As Cyrus escapes the Great Prison in Level 2, he must escape across a rope bridge to get back to the city. The guards block him off on both sides and cut the bridge as he crosses. Cyrus falls down the chasm between the city and the prison.
As he falls, Cyrus enters a dream-like world, stopped in time. The world he enters is misty and confused, showing past, present, and future simultaneously. In the vision, Cyrus meets the mystic figure that released him from his cell, the ghost of Emperor Atash. He receives the Scroll of the Fallen from this world and when he awakes, he is on the shore of the chasm-bed river with the Scroll in hand.
This sequence was originally planned as a cinematic or cutscene, but was expanded into a fully playable level due to the opportunities it presented in gameplay.
To begin the level, we wanted to make the player feel like there was a lapse in time or just that there was something wrong; we took Cyrus' house from level one and mirrored it to make it feel off. After the player wanders around the closed room for a while, the house dissolves into the misty landscape and Cyrus falls to a floating platform below.
The level is quite abstract in design, full of floating assets from Cyrus' past and future. Throughout this level, the player is unable to take fall damage. In the first section, before the temple, the gamespace is capped on the two verticals with a thick white mist that will cause the player to fall from the sky if they fall off the level. In the second section, when the player obtains the scroll and meets Atash, the thick white smoke is a black smog which will kill the player when touched.
Recently, it's been decided that the third level will be the end of the demo we're producing. The player be shown one final cinematic and credits will roll.