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* NoNameGiven: There is an enemy type encountered late in game which has no official name but are usually called "fusion hulks" or [[BossInMooksClothing "mini-bosses"]]. They [[PaletteSwap look just like the level 7 boss except they are a pale purple color]] and have fusion cannons rather than smart missles.

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* NoNameGiven: There is an enemy type encountered late in game which has no official name but are usually called "fusion hulks" or [[BossInMooksClothing [[BossInMookClothing "mini-bosses"]]. They [[PaletteSwap look just like the level 7 boss except they are a pale purple color]] and have fusion cannons rather than smart missles.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/descent-box_1851.jpg]]



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/descent-box_1851.jpg]]
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* SeriesContinuityError: The ''Descent 3'' intro shows the Pyro GX to be roughly the size of a full-sized sedan, with a cockpit only big enough to seat the pilot. There's no place at all on that ship for the two-to-a-dozen hostages per level that the previous games stressed were aboard your ship after you picked them up. The developers must have picked up on this error, because at no point in ''Descent 3'' or its expansion pack do you pick up hostages in your own ship; they're always rescued in a separate vessel.
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Merged per TRS


* LastLousyPoint: In Descent 3 level 13 one of the mission objectives is to kill all 32 infected stormtroopers. The level is quite big, and there are a bunch of other "regular" stormtroopers, and the only way to tell if one is infected is to destroy it and see if the counter goes down. As such, its possible you may complete everything else and have destroyed all the other robots but still have a couple stormtroopers left you just can't find, and if they got bugged and fell through a wall or something you'll [[UnwinnableByMistake have no choice but to restart or cheat.]]

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* LastLousyPoint: In Descent 3 level 13 one of the mission objectives is to kill all 32 infected stormtroopers. The level is quite big, and there are a bunch of other "regular" stormtroopers, and the only way to tell if one is infected is to destroy it and see if the counter goes down. As such, its possible you may complete everything else and have destroyed all the other robots but still have a couple stormtroopers left you just can't find, and if they got bugged and fell through a wall or something you'll [[UnwinnableByMistake [[UnintentionallyUnwinnable have no choice but to restart or cheat.]]
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Merged per TRS


* ArtisticLicenseAstronomy:
** The third game has some issues with this. In the final level, Dravis flees the Shiva space station in Earth orbit as the battle begins and holes up in his Stronghold on Venus. The Material Defender pursues him and deals with him there. Within minutes of the virus going down, the CED blasts Shiva into a debris field, yet the MD is right there with them to help with the cleanup. In ''Mercenary'', a colony is identified to be on Mars, but ''Jupiter'' is clearly visible in the sky, and quite close by.
** In all three games the levels set on Mars are usually LethalLavaLand type places. Mars only has about 50 volcanoes on the entire planet, and is on average a lot colder than Earth due to being much further away from the sun.


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* ArtisticLicenseSpace:
** The third game has some issues with this. In the final level, Dravis flees the Shiva space station in Earth orbit as the battle begins and holes up in his Stronghold on Venus. The Material Defender pursues him and deals with him there. Within minutes of the virus going down, the CED blasts Shiva into a debris field, yet the MD is right there with them to help with the cleanup. In ''Mercenary'', a colony is identified to be on Mars, but ''Jupiter'' is clearly visible in the sky, and quite close by.
** In all three games the levels set on Mars are usually LethalLavaLand type places. Mars only has about 50 volcanoes on the entire planet, and is on average a lot colder than Earth due to being much further away from the sun.
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* EasyLevelTrick: There is a small grate next to the yellow door in ''Descent 2'', Level 7. If you peek through it, you'll see a control panel hidden behind it. Hit it with a flare, and the wall next to you disappears to reveal a bypass tunnel around the yellow door. The hostages and the red key to the reactor chamber are both in this area, so you can pick them up and head straight for the reactor to skip two-thirds of the level.

