diagram 1
       _____
      /  R  \
     /  ___  \     B = Blue Key
    /  /   \  \    1 = 1st T junction
   |  |_____|  |   2 = 2nd T junction
   | 2   B   1 |   R = Rechargerator
   |   _____   |   E = Entrance
   |  |     |  |   X = Exit
   |==|     |==|
   | X|     |E |

    2. Getting to the blue door

    Head back to the second T junction and turn left where there should be a
    door in front of you.  There will be grating on the left hand side with a
    door down the end.  Continue up the rising corridor and down the other 
    side until you enter a large spherical area and to the blue door on 
    the southern side of the room.

    3. Getting the yellow key

    Pass through the small corridor into the room with a red star shaped
    structure and exit straight ahead (upward direction).  As the corridor
    points upwards watch out for the 2 cloaked Medium Lifters.  The corridor
    will level out again and continue following it.  It will then dip a short
    distance away and passes past a yellow grating with lava below it.  The
    grating that is above you sometimes contains a Class 1 drone so watch out
    for its missles.  It is recommended that if it is there you destroy it
    because it can be a hinderance when tackling the next enemy.  The 
    corridor will turn left at the bottom and at the end of it will be a 
    Supermech firing missles that lock on.  Level out and grab the yellow 
    key.

    4. Getting to the yellow door

    Return to the beginning of the level (where you started).  There will 
    be a yellow door on the left hand side, just below and behind the 
    ramp you came from.  See diagram 2. Go through the yellow door.

    Diagram 2

          |  |____
       |  |R |   _Y
     __|  |  |  |
     __         |     S = Start
       |        |     Y = Yellow door
       |   __   |     R = Ramp
       |  |  |  |
       |  |  |S |

    5. Getting the red key

    Pass down the long dark corridor with grating on the left hand side 
    with a yellow door down the end.  There will be a small cavity 
    directly ahead which you can fly up.  Go through there and fly to the 
    top.  Watch out for the Supermech firing missles which lock on.  
    There will be a cloaking powerup at the top and just over the other 
    side will be the red key.  Grab the red key.

    6. Getting to the red door

    Return to the start of the level and and fly up the ramp that you
    initially flew through when getting the blue key.  At the end of the 
    corridor go through the door straight ahead and you will enter a tiny 
    corridor with a door down the end.  See diagram 3.

    Diagram 3

  ___| 2|_
 /        \
1   /\     |
 \  \/     |    E = Entrance
  \ ____   /    1 = Go through on way to Blue door
       |  |     2 = Go through on way to Red door
       /  |
      /  /
     | E|

    As you enter the next room there will be a door on the top far left hand
    side.  After going through that you will find another corridor that will
    dip down downwards.  However, watch out for two secret doors behind you
    that will open when you are halfway down the corridor.  Two Automated 
    Scout Robots will come from those two chambers (left and right 
    side).  Continue down to the end of the corridor into a large arena 
    room.  The floor will be volcano shaped entrance with a red door on 
    the inner northern end.  Go through the red door.

    7. Killing the Shareware Big Boss

    Note that the red door will be unopenable from the other side so you will
    have no escape.  Read section [2d] for details on tactics to destroy
    him.  Good luck!

-- [3e] ---------- Quick 'n Dirty 3-D Descent

    Think Descent is incredible as it is?  Imagine playing it in
    a true 3D environment, and seeing your enemies literally float
    in space in front of you...

    If you want to whet your appetite for this without buying a $1000
    VR Helmet, try the following:

    Load Descent up in VFX mode (descent -vfx).  There will be two
    side-by-side screens in gameplay.  (The flickering is due to page
    swapping.)  These images represent the left and right images for
    your left and right eyes.  If you could somehow get each image to
    each eye, you will experience true 3D.

    Get two small mirror surfaces.  Make sure they are small (not
    much wider than a butter knife), and mount them near your face
    (either over or under your eyes) so that the left mirror is
    reflecting the left image (and ONLY the left image) to your left
    eye, and similarly for the right eye.  Now, adjust them
    so that an object in the viewport will converge.  At this point,
    you should be seeing in true stereoscopy.

    I wouldn't recommend playing like this for an extended period of
    time -- your eyes will get strained very easily.  Do it just to
    experience the 3D effect.  If you can't live without it, buy
    a VR Helmet. :)
    

Part [4].  MULTI-PLAYER CAPABILITY

-- [4a] ---------- Can I play with other people?

    Yes!  Descent is a full multi-player game as well.  You can
    either link up with a fellow player via modem, serial cable, or
    network.

    One of the advantages that Descent has over other similar games is
    that any player can join or leave the game at any time on a network.
    
    For modems, Descent's setup couldn't be easier.  For the vast
    majority of modems, a simple ATZ sets things up for Descent, and
    you're ready to go.  You can set this up in the multi-player setup
    menu off the main menu.

-- [4b] ---------- Does each computer require a distinct version of the
                   software?

    No and yes.  If you are running SHAREWARE DESCENT, you are free to
    run a netgame from a single copy.  If you're running this REGISTERED
    version, however, each computer must be using its own independent
    copy of the software.

-- [4c] ---------- Why do different computers play differently on a net 
                   game?

    When a Pentium and a 386 are playing on a network, there is an element
    of "unfairness" to the 386-user.  In past games, such as Doom, the
    system compensated by reducing the Pentium-user's display to match the
    386 display.

