DESCENT
DESCENT: Weapons and Items
Game Info Basics Walkthrough Robots Weapons Game Info Game Info

Powerups

Shield Boost

Shield Boost

Value (Trainee-Insane):  18, 15, 12, 9, 6

Maximum:  200

Boosts your shields.  Very important!

Energy Boost

Energy Boost

Value (Trainee-Insane):  18, 15, 12, 9, 6

Maximum:  200

Boosts your energy.  Since Energy Centers can only recharge your energy to 100 units, you must pick up either Energy Boosts or primary weapons (except Vulcan) that you already have in order to boost it beyond 100.

Cloaking Device

Cloaking Device

Value:  30 seconds of cloak

First appears:  Level 2

Gives your ship cloaking power for a limited time.  Be careful, though: if you fire at a robot, it will still fire back!

Invulnerability

Invulnerability Shield Charger

Value:  30 seconds of invulnerability

First appears:  Level 5

The Invulnerability Shield Chargers protect your ship from all harm for a limited time.  Use them wisely!

Items

Extra Life

Extra Life

Value:  1 extra life

First appears:  Level 5

Self-explanatory.  The extra ships you have left over at the end of the game are tallied for a Ship Bonus (100K per ship, I think).

Hostage

Hostage

Value:  1000 pts.

Appear:  Every level except 27

These are one of the secondary goals in the game.  Collecting all of the hostages in a level gives you a Full Rescue Bonus at the end of that level.

Access Keys

Blue Access Key

Blue Access Key

Allows you to open blue-colored doors.

Yellow Access Key

Yellow Access Key

Allows you to open yellow-colored doors.

Red Access Key

Red Access Key

Allows you to open red-colored doors.  The Reactor is always behind one.

Weapons (Primary)

Laser Cannon

Laser Cannon

boltbolt
boltbolt

Relative Damage

Low - Medium

Relative Energy Usage

Low

Maximum

4

First appears

Level 1

Your ship's primary weapon.  You start out with Laser Level 1, and can pick up an additional 3 to bring it to LL4.  The major advantage of the Laser over the other cannons is precision; you can peek around a corner and score continuous hits without hitting the wall, or pick off enemies 300 units away with no loss of effectiveness.

Quad Laser

Quad Laser

Relative Damage

Medium - High

Relative Energy Usage

Low

Maximum

1

First appears

Level 5

Doubles the amount of shots fired with the Laser, with 50% more damage.  Overall, in my opinion QL4's are the best primary weapon—high power and firing rate, and low energy consumption (as well as high precision, as stated above).

Vulcan Cannon

Vulcan Cannon

Relative Damage

Medium

Relative Energy Usage

N/A

Maximum

10000 rounds

First appears

Level 1

The equivalent of a machine gun.  Fires very fast, and uses ammunition instead of energy; it comes pre-loaded with 2500 rounds.

Vulcan Ammo

Ammo for the Vulcan Cannon.  Each pack adds 1250 rounds of ammunition.

Spreadfire Cannon

Spreadfire Cannon

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Relative Damage

High

Relative Energy Usage

Medium

Maximum

1

First appears

Level 3

This rapid-firing cannon rotates 90° as you shoot it, creating a "plus" firing pattern.

Plasma Cannon

Plasma Cannon

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Relative Damage

Very High

Relative Energy Usage

High

Maximum

1

First appears

Level 8

This weapon fires superheated plasma!  Although not as energy-efficient as QL4s, still an excellent weapon.

Fusion Cannon

Fusion Cannon

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Relative Damage

Very Very High

Relative Energy Usage

High

Maximum

1

First appears

Level 10

This weapon fires huge blasts of purple energy directly from your ship's reactor, and is strong enough to take out the weaker enemies with only one shot!  If you charge it up (by holding the fire button), it uses more energy, but fires a more powerful shot.  Don't charge it too long, though, as it will also start draining your shields!

Weapons (Secondary)

Concussion Missile

Concussion Missile

Relative Damage

High

Maximum

20

First appears

Level 1

Your standard secondary weapon, a dumb missile.

Concussion 4-Pack

A 4-pack of Concussion Missiles.

Homing Missile

Homing Missile

Relative Damage

High

Maximum

10

First appears

Level 1

Slightly more powerful than the Concussion Missile, with a limited homing mechanism (by limited, I mean it can't avoid walls very well).

Homing 4-Pack

A 4-pack of Homing Missiles.

Proximity Bomb

Proximity 4-Pack

Relative Damage

High

Maximum

10

First appears

Level 2

Slightly less powerful than the Concussion Missile, these will explode when an enemy (or your ship!) is in range, or if they are hit by an enemy or fired at.  Proximity Bombs come in packs of 4 only.

Proximity Bomb

A Proxy Bomb, already dropped.

Smart Missile

Smart Missileblob

Relative Damage

Very Very High

Maximum

5

First appears

Level 8

One of the best weapons in the game.  This powerful missile releases superheated plasma bomblets, which have homing capability, on impact.  One of the very best weapons in Anarchy multiplayer games.

Mega Missile

Mega Missile

Relative Damage

Insane

Maximum

5

First appears

Level 10

The ultimate weapon, save for DESCENT II's Earthshaker; the equivalent of a nuclear missile.  Its homing capability is exceptional, able to slip around corners a Homing Missile would surely hit.  Face one of these with less than 150 shield units, and you're asking for a swift death.