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* EasyLevelTrick: There is a small grate next to the yellow door in ''Descent 2'', Level 7. If you peek through it, you'll see a control panel hidden behind it. Hit it with a flare, and the wall next to you disappears to reveal disappears, revealing a bypass tunnel around the yellow door. The hostages and the red key to the reactor chamber are both in this area, so you can pick them up and head straight for the reactor to skip two-thirds of the level.
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* EasyLevelTrick: There is a small grate next to the yellow door in ''Descent 2'', Level 7. If you peek through it, you'll see a control panel hidden behind it. Hit it with a flare, and the wall next to the door disappears and reveals a tunnel bypassing the door. The hostages and the red key to the reactor room are in that area, and the path to the exit from the reactor is a straight tunnel to the other side of the reactor chamber. The two-thirds of the level containing the blue and yellow keys are completely skippable.

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* EasyLevelTrick: There is a small grate next to the yellow door in ''Descent 2'', Level 7. If you peek through it, you'll see a control panel hidden behind it. Hit it with a flare, and the wall next to the door you disappears and reveals to reveal a bypass tunnel bypassing around the yellow door. The hostages and the red key to the reactor room chamber are both in that this area, so you can pick them up and the path to the exit from head straight for the reactor is a straight tunnel to the other side of the reactor chamber. The skip two-thirds of the level containing the blue and yellow keys are completely skippable.level.
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* EasyLevelTrick: There is a small grate next to the yellow door in ''Descent 2'', Level 7. If you peek through it, you'll see a control panel hidden behind it. Hit it with a flare, and the wall next to the door disappears and reveals a tunnel bypassing the door. The hostages and the red key to the reactor room are in that area, and the path to the exit from the reactor is a straight tunnel to the other side of the reactor chamber. The two-thirds of the level containing the blue and yellow keys are completely skippable.
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Touched up the examples for Infinity Minus One Sword and Informed Flaw.


* InfinityMinusOneSword: The Laser, Super Laser and Plasma Cannon in all three games.
* InformedFlaw: The Pyro-GL the player flies in the third game is supposed to be an older model Pyro, compared to the brand-new Pyro-GX seen in the earlier games. In gameplay terms, the two ships are near-identical, except that the GL has a dedicated storage bay for the Guide-Bot, and has a fancier cockpit, making it appear ''newer'' than its successor.

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* InfinityMinusOneSword: The Laser, Super Laser and Plasma Cannon in all three games.
games. The Laser is the starting weapon and is accurate and energy-efficent, while the Super Laser trades energy efficiency for damage; both can also be upgraded in ''Descent'' and ''Descent II''. The Plasma Cannon has extremely high single-shot damage although it consumes more energy. Pickups for all three weapons are relatively common and easy to find, especially in the mid- and end-game which, combined with their relatively balanced and consistent performance characteristics, makes them the only weapons that hit most enemies equally hard.
* InformedFlaw: The Pyro-GL the player flies in the third game ''Descent 3'' is supposed to be an older model Pyro, compared to the brand-new Pyro-GX seen in the earlier games. ''Descent'' and ''Descent II''. In gameplay terms, the two ships are near-identical, nearly identical, except that the GL carries 10 missiles less, has a dedicated storage bay for the Guide-Bot, and has features a fancier cockpit, making it appear ''newer'' than its successor.
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Replaced the example in Violation Of Common Sense. The original one appears to be a programming error. However, this new example still fits the trope.


** While passing through the hangars mentioned below in ''Descent 3: Mercenary'', Level 3, you might notice that each hanger has a control room overlooking the docking platform. You'll be able to access those control rooms later on. From there, you can use the switches to torture the poor robots guarding the hangar by decompressing the hangar, whacking them with Bay 2's crane, crushing them using Bay 3's magnetic lifts, and burning them alive with Bay 2's flame purge function. And no, this has nothing at all to do with any of your objectives.
** Later on in that same level, you fly through the barracks. Each bunk in that area comes furnished with a docking station (the equivalent to a bed, since the crew is all robots) and a shower stall closed off behind breakable glass. A few of these bunks will have a "crewmate" droid in the shower. There is nothing stopping you from reenacting the shower scene from ''Psycho'' using your Mass Driver, although do be warned; the bunks on the lower level belong to Black Stormtroopers, who ''also'' carry Mass Drivers.

