Most aggravating moments in Descent 1
Posted: Fri Aug 04, 2017 11:28 am
This is my list of the very worst areas in the entirety of Descent 1. Keep in mind that it might not correspond to your own picks, but chances are they'll be similar anyway.
7th Place: Level 6's death trap area. Purposely designed to be aggravating, surprising and unforgivable, a blind player is practically guaranteed to die in this section at least once. On their 2nd try, they'll likely notice the invulnerability, but it'll probably take them many more tries to figure out there's a secret room with a cloak to be taken advantage of as well, so they can leave the invulnerability for the reactor room. It's at the bottom on the list as it can be handled with relatively little trouble with foreknowledge
6th Place: Level 19's yellow area - it's a horrible place, but the low number of robots you have to worry about makes it tolerable, and with enough patience, even easy. But it's way too terrifying to try and do any other way than by luring.
5th Place: Level 20's blue area - four lurking missile platformers ready to jump you and a very far dash towards the only available energy center in the level. Yeah, not much fun at all.
4th Place: Level 16's reactor area - with many roaming Super Hulks, very inconveniently placed matcens and a tempting to use invulnerability that can be squandered on the wrong robots, this area is quite tricky to get by, especially if you're doing a 100% run.
3rd Place: Level 11's reactor pit - Roaming hulks, a matcen to cut off your escape, melee robots to keep you in place. 'nuff said.
2nd Place: Level 17's blue area - A veritable death trap, all of it. The first section contains matcen traps that spawn either when you get back from the second part, or leave the area to go to the nearby energy center (which you'll inevitably need), so draining out the matcens is practically a must before you go further. But the second area is even worse - four chambers full of some the deadliest mechs in the game, who roam and try to catch you to boot. Fortunately the developers added a hack to the area, as there is an invulnerability behind a double secret door in the plasma driller chamber. Still your only chance is to open the doors with your nose while cloaked, otherwise you'll be long dead before you get the invulnerability. Without it, this is frankly possibly the hardest single area to clear out in the entire game, but just like with Level 6's death trap, some prior knowledge can make a lot of difference.
1st Place: Level 14's yellow area - with more Super Hulks than you can count, a sprawling network of tunnels also riddled with medium hulks, and a super hulk trap once you try to leave, this area is simply nuts. Requires thorough memorization and knowledge about the positions of the super hulks in the upper sprawling area to get both of them before they jump you from behind. There is a cloak and an invulnerability, but if you're approaching from the wrong corridor, you'll never even make it to the latter. The bottom pit isn't much better, but fortunately the super hulks from there have a tendency to come up and expose themselves. Not so with the medium hulks, who you can forget way too easily about.
There, this is my list of most hated areas in Descent. I'll be sure to make a list like this once I'm done with D2 and Vertigo too. In the meantime, let me know what your own most dreaded parts of the game are.
7th Place: Level 6's death trap area. Purposely designed to be aggravating, surprising and unforgivable, a blind player is practically guaranteed to die in this section at least once. On their 2nd try, they'll likely notice the invulnerability, but it'll probably take them many more tries to figure out there's a secret room with a cloak to be taken advantage of as well, so they can leave the invulnerability for the reactor room. It's at the bottom on the list as it can be handled with relatively little trouble with foreknowledge
6th Place: Level 19's yellow area - it's a horrible place, but the low number of robots you have to worry about makes it tolerable, and with enough patience, even easy. But it's way too terrifying to try and do any other way than by luring.
5th Place: Level 20's blue area - four lurking missile platformers ready to jump you and a very far dash towards the only available energy center in the level. Yeah, not much fun at all.
4th Place: Level 16's reactor area - with many roaming Super Hulks, very inconveniently placed matcens and a tempting to use invulnerability that can be squandered on the wrong robots, this area is quite tricky to get by, especially if you're doing a 100% run.
3rd Place: Level 11's reactor pit - Roaming hulks, a matcen to cut off your escape, melee robots to keep you in place. 'nuff said.
2nd Place: Level 17's blue area - A veritable death trap, all of it. The first section contains matcen traps that spawn either when you get back from the second part, or leave the area to go to the nearby energy center (which you'll inevitably need), so draining out the matcens is practically a must before you go further. But the second area is even worse - four chambers full of some the deadliest mechs in the game, who roam and try to catch you to boot. Fortunately the developers added a hack to the area, as there is an invulnerability behind a double secret door in the plasma driller chamber. Still your only chance is to open the doors with your nose while cloaked, otherwise you'll be long dead before you get the invulnerability. Without it, this is frankly possibly the hardest single area to clear out in the entire game, but just like with Level 6's death trap, some prior knowledge can make a lot of difference.
1st Place: Level 14's yellow area - with more Super Hulks than you can count, a sprawling network of tunnels also riddled with medium hulks, and a super hulk trap once you try to leave, this area is simply nuts. Requires thorough memorization and knowledge about the positions of the super hulks in the upper sprawling area to get both of them before they jump you from behind. There is a cloak and an invulnerability, but if you're approaching from the wrong corridor, you'll never even make it to the latter. The bottom pit isn't much better, but fortunately the super hulks from there have a tendency to come up and expose themselves. Not so with the medium hulks, who you can forget way too easily about.
There, this is my list of most hated areas in Descent. I'll be sure to make a list like this once I'm done with D2 and Vertigo too. In the meantime, let me know what your own most dreaded parts of the game are.