
Story |
| In the
weeks that followed, Dr. Kessler and Dr. Lowers perfected their interdimensional drive. An
early test run conducted on a class one scouting drone confirmed that the drive did indeed
without question have the capability to leave the known universe and enter another. Telemetry indicated that the new dimensions laws of physics were strikingly different than they were in our own universe. Thus it was named "Prodigium", meaning "The extraordinary". Further probes and research led Dr. Kessler and Dr. Lowers to believe that they could use the physics of Prodigium to build a great machine that could convert one type of element into any other. Plans were drafted, viewed, reviewed, and rejected. More and more people were assigned to "the Dimensions Project" as it came to be called. The PTMC Board of Executives approved massive budget increases, and within the space of a month, the key to the lost and forbidden art of alchemy lay on a PTMC regulation c-90784 nanochip. Three days later the test instrument was placed by the same class one drone and set to work. A small amount of water was provided for conversion, and the molecular structure for a rudimentary bio-canister was programmed into the machine. Kessler himself examined the object that was produced, and he proclaimed it to be perfect, matching the programmed file to within a thousandth of a micron. The PTMC Board instantly saw the uses for this new technology. The budget for the Dimensions Project tripled, and more dimensions were settled upon to assist the Great Machine. Aquaticus, a universe made almost entirely with pure water, provided the material for conversion. In mere days the Machine was used to create billions of spherical nodes to filter, store, and send water to Prodigium. Caminus, a universe with regular temperatures exceeding 10,000 degrees Kelvin, was made to provide the massive amount of energy required to operate the Machine. Nivalis, a universe of ice and snow, was made to control and direct the Machine. In a week, PTMCs Great Machine was in full swing, growing at an exponential rate as it added portions on to itself and converted the water into not only raw materials like titanium, urridum, and trilithim, but also completely finished projects which were totally free of defects. Then, two months after Rogue 3 was pressed back into service to the Post-Terran Minerals Corporation, the Great Machine produced an advanced attack droid instead of a common waste barge. From that point on, humans lost all control over the Great Machine, and talk of Aliens surfaced once again. Thats where you come in.
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Features |
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Download |
| Descent 2 V1.2 is
required for proper play of EAF2. If you have V1.0 or V1.1 please update to V1.2 first. If you only
own Descent 2 Destination
Quartzon or the Descent 2 Interactive Demo, simply forget it. These versions are
incompatible to EAF2! When starting the EAF2.EXE, a prompt will ask you for the path to the MISSIONS subdirectory of Descent 2 Commercial V1.2. Enter that path and press RETURN. If the EXE is already located in the MISSIONS subdirectory, then just hit RETURN. To play, simply go to "New Game..." from the Descent 2 main menu and select EAF2. Note for Macintosh users: EAF2 plays fine on Descent 2 V1.2 for Macintosh. However you need the Mac unRAR utility to extract the PC EXE file. Get it here.
|
Ellusion Design |
| Ellusion Design is a
team of hobbyists that bring you the best possible Descent add-on missions. In Encounter
at Farpoint 2 we brought you the first custom cockpit, the first non-standard mission
goals - like acquiring new objects to be allowed into parts of the mine - and we will
continue to bring you new features in our future missions. We never settle for anything
less than the best. Ellusion Design works in close cooperation with the Descent Network
Team. Please visit our homepage and read more about our projects - both existing and coming ones. - http://www.descent-3.com/ellusion |
Ellusion Design Credits - Kam "Diocon" Sheffield: Project Coordinator, Level Design, HOG Compilation - Ed "Wizard" Krohne: Briefing Author, Briefing Screen Design, Texture Design - Paradox: Polymodel Design, HXM Compilation - Chris Schiel: Music Composition - Garry Knudson: HXM bug fixes, POG bug fixes. --- Descent Network Team Credits - Heiko Herrmann: Music post production --- Testers: Heiko Herrmann, Razor Blade, Garry Knudson, Magic 101, SiriuS, Dustin "Formal Junkie" Shelby, Kam "Diocon" Sheffield --- Special Thanks: Magic 101, Heiko Herrmann, Garry Knudson --- Installer written by Heiko Herrmann
You may not distribute this mission out of it's original archive. Please don't distribute any file from this hog file. Do not dissassemble this file. You may not dissassemble this hog and use any of it's contents for your own missions. Ellusion Design is not in any form associated with Voliton Inc., Outrage Entertainment, Parallax Software or Interplay Productions, and are therefore not responsible for any crahes, or anyother mishaps, while playing this mission.
The coincidence in names between the Descent 2 add-on mission called Encounter at Farpoint or any other project bearing part or all of that name made by Ellusion Design and the first episode of the TV series Star Trek: The Next Generation® is just that, a coincidence. That includes any common references, including but not limited to "Farpoint Station." The two projects have absolutely nothing to do with each other aside from the obvious coincidence of names.