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** While passing through the hangars mentioned below in ''Descent 3: Mercenary'', Mercenary'' Level 3, you might notice that each hanger has a control room overlooking the docking platform. You'll be able to access those control rooms later on. From there, you can use the switches to torture the poor robots guarding the hangar by decompressing the hangar, whacking them with Bay 2's crane, crushing them using Bay 3's magnetic lifts, and burning them alive with Bay 2's flame purge function. And no, this has nothing at all to do with any of your objectives.
** Later on in that same level, you fly through the barracks. Each bunk in that area comes furnished with a docking station (the equivalent to a bed, since the crew is all robots) and a shower stall closed off behind breakable glass. A few of these bunks will have a "crewmate" droid in the shower. There is nothing stopping you from reenacting the shower scene from ''Psycho'' ''Film/{{Psycho}}'' using your Mass Driver, although do be warned; the bunks on the lower level belong to Black Stormtroopers, who ''also'' carry Mass Drivers.



* ViolationOfCommonSense: In order to access the first secret area in ''Mercenary'' Level 3, [[spoiler:you need to get sucked out to space (i.e. kill yourself) via the secondary bay door of any hangar]].

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* ViolationOfCommonSense: In order to access the first ''Descent 3'' Level 11, accessing four secret areas, each protected by a forcefield, ''requires'' you to be spotted by the security camera monitoring each area, so that the resident turrets coupled to the camera will activate and start firing at you, inadvertently destroying the generator that powers the forcefield blocking off each area in ''Mercenary'' Level 3, [[spoiler:you need (which happens to get sucked out to space (i.e. kill yourself) via be placed on the secondary bay door other side of any hangar]].the forcefield but between the turrets and your ship).
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How about that?


The development of an official prequel/reboot, originally known as ''Descent: Underground'', was put on hold due to financial and legal disputes between its publishers, Little Orbit, and its developers, Descendent Studios.

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The development of an official prequel/reboot, originally known as ''Descent: Underground'', then renamed to just ''Descent'', started in 2015, but was put on indefinite hold in 2019 due to financial and legal disputes between its publishers, Little Orbit, and its developers, Descendent Studios.
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...Okay, maybe that was a bit too much trimmed off.


The development of an official prequel/reboot was put on hold due to financial and legal disputes between its publishers, Little Orbit, and its developers, Descendent Studios.

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The development of an official prequel/reboot prequel/reboot, originally known as ''Descent: Underground'', was put on hold due to financial and legal disputes between its publishers, Little Orbit, and its developers, Descendent Studios.
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Development status of reboot Descent is still uncertain (i.e. it's not officially cancelled, but it has not been worked on since 2019), so the wording here should reflect that.


An official prequel/reboot, ''Descent: Underground'' was in development by [[http://descendentstudios.com/ Descendent Studios]], with the multiplayer component formerly in open beta on Steam Early Access. A single player campaign was also in the works, the plot of which the devs have been very quiet about. It has since been cancelled.

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An official prequel/reboot, ''Descent: Underground'' was in The development by [[http://descendentstudios.com/ of an official prequel/reboot was put on hold due to financial and legal disputes between its publishers, Little Orbit, and its developers, Descendent Studios]], with the multiplayer component formerly in open beta on Steam Early Access. A single player campaign was also in the works, the plot of which the devs have been very quiet about. It has since been cancelled.
Studios.

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Descent: Underground, has been cancelled.


An official prequel/reboot, ''Descent: Underground'' is in development by [[http://descendentstudios.com/ Descendent Studios]], with the multiplayer component in open beta on Steam Early Access. A single player campaign is also in the works, the plot of which the devs have been very quiet about. A SpiritualSuccessor by the original developers, titled ''{{VideoGame/Overload}}'', has also been released on Steam and GOG.

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An official prequel/reboot, ''Descent: Underground'' is was in development by [[http://descendentstudios.com/ Descendent Studios]], with the multiplayer component formerly in open beta on Steam Early Access. A single player campaign is was also in the works, the plot of which the devs have been very quiet about. It has since been cancelled.