    However, Parallax and Interplay decided not to take this route, and
    to have every computer play at the level it can play at.

-- [4d] ---------- Can I play Descent on the Internet?

    One of Descent's shining points is that it can be played over the
    Internet using IHHD (Internet Head to Head Daemon - a program
    that allows modem games to work over the internet).  It's almost
    as fast, if not faster than a modem connection!  In order to get
    started, you need to get the IHHD software compiled for the unix
    machine you have your shell account on (sorry slip users).  On
    IRC in the #descent channel, type /dcc chat descender.  then type
    /msg descender files.  the rest is easy.  Once you have the IHHD
    Binary for your system, find someone to play.  (there's almost
    always someone on #descent in IRC who'd like to play).  One of
    you runs "tcpanswer", the other runs "tcpdialer
    machine_name_of_other_player".  Once you have connected, each of
    you should exit your comm programs (leaving carrier up of
    course), load Descent and select multiplayer game, then Establish
    Null Modem Link.  Presto!  You've got a IHHDescent game going.

    (thanks to Seth Delackner (dax@rahul.net) for this)

-- [4e] ---------- Is there a good place to meet other players?

    On the IRC (Internet Relay Chat), there is always someone willing
    to play in the #descent channel.  Of course, they vary in
    degrees of skill, but you can often find someone good to play
    with.

    There is also an IRC 'bot called Descender -- type "/msg
    Descender !ls" to see what files you can get from it.  It
    stores this FAQ and the IHHD software, among other things.

    You can often find me (John) there as Bruin.  MSG me for a copy of
    the most recent FAQ!

-- [4f] ---------- 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.
    

Part [5].  OTHER PROBLEMS

-- [5a] ---------- Why can't I save my game in the middle of a level?

    Mid-level saving of games WILL be implemented in the registered
    version of Descent.  The shareware version does not incorporate
    mid-level game saving.
    
-- [5b] ---------- I just died; where did all my stuff go?

    Your stuff (weapons, energy, etc.) remain where you died.  Just fly back
    where you died and gather all your stuff back.

-- [5c] ---------- How can I skip past all the dialog in the beginning of
                   the game?

    Hit "Enter" to stop the scrolling, or hit "Esc" to stop the entire
    dialogue and to bring you directly to the game.

-- [5d] ---------- How can I avoid motion sickness?

    Descent is a very immersive game, and you will likely still feel like
    you're inside Descent's environment for a short time after playing.  Many
    people complain of motion sickness, or feeling ill after playing a while.
    Try to follow the following advice if you're having problems.

    :: Blink occasionally.  During gameplay, you are staring intently
       at the monitor, your eyes dry out, and you are subject to
       strain, headaches, etc.  Blinking helps to yank you back
       in the real world occasionally.  (Thanks to Jon Hylands)
    :: Try different display sizes.
    :: Try sitting closer/further from the display.
    :: Try different machine speeds. 
    :: Try different input devices.
    :: Play on your friend's computer, and see if it is better/worse.
    :: TAKE BREAKS WHILE YOU PLAY. 
    :: If you have a sound card, try playing with/without the sound.

    Of course, if you have any medical problems while playing this game,
    stop playing IMMEDIATELY and call your doctor.

-- [5e] ---------- I'm having hallucinations when I look away from the
                   monitor.

    You've been playing far too long, and you need sleep.  Go take a nap. :)

-- [5f] ---------- Descent and Cyrix CPUs

    If your game is locking up, try this:  

    "Set Windows to give DOS programs 100% of the time slicing, and run
     Descent from there.  The game will take longer to load, including
     quite a bit of disk thrashing at one point...but will still be quite
     playable."
        -M J MacKenzie

-- [5g] ---------- Advice for 4 MB memory setups
    
    "...the best setup seems to want emm386.exe with the RAM switch...
     I still turn down the detail levels though because in combat it slows
     down quite a bit.  Also, use smartdrive, about 256K.  Anything larger
     eats into your RAM too much."
        -Bradley Becker

-- [5h] ---------- My frame rate is too slow.  Any suggestions?

    Try the following, in order:  (Thanks again to mdmbkr on
    #descent for help in writing this.)

    SOFTWARE solutions:

    :: Change the game detail to something simpler.  (F2)
    :: Reduce the size of the screen.  (+ and -)
    :: Switch to the status bar  screen instead of the cockpit view.
       this increases speed, but minutely.
    :: Turn off the music.  This will also dramatically increase
       the framerate, especially if you have a less powerful CPU.
       Also consider turning off the digital sound effects.  You can
       use the setup program to make these changes.

    HARDWARE solutions:

    :: Make sure Smartdrive is loaded, as it has a drastic improvement.
       See your DOS/Windows documentation for details (or just run
       Memmaker -- this installs Smartdrive automatically).
    :: Get a faster video board -- word is, the faster the video
       board, the better.
    :: Get more memory.
    :: Get a faster computer.

---------------------------------------------------------------------

    Hope you all enjoyed reading this as much as I enjoyed writing it.
    As a disclaimer, I do not work for any software company, and I am
    just a satisfied gamer who is extremely impressed with the Descent
    game engine.

    If you have any contributions or comments to this FAQ, please send
    them to me at decuirjd@netcom.com on the Internet.  You'll get full
    credit.  Thanks!

    Happy Descending!

    JDD/2-9-95

