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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 dimension’s 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, PTMC’s 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.

That’s where you come in.


The Cygnus Corporation attempted to enter the multi-role assault craft department, but was met with great failure. Every one of it's models were ravaged with problems and shortcomings. Last reported to be working on a final try at a "Pyro" class fighter, Cygnus Corp has imidiatley shut down all opporations prior to a meeting with a non-disclosed reprisentatinve of a corporation, which is belived to have been sought after for financial support by Cygnus.



eaf2-1.jpg (49798 bytes) Level 1: A simple layout with a low infestation. You will need to find the blue and red keys and destroy the ciruit board behind the doors. The circuit board disables a force feild blocking the reactor room, then destroy the reactor.
eaf2-2.jpg (38483 bytes) Level 2: First you will need to destroy the 3 turrets that give you the access keys. Then destroy the switches behind the restricted access areas to gain acces to reactor, and proceed to destroy reactor.
eaf2-3.jpg (61243 bytes) Level 3: Collect the three generators, and destroy the mine.
eaf2-4.jpg (55361 bytes) Level 4: Destroy all the fusion generators in the mine, and the circuit boards behind them. You will then need to destroy the central core boss.
eaf2-5.jpg (44251 bytes) Level 5: Destroy the control consoles to the mine and the circuit boards under neath them. Destroy the mine.
eaf2-6.jpg (48900 bytes) Level 6: Collect the differnt parts to the super weapon, then destroy the mine.
eaf2-7.jpg (65510 bytes) Level 7: Destroy 3 of a certain mech, they will give you access to the restricted access areas. Destroy circuit boards in the restricted access areas, then destroy the mine.
eaf2-8.jpg (25746 bytes) Level 8: Destroy the circuit board that unlocks the door to the witch that allows you acces to the blue, shoot switch to lower the walls around the blue key. Then destroy the bot that carries the yellow key. From there destroy the reactor to gain the red access key. And finally, destroy the brain of the machine, the final boss.
eaf2-s1.jpg (33816 bytes) Secret level 1: Rescue all the hostages, then destroy switches, then destroy reactor.
eaf2-s2.jpg (99973 bytes) Secret level 2: Destroy the reactor, and gather as much stuff as you can before the time runs out.



  • Several professional briefing backgrounds
  • Professional, custom and original MIDI music
  • First ever Custom Cockpit!
  • Non-standard mission goals - like acquiring new objects to be allowed into parts of the mine
  • 45+ Custom Robots



The "High Velocity Driller" is one of the earliest mechs built by PTMC for defence of Aquaticus. Age does not make this unit obsolite in any way, with the same "Vulcan Cannon" used in many "Pyro" class fighters, the HVD can pack a punch accurately from a long distance. The only safe way of terminating the infected HVDs is to attack it from an even greater range than it's own, though stratigic placement makes this difficult.
Mining in Caminus proved to be a task requiring many different mining methods, thus requiring many different types of mining mechs. The introduction of the experimental, dual role "Cobra" greatly reduced maintenance and supervision costs currently being used in Caminus. Cobras became very successful but also were the first to fall under the influence of the alien virus, it's multiple mining procedures now acting as multiple methods of destruction.
"Poseidon" mechs were among the fist built specifically for the defence of Nivalis if any threat were to present itself. It's Spreadfire Cannon looked pretty in demonstrations, but was never proven in battle. Now, taking orders from another authority, it likes to prove what it can do to any intruder it encounters. Quick destruction is the only way to resolve it's boasting.
Not much is know about any mech in Prodigium as they seem to be designs of the force holding the Machine. This particular construction has been witnessed firing a Gauss Cannon, but not being able to take much damage; it's only redeeming attribute. Dubbed the "Menace" by survivors, this, as well as any unidentified alien enemy in Prodigium should be treated with respect and killed with whatever it takes.



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. -



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.