A SpiritualSuccessor by the original developers, titled ''{{VideoGame/Overload}}'', has also been released on Steam and GOG.
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** The explosion of the Tycho Brahe base at the end of Descent 2 also produces one of these
* PlanetSpaceship: More like a planetoid spaceship, usually smaller than most examples of this trope. We also don't get to see it move very far before it explodes at the end of Descent 2.
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* PlaylistSoundtrack: II gave your choice of two soundtracks. A MIDI soundtrack that played a single tune per level on repeat, or red book CD audio soundtrack which would start on a given track at the beginning of a level, but then loop the entire disc if you took enough time to finish the level.
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** The Difficulty Spikes are a little harder to pinpoint in the second game, partly because the enemy [=AI=] improves throughout. With the expansion of AI varieties, even the {{Mooks}} introduced in Zeta Aquilae can be a lot tougher to deal with once you face the much faster, more evasive ones set to "Sniper" mode in Baloris Prime or the Omega System.
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* DifficultySpike: The first game had several: level 5 to level 6, level 11 to level 12, and level 21 to level 22 were especially bad.

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* DifficultySpike: The first game had several: level 5 to level 6, level 11 to level 12, and level 21 to level 22 were especially bad.[[https://tvtropes.org/pmwiki/pmwiki.php/DemonicSpiders/Descent See Demonic Spiders.]]
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* WakeUpCallBoss: In ''Descent I'', the Fusion Hulk that appears at the end of Level 7. It's specifically designed to punish the 'hide in the tunnel and take potshots' strategy you've probably been using up to that point - it fires [[MacrossMissileMassacre up to 4 homing missiles that explode in a cloud of homing plasma bursts]], and if you're in the tunnel, you're going to eat ''every single plasma burst'' for probably over 100 damage even on Trainee difficulty. You are absolutely going to have to learn how to fly, strafe and shoot at the same time to beat this thing. Even then, you have to clear the Class 1 Drillers and Red Hulks while dodging his fusion missiles. Once it's just you and the Fusion Hulk, the best strategy is to fly a single direction around the central spire, and when you see the Fusion Hulk, shoot at it a bunch of times ''while accelerating towards it'' and strafe up (down if it's close to the ceiling) to avoid the homing missiles.

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* WakeUpCallBoss: In ''Descent I'', the Fusion Mega/Smart Hulk that appears at the end of Level 7.7. When you enter the actual room, you cannot backtrack as the door is permanently locked from the back once shut. It's specifically designed to punish the 'hide in the tunnel and take potshots' strategy you've probably been using up to that point - it fires [[MacrossMissileMassacre up to 4 homing missiles that explode in a cloud of homing plasma bursts]], and if you're in the tunnel, you're going to eat ''every single plasma burst'' for probably over 100 damage even on Trainee difficulty. You are absolutely going to have to learn how to fly, move, strafe and shoot at the same time to beat this thing. Even then, you have to clear the Class 1 Drillers and Red Hulks while dodging his fusion missiles. Once it's just you and the Fusion mega/Smart Hulk, the best strategy is to fly a single direction around the central spire, and when you see the Fusion Hulk, shoot at it a bunch of times ''while accelerating towards it'' and strafe up (down if it's close to the ceiling) to avoid the homing missiles.missiles. To a much bigger extent, it also teaches players to preserve rare items like Invulnerability and Invisibility power-ups for tough situations in case players have not properly utilized them; The invisibility and invulnerability power-ups are located right before the battle and more invisibility power-ups are inside the core itself.
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* ContractualBossImmunity: All of the bosses being resistant to secondary weapons, mainly explosive weapons. Blast damage is ignored and explosive weapons only dish out between 0.1x to 0.2x of the damage dealt with regular robots.
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* ClearMyName: The Material Defender has to clear his own name and Red Acropolis's name after they are falsely accused of assassination and terrorism.


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* FrameUp: After the Material Defender collects his money in Seoul from Suzuki, PTMC's president, that company president is assassinated. Dravis accuses Red Acropolis and the Material Defender of being Suzuki's murderers and convinces the government that they are terrorists.

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* WakeUpCallBoss: The first boss of ''Descent I'' is very tricky, appearing only a quarter of the way into the game. It fires off [[MacrossMissileMassacre Macross Smart Missile Massacres]] while the strongest weapons you have up to that point are the Spreadfire Cannon and Homing Missiles, which only do moderate damage. As long as you can use the central spire to your advantage and properly dodge, you should survive, but less maneuverable players will die here a lot.
** The strongest weapon you have at that point is the ''level-4 Quad Laser''. Fire away!

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* WakeUpCallBoss: The first boss of In ''Descent I'' is very tricky, appearing only a quarter of I'', the way into Fusion Hulk that appears at the game. It end of Level 7. It's specifically designed to punish the 'hide in the tunnel and take potshots' strategy you've probably been using up to that point - it fires off [[MacrossMissileMassacre Macross Smart Missile Massacres]] while up to 4 homing missiles that explode in a cloud of homing plasma bursts]], and if you're in the strongest weapons tunnel, you're going to eat ''every single plasma burst'' for probably over 100 damage even on Trainee difficulty. You are absolutely going to have to learn how to fly, strafe and shoot at the same time to beat this thing. Even then, you have up to that point are clear the Spreadfire Cannon Class 1 Drillers and Homing Missiles, which only do moderate damage. As long as Red Hulks while dodging his fusion missiles. Once it's just you can use and the Fusion Hulk, the best strategy is to fly a single direction around the central spire to your advantage spire, and properly dodge, when you should survive, but less maneuverable players will die here a lot.
** The strongest weapon you have at that point is
see the ''level-4 Quad Laser''. Fire away!Fusion Hulk, shoot at it a bunch of times ''while accelerating towards it'' and strafe up (down if it's close to the ceiling) to avoid the homing missiles.
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** ''Descent 3'' averts these tropes by making the [[InfinityMinusOneSword Plasma Cannon]] available from as early as Level 4 of the main singleplayer campaign, but otherwise plays thm straight by making the Fusion and Omega Cannons, as well as the Mega and Black Shark Missiles, first available only after the player has completed the first half of the singleplayer campaign. On the other hand, the ''Mercenary'' singleplayer campaign averts these trope entirely for all weapons save the Black Shark Missile.

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** ''Descent 3'' averts these tropes by making the [[InfinityMinusOneSword Plasma Cannon]] available from as early as Level 4 of the main singleplayer campaign, but otherwise plays thm them straight by making the Fusion and Omega Cannons, as well as the Mega and Black Shark Missiles, first available only after the player has completed the first half of the singleplayer campaign. On the other hand, the ''Mercenary'' singleplayer campaign averts these trope entirely for all weapons save the Black Shark Missile.

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* EnergyWeapon: Your starting weapon, upgradable by several levels in the first two games, each of which increases damage and changes the lasers' color.



* FrickinLaserBeams: Your starting weapon, upgradable by several levels in the first two games, each of which increases damage and changes the lasers' color.



* {{Hitscan}}: The Mass Driver and the Omega Cannon, though the last one is more of a short-range sustained beam. The Vulcan/Gauss/Vauss Cannons and Mercury Missiles aren't quite hitscan, but are much faster than most of the other weapons in the game. Other EnergyWeapons in this game employ the same physics as FrickinLaserBeams, which is part of why KineticWeaponsAreJustBetter.

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* {{Hitscan}}: The Mass Driver and the Omega Cannon, though the last one is more of a short-range sustained beam. The Vulcan/Gauss/Vauss Cannons and Mercury Missiles aren't quite hitscan, but are much faster than most of the other weapons in the game. Other EnergyWeapons in this game employ the same physics as FrickinLaserBeams, [[EnergyWeapon Frickin' Laser Beams]], which is part of why KineticWeaponsAreJustBetter.
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''Descent'' is a [[FirstPersonShooter First Person]] [[strike:Shooter]] Corridor [[SimulationGame Space Sim]] game series first developed by Creator/InterplayEntertainment and Parallax Software. The player controls the small, maneuverable, but heavily armed Pyro-GX SpaceFighter and navigates confined networks of mines on various planets, destroying hovering [[KillerRobot mining-robots-gone-mad]] and rescuing hostages for points along the way in your mission to destroy all the mines. Yeah. That'll teach 'em.

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''Descent'' is a [[FirstPersonShooter First Person]] [[strike:Shooter]] Corridor [[SimulationGame Space Sim]] game series first developed by Creator/InterplayEntertainment and Parallax Software.Creator/ParallaxSoftware. The player controls the small, maneuverable, but heavily armed Pyro-GX SpaceFighter and navigates confined networks of mines on various planets, destroying hovering [[KillerRobot mining-robots-gone-mad]] and rescuing hostages for points along the way in your mission to destroy all the mines. Yeah. That'll teach 'em.
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It's not its


* AlwaysAccurateAttack: The Omega Cannon in the third game is not only {{Hitscan}}, but basically always hits anything in range as long as you are pointing in its general direction, it's only weakness being it's rather short ArbitraryMaximumRange and high energy consumption.

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* AlwaysAccurateAttack: The Omega Cannon in the third game is not only {{Hitscan}}, but basically always hits anything in range as long as you are pointing in its general direction, it's its only weakness being it's its rather short ArbitraryMaximumRange and high energy consumption.
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* AlwaysAccurateAttack: The Omega Cannon in the third game is not only {{Hitscan}}, but basically always hits anything in range as long as you are pointing in its general direction, it's only weakness being it's rather short ArbitraryMaximumRange and high energy consumption.
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* DirtyCoward: Dravis. Despite being the big bad he never does any actual fighting and always hides behind robots, mercenaries etc. At the end of Descent 3, when his attack on the CED Expediator fails, he leaves his space station to hide in his VolcanoLair on Venus. When the Material Defender manages to get past the [[FinalBoss Hellion]] and confronts him face to face, he immediately starts trying to bribe him and making WeCanRuleTogether offers.
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First Person Writing is not allowed.


* AdaptationalVillainy: In the first two games the PTMC is basically just a MegaCorp, and Dravis is given [[FlatCharacter basically no characterization]], being a BadBoss at worst. In Descent 3 they are straight up villains, with Dravis being the BigBad who is behind the virus infecting the robots (which also retroactively makes me EvilAllAlong.)

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* AdaptationalVillainy: In the first two games the PTMC is basically just a MegaCorp, and Dravis is given [[FlatCharacter basically no characterization]], being a BadBoss at worst. In Descent 3 they are straight up villains, with Dravis being the BigBad who is behind the virus infecting the robots (which also retroactively makes me EvilAllAlong.)robots.
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** In all three games the levels set on Mars are usually LethalLavaLand type places. Mars only has about 50 volcanoes on the entire planet, and is on average a lot colder than Earth due to be further away.
* ArtisticLicensePhysics: The mega missles in the games have a massive kickback that pushes your craft back several feet when fired. In reality, even a really big rocket/missle won't have any recoil, as the launcher basically just ignites the rear end of the missile, from which it flies out of the launcher under its own propulsion.

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** In all three games the levels set on Mars are usually LethalLavaLand type places. Mars only has about 50 volcanoes on the entire planet, and is on average a lot colder than Earth due to be being much further away.
away from the sun.
* ArtisticLicensePhysics: The mega missles missiles in the games have a massive kickback that pushes your craft back several feet when fired. In reality, even a really big rocket/missle rocket/missile won't have any recoil, as the launcher basically just ignites the rear end of the missile, from which it flies out of the launcher under its own propulsion. (It may end up helping the player to not blow themselves up with said missile, though...)



* CatastrophicCountdown: When you shoot the reactor in any of the mines, a voice announces a Self Destruct Sequence, and you have between 30 and 60 seconds (depending on difficulty) to get to the exit before the entire complex goes nuclear, while the screen shakes, lights flash, and sirens roar.

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* CatastrophicCountdown: When you shoot destroy the reactor in any of the mines, a voice announces a Self Destruct Sequence, and you have between 30 and 60 seconds (depending on difficulty) to get to the exit before the entire complex goes nuclear, while the screen shakes, lights flash, and sirens roar.



* NoFairCheating: Using a cheat code will permanently set your score to 0, with "Cheater!" appearing thereafter every time you destroy a robot in the place of a point value in the first two games. Using codes from the first game in the second often backfired as well, for example by setting your shields to 1. In ''Descent 3'', attempting to use cheats from either the first or second game will set ''both'' energy and shields to 001. There is even a "cheat" code that does 210 shield damage to the player.

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* NoFairCheating: Using a cheat code will permanently set your score to 0, with "Cheater!" appearing thereafter every time you destroy a robot in the place of a point value in the first two games. Using codes from the first game in the second often backfired as well, for example by setting your shields to 1. In ''Descent 3'', attempting to use cheats from either the first or second game will set ''both'' energy and shields to 001. There is even a "cheat" code that does 210 shield damage to the player.player (in other words, it instantly kills you).



* OutrunTheFireball: the ending CutScene of every level in the first two games, whether in-movie or rendered. Regardless of how much time you have left when your ship crosses the exit gate, it's AlwaysClose.

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* OutrunTheFireball: the The ending CutScene of every level in the first two games, whether in-movie or rendered. Regardless of how much time you have left when your ship crosses the exit gate, it's AlwaysClose.



** In ''Descent II'', found via a hidden CoolGate in a given level, the secret levels end when either you've destroyed the reactor and escaped or you die once. [[PermanentlyMissableContent Either way, you're bounced back into the level you entered the secret one from and you can't get back in on that playthrough.]]

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** In ''Descent II'', found via a hidden CoolGate in a given level, the secret levels end when return you to the level you entered them from either you've destroyed you use a similar gate in the reactor and escaped secret level, or you die once. die. The secret levels also have reactors that you can destroy, just as in the main levels. However, if you do this, [[PermanentlyMissableContent Either way, you're bounced back into the you become unable to return to that secret level you entered for that playthrough]] (because it is destroyed). Naturally, some of the secret one from and you can't get back in on that playthrough.]]levels are built around having to destroy the reactor right at the beginning, with the player's opportunity to scour the level for goodies being limited by the self-destruct timer.



* SoundOfNoDamage: All ineffective attacks make a distinctive metallic noise upon impact, whether the target is your ship while [[InvincibilityPowerUp invulnerable]], a LockedDoor impervious to weapons fire or a ''Descent II'' boss robot being hit with a weapon it's immune to.

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* SoundOfNoDamage: All ineffective attacks make a distinctive metallic noise upon impact, whether the target is your ship while [[InvincibilityPowerUp invulnerable]], a LockedDoor impervious to weapons fire or a ''Descent II'' boss robot being hit with a weapon (or in an area) it's immune to.



* ThreateningShark: The third game has the sharc robots, which are [[FlyingSeafoodSpecial flying purple shark robots]], which usually come in schools or at least duos, with the penultimate level being ''packed'' with them. The [[WaveMotionGun omega cannon]] is usually the best thing to deal with them, as while it has a rather short ArbitraryMaximumRange, they only attack by biting and have no ranged weapons.

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* ThreateningShark: The third game has the sharc Sharc robots, which are [[FlyingSeafoodSpecial flying purple shark robots]], which usually come in schools or at least duos, with the penultimate level being ''packed'' with them. The [[WaveMotionGun omega cannon]] is usually the best thing to deal with them, as while it has a rather short ArbitraryMaximumRange, they only attack by biting and have no ranged weapons.



* UnrealisticBlackHole: The "black shark" missle from Descent 3 creates what's implied to be a tiny black hole that sucks everything near by. Anything touching the singularity takes massive damage and is held in place until the effect ends. While it's very powerful and able to [[OneHitPolyKill clear a whole room if used right]], its also ''very'' easy to [[HoistByHisOwnPetard get sucked in by mistake,]] as the "suck radius" is so big.

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* UnrealisticBlackHole: The "black shark" missle "Black Shark" missile from Descent 3 creates what's implied to be a tiny black hole that sucks everything near by. Anything touching the singularity takes massive damage and is held in place until the effect ends. While it's very powerful and able to [[OneHitPolyKill clear a whole room if used right]], its also ''very'' easy to [[HoistByHisOwnPetard get sucked in by mistake,]] as the "suck radius" is so big.



** In mission 11 of Descent 3, you are sent to rescue a pilot (who is [[NoNameGiven never given a name]]), if you succede, you and the pilot head towards the exit shaft (where the doors require two people to open), only to find it was all a trap and get thrown in the [[DeathCourse PTMC Proving Grounds]]. What happened to the poor pilot isn't detailed, although it's [[ThrownOutTheAirlock pretty easy to guess.]]

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** In mission 11 of Descent 3, you are sent to rescue a pilot (who is [[NoNameGiven never given a name]]), if you succede, succeed, you and the pilot head towards the exit shaft (where the doors require two people to open), only to find it was all a trap and get thrown in the [[DeathCourse PTMC Proving Grounds]]. What happened to the poor pilot isn't detailed, although it's [[ThrownOutTheAirlock pretty easy to guess.]]

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